Galleass
Galleass is an Italian Commerce Age warship that transports land units and attacks with several close- and long-range weapons. Its broadside and ram give it unusual options in a naval engagement.

Recorded values
- Available
- Commerce Age · European Dock
- Training
- 30 sec · 80 XP per train
- Durability & mobility
- 1,500 hit points · 75% ranged resistance · 7.0 speed · 30 line of sight
- Roundel attack
- 35 base damage · range 25 · attack interval 1.0 · area of effect 2 · bonus damage: 0.5x vs. Artillery
- Roundel Broadside
- 40 (15) base damage · range 35 · attack interval 0.05 · area of effect 1 · bonus damage: 1.5x vs. Villager
- Ram attack
- 400 base damage · range 4 · attack interval 0.05 · area of effect 3
- Ability
- Transports land units
Role, availability & values
It is built at the European Dock. Its recorded profile includes a Roundel attack, a multi-hit Roundel Broadside and a powerful Ram attack at close range, in addition to transport capacity. A Galleass needs water access for both its combat and troop-moving roles.
Matchup & timing
Use the broadside from a controlled position and reserve the ram for a safe close approach. Protect the ship while it carries troops, and unload only where the land force can move off the shore without being trapped.
Italian warship weapons and transport role
The Italian Galleass becomes available in the Commerce Age at the European Dock and costs 400 Wood and 400 Coin. It has 1,500 hit points, 75% ranged resistance, speed 7.0 and line of sight 30. Besides carrying land units, it attacks with several weapons: the Roundel, a multi-hit Roundel Broadside and a high-impact Ram for close engagements. This gives the ship more tactical choices than a simple transport, but each role requires different positioning. Use the broadside against a target from a controlled angle, protect the hull while it carries troops, and only commit to a ram when the approach is safe and the target is worth the exposure. The Galleass needs navigable water to reach the landing area; unloading into an enemy-held shore can strand the passengers even if the ship survives. It is a substantial 400/400 investment, so escort it with other naval units when the opponent contests the sea and plan a landing route before loading. Its transport capability is most useful on maps where a water crossing creates a flank or reaches a protected resource area. The ship’s profile is part of the Italian roster added in Knights of the Mediterranean and its weapons should be checked separately from ordinary Dock warships.
Planning a coastal landing
Before loading, identify a landing point with room for the passengers to disembark and a route to the objective. A Galleass can cross water with troops, but it cannot make an unsafe shore safe: hostile units may attack the unloading area while the ship is committed to the broadside or ram. Keep the naval force close enough to cover the landing, and avoid splitting its weapons across several targets when the transport is carrying an expensive army. If the sea is uncontested, the ship can threaten distant shorelines and force an opponent to defend more than one approach.
Italian warship with broadside and ram
The Galleass is an Italian Commerce Age warship trained at a European Dock. It combines a 1,500-hit-point hull with transport capacity and several attack modes: a Roundel attack, a multi-hit Roundel Broadside and a powerful close-range Ram. The different profiles make it adaptable, but the ram requires a dangerous approach while the broadside is more useful from a controlled firing position. Use the Galleass to support an Italian naval push or carry troops across a safe route, and keep escorts nearby.
Water access and troop movement
A Galleass costs 400 Wood and 400 Coin and takes 30 seconds to train. Its seven speed and 30 line of sight help it move and inspect the water, but a transport carrying land units is also a valuable target. Unload where troops can reach a clear shore and avoid sending the ship into a stronger fleet merely to use the ram. Protect the Dock and use the broadside when the enemy cannot immediately close. Its multiple abilities are useful only when the player can control the sea lane and sequence each task safely.