Naval Base
Building Network //
Active:
Naval Base
19 Structures // Scroll →
01 Arms Industry
02 Army Base
03 Air Base
04 Naval Base
05 Recruiting Office
06 Bunkers
07 Hospital
08 Secret Lab
09 Annex City
10 Combat Outpost
11 Mercenary Outpost
12 Local Industry
13 Field Hospital
14 Airfield
15 Pontoons
16 Military Logistics
17 Coastal Battery
18 Observation Station
19 Air Defense
[ Building Network ] // 04 Naval Base ▼
01 // Arms Industry
←
02 // Army Base
←
03 // Air Base
←
04 // Naval Base
CURRENT
05 // Recruiting Office
→
06 // Bunkers
→
07 // Hospital
→
08 // Secret Lab
→
09 // Annex City
→
10 // Combat Outpost
→
11 // Mercenary Outpost
→
12 // Local Industry
→
13 // Field Hospital
→
14 // Airfield
→
15 // Pontoons
→
16 // Military Logistics
→
17 // Coastal Battery
→
18 // Observation Station
→
19 // Air Defense
→
[ BUILDING DOSSIER // BLDG-A04 ]
// MARITIME FORCE PROJECTION
NAVAL BASE
Maritime production and coastal deployment infrastructure. The supplied progression begins with a free homeland Harbor baseline, then advances through paid military Naval Base upgrades that reduce embarkation time, increase local resource yield and unlock progressively heavier naval assets.
Baseline Harbor
Free
Max Embarkation
-50% Time
Max Resource Yield
+20%
Shipyard Threshold
40% HP
[ OPERATIONAL BLUEPRINT ]
Maritime Network
Free Coastal Baseline
Friendly homeland coastal cities receive a
free Level 1 Harbor baseline.
Embarkation Logistics
Listed embarkation time improves from
-5% at the baseline Harbor
to
-50% at the top listed tier.
Fleet Projection
Higher infrastructure progressively unlocks heavier naval
assets while also raising local resource yield.
[ PREREQUISITES MATRIX ]
Maritime Conditions
01
Homeland Harbor
Friendly homeland coastal cities receive the supplied
Level 1 Harbor baseline for
free.
02
Patrol Boat
The baseline Harbor can produce
Patrol Boats
when paired with
Arms Industry Level 1.
03
Military Upgrades
Subsequent tiers are listed as active military construction
upgrades rather than free baseline infrastructure.
04
40% HP Rule
Naval Base operations require at least
40% HP
to remain operational.
[ NAVAL INFRASTRUCTURE CONFIGURATOR ]
Select Listed Infrastructure Tier
The source presents five listed rows:
a free baseline Harbor followed by four paid Naval Base
progression rows. Select any supplied row to update structural
HP, embarkation modifier, resource yield, unlocks and costs.
[ ACTIVE MARITIME PROFILE ]
LEVEL 1 // BASELINE HARBOR
FREE BASELINE
Structural HP
5
5 → 25 HP
Embarkation
-5%
Time modifier
Local Resource Yield
0%
Source: No Bonus
Build Time
FREE
Homeland standard
Money Cost
$0
Deployment
[ UPGRADE MATRIX ]
Harbor-To-Fleet Progression
| Listed Level | Source Label | Build Time | Structural HP | Embarkation | Resource Yield | Unlocks | Supplies | Components | Electronics | Fuel | Money |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Level 1 | Baseline Harbor | Free // Homeland Standard | 5 HP | -5% Time | No Bonus | Patrol Boat* | — | — | — | — | $0 |
| Level 2 | Naval Base Level 1 | 24:00:00 | 10 HP | -10% Time | +5% | Corvette · Attack Submarine | 500 | 1,000 | 500 | 1,000 | $2,750 |
| Level 3 | Naval Base Level 2 | 09:00:00 | 15 HP | -20% Time | +10% | Frigate · Destroyer · Ballistic Submarine | 500 | 750 | 500 | 750 | $2,000 |
| Level 4 | Naval Base Level 3 | 30:00:00 | 20 HP | -40% Time | +15% | Cruiser | 750 | 1,000 | 750 | 1,250 | $3,500 |
| Level 5 | Naval Base Level 4/5 [Top Listed Tier] | 32:00:00 | 25 HP | -50% Time | +20% | Aircraft Carrier · Elite Submarine Hull Matrix | 1,000 | 1,500 | 1,000 | 1,750 | $5,500 |
[ NAVAL UNLOCK LADDER ]
Fleet Access by Supplied Tier
L1
Baseline Harbor
Patrol Boat*
*Requires Arms Industry Level 1.
*Requires Arms Industry Level 1.
L2
Naval Base Level 1
Corvette
Attack Submarine
Attack Submarine
L3
Naval Base Level 2
Frigate
Destroyer
Ballistic Submarine
Destroyer
Ballistic Submarine
L4
Naval Base Level 3
Cruiser
L5
Top Listed Tier
Aircraft Carrier
Elite Submarine Hull Matrix
Elite Submarine Hull Matrix
[ MARITIME SCALING ]
Harbor-To-Fleet Network
Structural Scaling
Structural health rises
5 → 10 → 15 → 20 → 25 HP
across the supplied rows.
Embarkation Scaling
Embarkation-time reduction progresses
-5% → -10% → -20% → -40% → -50%.
Resource Scaling
The free Harbor lists
No Bonus.
Paid tiers then increase local resource yield
+5% → +10% → +15% → +20%.
[ STRATEGIC INTELLIGENCE ]
Maritime Doctrine
Free Coastal Baseline
The source treats the Level 1 Harbor as a free homeland
standard rather than a normal paid Naval Base upgrade.
Projection Scaling
Higher tiers simultaneously improve embarkation time,
local resource output and access to heavier naval hulls.
40% HP Threshold
The source states that below
40% HP,
ongoing ship construction freezes and capital hulls cannot be
mobilized until the shipyard is repaired.
Data Separation // Harbor Baseline ≠ Paid Naval Upgrade
The supplied progression distinguishes the free homeland Harbor
from later paid military infrastructure. Structural HP,
embarkation-time reduction, local resource yield, hull unlocks,
build time and deployment cost are kept as separate source values.
The 40% HP operational rule is also independent of the listed
infrastructure bonuses.
Source Note // Tier Naming & Hero Copy
The source terminal calls the maximum tier
Level 5, while the final progression row itself is
labeled
“Level 5 // Naval Base Level 4/5 [Top Listed Tier]”
.
This replacement preserves that distinction instead of silently
choosing whether the final military infrastructure should be called
Naval Base Level 4 or Level 5.
The original hero paragraph also contains the same unrelated
single-tier crossing-infrastructure wording seen in earlier source
pages; those statements are not used as Naval Base mechanics.
[ MARITIME ARCHITECTURE ]
Five Independent Layers
01
Harbor / Naval Tier
02
Structural HP
03
Embarkation Modifier
04
Resource / Hull Access
05
40% HP Operations
[ BUILDING NETWORK // NEXT DOSSIER ]
Recruiting Office
Naval Base maritime infrastructure is documented.
Continue into manpower infrastructure with Recruiting Office.
