Naval Gaming

NPC captains: decision points

Where an NPC captain changes what it does: the ranges, odds and times at which it decides. The numbers are the game’s own, read from the captains’ data, and each is a guess set by play, so it may move. How they fight between these points is on How NPC captains fight.

Looking round

DecisionAtWhat it does
Decides againevery 1 s to 5 show often it looks round and decides: the best captain every second, the poorest every few
Changes targetnearer than 60% of the rangeit keeps its target unless another enemy comes this much nearer than the one it has
Temper by the odds77% or 130% of your mena clearly smaller ship than yours, by the first, closes and rakes; otherwise, with fewer men aboard than the first it skirmishes, with more than the second it brawls; between, its own temper decides

Closing

DecisionAtWhat it does
Mans the side2,500 mclears for action on the side an enemy will bear on, long before the guns do
Shortens sail1,000 mfull sail to close; inside this, the sail its men allow (see Crew)
Stops chasing700 mbeyond this it only closes; inside it fights by its temper
Tacks or wears3 knit tacks with at least this much way on; slower, it wears
Gives up a tack240 sa tack not round in this long has hung in stays: it gives it up and pays her off

In action

DecisionAtWhat it does
Skirmisher’s range400 mit keeps you abeam about here
Skirmisher closesbeyond 600 mit puts you a little ahead of its beam, closing as it fires
Skirmisher opensinside 240 mit puts you a little abaft its beam, opening the range
Brawler’s range150 mclose action, where it works for the rake
Brawler closesbeyond 225 mas the skirmisher, nearer in
Brawler opensinside 90 mas the skirmisher, nearer in
Judges the rake10 s to 30 s aheada brawler weighs each course by where it leaves the two of you this long on, by its competence

Crew and shot

DecisionAtWhat it does
Full sail in action50% of the guns’ crewsit keeps full sail while its manned sides have at least this; fewer, topsails
Loads double250 minside this, double shot
Fires chain80% of chain’s reacha skirmisher fires chain inside this share of its chain’s greatest range
Back to ball30% of your drive gonea skirmisher stops firing chain once your rig has lost this much: your men are the better target
Holds its shot50 m past an edgeit changes shot only this far past each range’s edge, so it doesn’t flip

Keeping clear

DecisionAtWhat it does
Looks ahead for ships60 sit checks each course this far ahead, assuming every other ship holds hers
Gap from other ships30 mit won’t take a course that brings it nearer than this, beyond the two hulls
Gap from your ship120 man ally aims to keep this wide of you; boxed in, it comes nearer
Looks ahead for shoals60 s of sailing, and 150 mfurther the faster it sails, and this far even when barely moving
Water under the keelits draught and 2 mit turns away from anything shallower

Prizes

DecisionAtWhat it does
Goes for a prize1,500 ma struck enemy this near, with no enemy still fighting this near
Heaves to150 mit rounds up into the wind, topsails aback; once all but stopped it lowers its boat

Under your signals

DecisionAtWhat it does
Answers a signal10 s, and 30 s a kilometrebeside the flagship it answers this soon; further off, later
Line interval200 mthe gap between ships in a line
On stationwithin 60 mit carries the flagship’s sail; further behind its station it sets more, ahead of it less

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