Druid here.
I've been pretty lame with this game so far. Some of it has been a certain level of dissatisfaction with the new order input interface. I find it very clumsy and I end up spending much more time inputting orders than on the old site and making more mistakes.
I did try out Kraken this turn. Not sure I'm even supposed to have it. But it sounded fun so thought I'd give it a whirl. I did NOT patrol this turn in Terror:
Sea Battle Sea battle in the sea of Terror over rough seas: 2 fleets of Necromancer
barges vs. 2 fleets of Druid barges. During the first hour of battle, long
and medium range catapult fire inflicted devastating damage to the
Necromancer navy and very light damage to the Druid barges. As the forces
drew near, ballistas, fire arrows and grappling missiles caused negligible
losses to the Necromancer barges and negligible losses to the Druid ships.
When the navies clashed at close range, ramming tactics and ship to ship
melee resulted in additional negligible damage to the Necromancer ships,
and negligible damage to the Druid ships. By this time, total losses to the
Necromancer ships were devastating compared to very light losses to the
Druid barges based on the overall number of ships in each navy. The battle
continued to rage for some time until the Necromancer fleet attempted to
break off. Their slow sailing navy was unable to escape and was destroyed!
Necromancer losses were put at 2 fleets while Druid losses were estimated
at 0 fleet. Damage to remaining Druid fleets was minor . Damage to
surviving ships resulted in diminished naval quality in that sea.
Seems like some bugs in here