This patch changes the following:
* Fishing boat construction time from 20 to 15 (merchant ships and biremes have 20, triremes 25, quinqueremes 30).
* Tweaked merchant ships:
* cost from 0 wood + 100 metal to 150 wood + 100 metal (land traders cost 100 food + 80 metal);
* movement speed is unchanged at ×1.35 (land traders have ×1);
* +50% health, from 400 to 500 (land traders have 100);
* same damage resistance as other ships (except fishing boatsquinqueremes 30).
* Quinquereme population from 3 to 5 (biremes have 2, triremes 3).
* Warships get a 2:1 wood to metal cost:
* bireme from 125 wood + 50 metal to 120 wood + 60 metal;
* trireme from 150 wood + 150 metal to 200 wood + 100 metal (also for kush);
* quinquereme from 350 wood + 350 stone + 200 metal to 600 wood + 300 metal;
* juggernaut from 400 wood + 350 stone + 300 metal to 800 wood + 400 metal.
* Ship loot is standardized to 20% of costs, similar to siege engines and structures.
* Ship <xp> loot is standardized to 10% of their health, but removed from fishing boat and merchant ship, since they can't attack.
Because merchantmen have a third more movement speed,* The fishing boat and merchant ship no longer have lower resistance (2 hack, 5 pierce, 2 crush) than other ships (5 hack, 10 pierce, 5 crush). Because this makes them c. 70% harder to destroy with arrows, their health is reduced by 40% to compensate (0.6 / 0.9^5 = 1.0161). The advantage is that a ship with X health is as hard to destroy as any other ship with X health, making things easier to understand for players. a lotIt does make them more healthvulnerable to fireships, and more resistancethough, and trade routes become far more profitable the longer the distancehowever, as consequence garrisoning land traders in merchanthat ships might become an interesting option in some special cases (#3428).ouldn't be too much of a problem, given their limited usage.