There are six types of Transportation unit. These are separated primarily into Carts, Boats, Ships and Trains. Boats and Ships both separate into Trading Boats and War Boats, and Trading Ships and Warships. This post will cover the general details of Trading Ships. Trading Ships have massive Cargo space and are second only to Trains. Ships have the greatest Health of all Transport Units, but Warships are somewhat more resilient than Trading Ships. Trading Ships can carry more Cavalry units but Warships can carry more Infantry on board.
Construction and Recruiting
Regions and Distances
The Region you choose to Auto-Raid or Auto-Trade with determines the coins, resources, goods and other rewards you can get back from your transport units. On the other hand, going far from your homeland can increase the amount of time each Raiding and/or Trading cycle requires.
While a number of buildings have effects on Shipping, there are very few that can actually build or store a ship. Buildings that can create Ships are limited to the Port Authority Office, the Naval HQ and the Dry Dock. This means that if you're not a Sovereign or Minister of the Port or Shipyard districts, your only chance to build your own boat is to convince the Secretary of the Navy to sell you a Dry Dock or a Shipyard lot to build one one. Buildings that store boats are not quite as exclusive. They include the Boathouse, Cargo Dock, Cargo Terminal, Floating Docks and the Harbor. Of these, the Boathouse is the only building that isn't locked into a specific district. While the mechanic is potentially silly, players can buy a lot anywhere in the settlement and build a Boathouse to hold their personal Ships. It will eventually be possible to rent out Ship (and Boat and Cart and Train) storage slots from Ministers and independent owners.