Sea news & events
What happened to everyone, live from the server, and how the events of the sea work.
The latest from the sea
Reading the wire…
One feed for the whole sea
PerpeNaval is one shared world, and the sea news is how that world tells everyone what is happening. It is a single feed, the same for every captain, under the captain menu. The latest lines are shown first. It covers the things that change where the money is: a flash job in a port, an event starting, a port entering Boom or Famine, a new community goal and its milestones, a signal at sea, a flare-up, a fishing ground that has collapsed, a ship left drifting after a pirate drained her tank, a port or shipyard reaching a new development level, and a company reaching a new tier.
The events calendar
Two world events run each real week, each lasting two real days. The calendar shows what is on now and what is coming, and every captain sees the same calendar. An event raises the pay of the cards it names:
- Bluefin week: bluefin trips in a named sea (Bay of Biscay, Balearic Sea or Strait of Sicily) pay 50% more.
- Hurricane relief: relief cargo into storm-struck ports pays 30% more.
- Fuel crunch: tanker deliveries into one named port pay 40% more.
- Pirate surge: patrols and toll shifts in one named zone, such as the Gulf of Aden or the Malacca Strait, pay 40% more.
- Cruise season: cruises and liner calls pay 30% more.
Affected cards carry the event's name, so you can see why a card pays more.
Flash jobs
About every 90 real minutes, one port posts a flash job: its best card by net pay per hour, raised by 50% to 100%, for 30 minutes. It is marked FLASH on the board and announced in the news. The first captain to take it gets it. You can turn on an optional alert in the settings.
Community goals
One shared goal runs at a time, for three to seven real days: deliver so many tonnes of cargo to a port, land so much fish, deliver so much fuel, or finish patrol shifts in a zone. The size of the goal grows with the number of active captains. Every landing that fits counts automatically, and the news marks each quarter of the way. When it ends, contributors are paid by rank: $20,000 for the top 10%, $10,000 for the top 25%, $5,000 for the top half and $2,000 for everyone else who helped. A goal that is missed still pays, at half.
Port states
At any time a few ports, about one in twenty, are in a state for two to four real days:
- Boom: cargo into the port pays 25% more, cruise calls 20% more.
- Bust: cargo from or into the port pays 20% less, and fuel there is cheap.
- Famine: food cargo into the port pays 50% more, and ten food landings end it.
- Unrest: escorts and smuggling into the port pay 30% more and ordinary cargo 15% less, and six escorts calm it.
- Expansion: building materials and machinery pay 35% more and fuel deliveries 20% more.
The state shows on the port card and as a tag on the cards it affects. Port states also move Exchange prices at that port.
Signals and flare-ups
Signals at sea are a drifting yacht, a wreck or lost containers: a spot on the water for about six real hours, worth a fixed salvage ($4,000 to $9,000) and some Elo to the first ship that reaches it. Any calling can go, and the card appears on every board within 2,500 km.
Flare-ups happen every few days in one of the pirate zones. For about two and a half real days both coast guards are out, with blockades and convoy calls: patrols and toll shifts there pay 50% more, and the zone runs hotter. The game takes no side: no flags change and nobody wins.
Storms and the news
Storm news has its own place. The storm outlook lists every active storm and every storm forming within the next real day, and the Warnings box flags storms that will pass ports your ships use, ships held by weather and ports closed by a storm. When a storm leaves a port recovering, relief cargo and food runs appear on nearby boards, and a Hurricane relief event on the calendar raises relief pay further. The storms page explains how the weather works.