This suggestion is about boats. I know what you are thinking, "This has been suggested literally to DEATH!" And you are right, but I have something that most suggestions don't have: Details. I have painstakingly crafted these raws for giving not just a suggestion, but some applications for them and explanations of what everything does, as well as some mod applications.
boat_standard
[OBJECT:BOAT]
[BOAT:BOAT_TRIREME]
[NAME:trireme:trireme]
[WOOD_PREF] (determines the material that a boat can be made out of. mainly for modded metal boats. [METAL_PREF])
[SHIP_WAR][SHIP_TRADE][SHIP_TRANSPORT] (warships engage enemy ships, trade ships bring wagons, transport ships bring people and cargo for non trade purpouses i'e Raiding, colony ships, ect
[BASE_BOUYANCY:15000] (base bouyancy-weight+added bouyancy from parts. the resulting total is divided equaly between all hull pieces. once a piece is broken, the alloted total held by that piece is lost. 10000 total minimum to float on water, 100000 to travel above the ground for modded airships. This system makes it easy to track if a boat is sunk or not.
[MIN_CREW:10][MAX_CREW:15] the amount of crew that can be stationed on a boat
[CAN_MASTERWORK] can use masterwork parts in the construction.
[TILE:1:1] [ITEM_PART_OAR] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART] denotes the tile and what it looks like in each orientation, what component of the ship, and what it looks like. colour from tile means that the tile wil be the same colour as the part used in the construction of it, in the case of a hull, the wood block.
[TILE:1:2] [IS_ABSENT] [TILE_APPERENCE:NONE] denotes an empty space in the construction
[TILE:1:3] [ITEM_PART_OAR] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:1:4] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:1:5] [ITEM_PART_OAR] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:1:6] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:1:7] [ITEM_PART_OAR] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:1:8] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:1:9] [ITEM_PART_OAR] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:1:10] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:1:11] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:2:1] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:2] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:3] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:4] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:5] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:6] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:7] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:8] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:9] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:10] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:11] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:3:1] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:3:2] [HULL] [COMMAND_HELM] [TILE_APPEARANCE_ALWAYS:"o"] [COLOR_FROM_PART] command_helm is where the captain stands while the boat is in operation.
[TILE:3:3] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:3:4] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:3:5] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:3:6] [PART_SAIL] [INNER] [TILE_APPEARANCE:")"] [COLOR_SELECT] inner means that ram attacks cannot hit this part. color_select allows this part to be a color selected by the builder.
[TILE:3:7] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:3:8] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:3:9] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:3:10] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:3:11] [PART_RAM][TILE_APPEARANCE:">"] [COLOR_FROM_PART]
[TILE:4:1] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:2] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:3] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:4] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:5] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:6] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:7] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:8] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:9] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:10] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:11] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:5:1] [PART_OAR_LEFT] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:5:2] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:5:3] [PART_OAR_LEFT] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:5:4] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:5:5] [PART_OAR_LEFT] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:5:6] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:5:7] [PART_OAR_LEFT] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:5:8] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:5:9] [PART_OAR_LEFT] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:5:10] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:5:11] [IS_ABSENT] [TILE_APPERENCE:NONE]
[BOAT:BOAT_TRIREME_FLAG]
[NAME:trireme flagship:trireme flagship]
[WOOD_PREF]
[SHIP_WAR]
[BASE_BOUYANCY:15000]
[MIN_CREW:10][MAX_CREW:15]
[CAN_MASTERWORK]
[TILE:1:1] [ITEM_PART_OAR] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART] denotes the tile and what it looks like in each orientation, what component of the ship, and what it looks like. colour from tile means that the tile wil be the same colour as the part used in the construction of it, in the case of a hull, the wood block.
[TILE:1:2] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:1:3] [ITEM_PART_OAR] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:1:4] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:1:5] [ITEM_PART_OAR] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:1:6] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:1:7] [ITEM_PART_OAR] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:1:8] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:1:9] [ITEM_PART_OAR] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:1:10] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:1:11] [ITEM_PART_OAR] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:1:12] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:1:13] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:2:1] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:2] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:3] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:4] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:5] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:6] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:7] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:8] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:9] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:10] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:11] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:12] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:2:13] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:3:1] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:3:2] [HULL] [COMMAND_HELM] [TILE_APPEARANCE_ALWAYS:"o"] [COLOR_FROM_PART] command_helm is where the captain stands while the boat is in operation.
[TILE:3:3] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:3:4] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:3:5] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:3:6] [ITEM_PART_SAIL] [INNER] [TILE_APPEARANCE:")"] [COLOR_SELECT] inner means that ram attacks cannot hit this part. color_select allows this part to be a color selected by the builder.
[TILE:3:7] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:3:8] [HULL] [ITEM_PART_CROSSBOW_ENPLACEMENT][TILE_APPEARANCE_LEFT:"}"][TILE_APPEARANCE_RIGHT:"{"][COLOR_FROM_PART]
[TILE:3:9] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:3:10] [HULL][ITEM_PART_CROSSBOW_ENPLACEMENT] [TILE_APPEARANCE_LEFT:"}"][TILE_APPEARANCE_RIGHT:"{"][COLOR_FROM_PART]
[TILE:3:11] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:3:12] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:3:13] [PART_RAM][TILE_APPEARANCE:">"] [COLOR_FROM_PART]
[TILE:4:1] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:2] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:3] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:4] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:5] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:6] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:7] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:8] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:9] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:10] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:11] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:12] [HULL] [TILE_APPEARANCE_ALWAYS:"+"] [COLOR_FROM_PART]
[TILE:4:13] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:5:1] [PART_OAR_LEFT] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:5:2] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:5:3] [PART_OAR_LEFT] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:5:4] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:5:5] [PART_OAR_LEFT] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:5:6] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:5:7] [PART_OAR_LEFT] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:5:8] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:5:9] [PART_OAR_LEFT] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:5:10] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:5:11] [PART_OAR_LEFT] [TILE_APPEARANCE_RIGHT:"\"][TILE_APPEARANCE_LEFT:"/"] [COLOR_FROM_PART]
[TILE:5:12] [IS_ABSENT] [TILE_APPERENCE:NONE]
[TILE:5:13] [IS_ABSENT] [TILE_APPERENCE:NONE]
Naval travel will be resolved off screen similar to the adventure mode fast travel and The civilisation screen. Combat will be resolved like a raid, with the battle being resolved off screen, with the details of each part that got damaged, incapacitated, or destroyed, unless in adventure mode and you or the enemy initiates boarding, which puts your boats adjacent, and is resolved by ground combat, which you can take part in.
damaged tiles lose 1/2 of their bouency, and [PART_MOVE] parts move at half speed. incapacitated tiles lose 1/2 of their bouency and all other functions. destroyed tiles lose their functions and all of their bouyency
if a boat travels through your fortress area, it will move only left or right to a dock, then off the screen in the same direction, preventing a entity placement issue from turning.
\ \ \ \ \ \
++++++++++++
+o+++)+}+}++> right orientation
++++++++++++
/ / / / / /
/ / / / / /
+++++++++++
<+{+{+(+++o+ left orientation
+++++++++++
\ \ \ \ \ \
item_boatparts
item_boat_parts
[OBJECT:ITEM]
[ITEM_PART:ITEM_PART_OAR]
[NAME:oar:oars]
[TILE:\]
[METAL_MAT]
[WOOD_MAT]
[PART_STEER][PART_MOVE] determine what function of the boat is impared when destroyed or incapacitated
[PART_REQUIRE_SAILOR:ROWER] This part requires an active sailor with the rower skill to work.
[MOVE_SPEED:1:4][NO_OPEN_WATER_TRAVEL][USE_IN_COMBAT] how much speed is added to the boat in knots by untrained andfully trained sailors. no_open_water_travel means that in deep ocean conditions (four or more water below, the oars will not be used to travel, preventing rowboats from crossing the atlantic. oars will be used in water combat in deep water, though, as denoted by the use_in_combat tag
[SIZE:800]
[SKILL:SPEAR] It wouldn't be an oar if you couldn't whack someone with it!
[TWO_HANDED:45000]
[MINIMUM_SIZE:8000]
[MATERIAL_SIZE:1]
[ATTACK:BLUNT:20000:4000:slap:slaps:paddle:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:10000:6000:bash:bashes:shaft:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ITEM_PART:ITEM_PART_SAIL]
[NAME:sail:sails]
[TITLE:)]
[CLOTH_MAT]
[PART_MOVE][PART_USE_WIND] use wind means that it will recieive speed bonuses if the wind runs in the same direction you are going
[MOVE_SPEED:20]
[SIZE:10000]
[ITEM_PART:ITEM_PART_RAM]
[NAME:ram:rams]
[TITLE:>]
[WOOD_MAT]
[METAL_MAT]
[PART_IMPACT_BRACE]
[CAN_RAM] impact_brace means that the boat will try to make this part take the brunt of impact damage. can_ram means that the boat will try to ram using this part as opposed to any other.
[SIZE:3000]
[ITEM_PART:ITEM_PART_CROSSBOW_ENPLACEMENT]
[NAME:crossbow enplacement:crossbow enplacements]
[TITLE:}]
[PART_RANGED_WEAPON] means that it functions like a stationary crossbow that can be used by sailors, as opposed to being carried by a dwarf.
[WOOD_MAT]
[METAL_MAT]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:200]
[TICKEXTEND:2] adds ticks to fire time. negative numbers subtract ticks.
[TARGET:USE_WIND] will target parts of enemy boats with part_use_wind, i.e. sails
[TARGET_SECONDARY:SAILOR] will target sailors if the sails or equivilent are destroyed. can
[SIZE:800]
[ITEM_PART:ITEM_PART_ENGINE_MODDED] for example, a WW1 era total conversion mod could have biplanes.
[NAME:engine:engines]
[TILE:o]
[SIZE:4000]
[METAL_MAT]
[PART_MOVE][PART_BOUYENCY] part_bouency means it adds bouyency not integral to the design.
[MOVE_SPEED:98]
[BOUYENCY:200000]
[NEEDS_FUEL] consumes one coke per trip to activate, for dwarven steam engines and/or modern total conversions
[ITEM_PART:ITEM_PART_MACHINEGUN_MODDED]
[NAME:machinegun enplacement:machinegun enplacements]
[TITLE:>]
[PART_RANGED_WEAPON]
[WOOD_MAT]
[METAL_MAT]
[RANGED:CROSSBOW:BULLET]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:200]
[TICKEXTEND:-4] adds ticks to fire time. negative numbers subtract ticks.
[TARGET:HULL] will target the hull of a ship
[TARGET_SECONDARY:SAILOR]
[SIZE:800]
additions to the entity file
entity_boatexample
[OBJECT:ENTITY]
[ENTITY:MOUNTAIN_BOAT]
[BOAT:BOAT_TRIREME]
[BOAT_FLAGSHIP:BOAT_TRIREME_FLAG] a civilisation will have only one flagship at a time. The Admiral will use the flagship as their boat.
[BOAT_PART:ITEM_PART_RAM]
[BOAT_PART:ITEM_PART_OAR]
[BOAT_PART:ITEM_PART_SAIL]
[BOAT_PART:ITEM_PART_CROSSBOW_ENPLACEMENT]
[SELECT_SYMBOL:BOAT:NATURE] determines the name of boats in worldgen.
[SUBSELECT_SYMBOL:BOAT:VIOLENT]
[PERMITTED_JOB:SHIPWRIGHT] a new skill. repairing a boat takes the shipright skill.
[PERMITTED_JOB:COMMAND_BOAT] the boat commander skill is used by the captain in skill checks in bad weather or retreating from combat.
[NAVAL_DOCTRINE:RETREAT_FROM_BATTLE:ACCORDING_TO_ADMIRAL] stances are NO_RETREAT,RETREAT_THRESHOLD,RETREAT_WHEN_DAMAGED. a ship with the retreat threshold doctrine will retreat when the destruction of less than three hull points will cause the boat to sink. a boat under the retreat when damaged doctrine will retreat when a tile is brought to damaged level
[NAVAL_DOCTRINE:ATTACK_NONCOMBATANTS:WHEN_WAR] stances are NEVER absolutely never attack trade and transports, WHEN_WAR attack only enemy trade ships and transports ala privateers, and ACCEPTABLE, can attack any ship any time.
[NAVAL_DOCTRINE:PURSUE_RETREATING_COMBATANTS:ACCORDING_TO_ADMIRAL] stances are NEVER, WHEN_PAST_THRESHOLD, and ALWAYS
[NAVAL_DOCTRINE:TAKE_PRISONERS:ACCORDING_TO_ADMIRAL] stances are NEVER, NONCOMBATANTS i.e. boatswain, doctor, captain, and ANY_SURRENDER if they yeald.
[POSITION:ADMIRAL]
[NAME:admiral:admirals]
[NUMBER:1]
[CREW:20:sailor:sailors]
[APPOINTED_BY:MONARCH]
[RESPONSIBILITY:NAVY_STRATEGY] will lead navies in war
[RESPONSIBILITY:COMMAND_BOAT_WAR] will take the helm of a boat dedicated to war.
[RESPONSIBILITY:NAVY_DOCTRINE] will decide the stance on the parts of naval doctrine tagged ACCORDING_TO_ADMIRAL
[COMMANDER:CAPTAIN_NAVY:ALL]
[PRECEDENCE:50]
[FLAGSHIP_PREF] if a flagship is available, the admiral will use it
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[REQUIRED_TOMB:1]
[POSITION:CAPTAIN_NAVY]
[NAME:captain:captains]
[NUMBER:AS_NEEDED]
[CREW:20:sailor:sailors]
[APPOINTED_BY:ADMIRAL]
[RESPONSIBILITY:COMMAND_BOAT_WAR]
[PRECEDENCE:100]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[MILITARY_SCREEN_ONLY]
[POSITION:CAPTAIN_TRADE]
[NAME:trade ship captain:trade ship captains]
[NUMBER:AS_NEEDED]
[CREW:20:sailor:sailors]
[APPOINTED_BY:MONARCH]
[RESPONSIBILITY:COMMAND_BOAT_TRADE] commands a trade ship
[RESPONSIBILITY:TRADE]
[PRECEDENCE:100]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[POSITION:SHIP_DOCTOR]
[NAME:ship's doctor:ship's doctors]
[ON_BOAT] for each boat, there is one
[NUMBER:1]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[APPOINTED_BY:ADMIRAL]
[APPOINTED_BY:CAPTAIN_TRADE]
[APPOINTED_BY:CAPTAIN_TRADE]
[PRECEDENCE:165]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:FIRST_MATE]
[NAME:first mate:first mates]
[ON_BOAT]
[NUMBER:1]
[RESPONSIBILITY:BUILD_MORALE]
[APPOINTED_BY:ADMIRAL]
[APPOINTED_BY:CAPTAIN_NAVY]
[APPOINTED_BY:CAPTAIN_TRADE]
[PRECEDENCE:165]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:BOATSWAIN]
[NAME:boatswain:boatswains]
[ON_BOAT]
[NUMBER:1]
[RESPONSIBILITY:REPAIR_BOAT] the boatswain will attempt to repair any damaged tiles with wood blocks.
[APPOINTED_BY:ADMIRAL]
[APPOINTED_BY:CAPTAIN_NAVY]
[APPOINTED_BY:CAPTAIN_TRADE]
[PRECEDENCE:165]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[ENTITY:PLAINS]
[BOAT:BOAT_TRIREME]
[BOAT_PART:ITEM_PART_RAM]
[BOAT_PART:ITEM_PART_OAR]
[BOAT_PART:ITEM_PART_SAIL]
[SELECT_SYMBOL:BOAT:NATURE]
[SUBSELECT_SYMBOL:BOAT:VIOLENT]
[PERMITTED_JOB:SHIPWRIGHT]
[PERMITTED_JOB:COMMAND_BOAT]
[NAVAL_DOCTRINE:RETREAT_FROM_BATTLE:RETREAT_THRESHOLD]
[NAVAL_DOCTRINE:ATTACK_NONCOMBATANTS:WHEN_WAR]
[NAVAL_DOCTRINE:PURSUE_RETREATING_COMBATANTS:WHEN PAST THRESHOLD]
[NAVAL_DOCTRINE:TAKE_PRISONERS:NEVER]
[POSITION:RAID_LEADER] the default town naval noble, like the lord and hearthperson
[NAME:raid leader:raid leaders]
[NUMBER:AS_NEEDED]
[CREW:AS_NEEDED:sailor:sailors] there will be as many sailors as required by the ship design
[APPOINTED_BY:LORD]
[RESPONSIBILITY:NAVY_STRATEGY]
[RESPONSIBILITY:COMMAND_BOAT_WAR]
[PRECEDENCE:50]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
enjoy. I tried to solve most common problems with boats, but I don't know how well I did
EDIT: the boats look better in the text files.