Greetings all,
The heart of the game pounds with ships. So, what is better than more features that are directly using ships?
Action 1: Transport Immigrants Fleet action
Will work similarly with trade routes. However, instead of trading goods, it will transport population.
At version 1.0, everyone will want to move wherever the fleet owner wants. So, NPC citizens will simply follow your plan without objections. If need be, in future releases, we can add some criteria for this.
The transport will be easy go; Every ship transport capacity will be equal to their cargo capacity/2. So a howker, will be able to transport 30 people. Gear up.... 
Action 2: Expedition Journey fleet action
This is a more sophisticated system. It will work like Fishing in essence but instead of ships trying to catch fishes, they will try to catch treasures and ships. It will be fail-safe and the exact functionality will be secret. 
Here is what can be unveiled:
-Total Fleet Cargo employed will play a role
-Total Crew Members employed will play a role
-Total (additive) fleet speed as well as fleet speed and maximum individual ship speed will play a role.
-The player will send out the fleet and it will always return with something gained. However, time required will greatly vary depending on criteria and rewards earned.
Rewards will be:
-Fame * after making a historical discovery.
-Technological * gain a random technology level as long as you have an academy (rare)
-Gold Coins* Gain a gold coins amount after unveiling a ship treasure
-Gold Bars* Gain gold bars after discovering a major ship treasure
-Ships* Gain a ship dragged from sea bottom (can by any ship currently in sea bottom) (common - at least 30% chance to get a ship initially)
			
		







 ). The player can then decide how risky the expedition should be: Should he get +1 danger pr hour (default, because danger also drops by 1 pr hour, this means no danger gained)? Or should he go for a more dangerous expedition? +2, +3 or +4 danger pr hour, meaning he will be lit up (every 3rd hour, every 2nd hour or every hour), but with a larger chance of a successful expedition?
 ). The player can then decide how risky the expedition should be: Should he get +1 danger pr hour (default, because danger also drops by 1 pr hour, this means no danger gained)? Or should he go for a more dangerous expedition? +2, +3 or +4 danger pr hour, meaning he will be lit up (every 3rd hour, every 2nd hour or every hour), but with a larger chance of a successful expedition?
