Corvette
[SYSTEM_DOSSIER // NAV-02] // COASTAL WARSHIP / ASW / LOADOUT PLATFORM
Corvette
The Corvette is the first true multi-role warship in the Naval Fleet. It combines surface combat, anti-submarine capability, Sonar, strong coastal mobility and — at later levels — a configurable Loadout for loitering munitions and naval mines. High-level Corvettes also gain Cruise Missile launch capability.
DossierNAV-CV-02
ClassCORVETTE
Levels1–7 VERIFIED
Doctrines3 VERIFIED
Primary RoleMULTI-ROLE COASTAL WARSHIP
WesternDays 1 / 4 / 6 / 11 / 16 / 22 / 29
EasternDays 1 / 4 / 6 / 11 / 16 / 22 / 29
EuropeanDays 1 / 4 / 6 / 11 / 16 / 22 / 29
Naval Fleet02 / 08 LIVE
Corvette Combat Identity
Attack Range
50 → 75 → 100
Major range breakpoints arrive at Level 4 and Level 6.
Radar
75 ALL LEVELS
Every supplied level displays radar range 75.
Sonar
75
Verified popup: detects submarines within a range of 75.
Coastal Speed
3.0 → 4.5
Corvettes move twice as fast in Coastal Waters as in Open Sea throughout the supplied progression.
// Naval Terrain Rule //
● SPEED DIFFERENCE / NO VISIBLE COMBAT PENALTY
Open Sea
No negative Attack or Defense modifier is displayed on the supplied Corvette terrain panels. Store the visible base combat stats unchanged.
Coastal Waters
No positive or negative ATK/DEF modifier is displayed. The major terrain difference is movement speed.
Movement
Use separate open_sea_speed and coastal_speed fields. Never average them.
Doctrine Research Timing
[DOC-W // WESTERN]
Western Doctrine
Corvette Levels 1–7
Research Days
1 → 4 → 6 → 11 → 16 → 22 → 29
Class Names
L1–3 Hamilton-class · L4–5 Cyclone-class · L6–7 Freedom-class LCS
Stat Curve
Matches the verified shared 7-level Corvette progression.
[DOC-E // EASTERN]
Eastern Doctrine
Corvette Levels 1–7
Research Days
1 → 4 → 6 → 11 → 16 → 22 → 29
Class Names
L1–3 Albatros-class · L4–5 Steregushchiy-class · L6–7 Gremyashchiy-class
Stat Curve
Same verified combat, range, speed, HP and production progression.
[DOC-EU // EUROPEAN]
European Doctrine
Corvette Levels 1–7
Research Days
1 → 4 → 6 → 11 → 16 → 22 → 29
Class Names
L1–3 Descubierta-class · L4–5 Göteborg-class · L6–7 Braunschweig-class
Stat Curve
Same verified 7-level progression; doctrine changes naming and visuals.
Level Progression // Combat & Naval Geometry
| Level | Day | ATK Vector | DEF Vector | ATK Range | Radar | Open Sea SPD | Coastal SPD | HP | Sight |
|---|---|---|---|---|---|---|---|---|---|
| L1 | 1 | 1.5 / 1 / 0 / 0 / 0 / 0 / 5.5 / 4 / 0.5 / 2 | 0 / 0 / 1 / 1.5 / 2.5 / 0 / 5.5 / 4 / 0 / 0 | 50 | 75 | 1.50 | 3.00 | 24 | 40 |
| L2 | 4 | 1.5 / 1 / 0 / 0 / 0 / 0 / 6 / 4.5 / 0.5 / 2 | 0 / 0 / 1 / 1.5 / 3 / 0 / 6 / 4.5 / 0 / 0 | 50 | 75 | 1.75 | 3.50 | 25 | 40 |
| L3 | 6 | 1.5 / 1 / 0 / 0 / 0 / 0 / 6.5 / 4.5 / 0.5 / 2 | 0 / 0 / 1 / 1.5 / 3.5 / 0 / 6.5 / 4.5 / 0 / 0 | 50 | 75 | 1.75 | 3.50 | 27 | 40 |
| L4 | 11 | 2 / 1.5 / 0 / 0 / 0 / 0 / 7.5 / 5 / 1 / 2.5 | 0 / 0 / 1 / 2 / 5 / 0 / 7.5 / 5 / 0 / 0 | 75 | 75 | 2.00 | 4.00 | 30 | 40 |
| L5 | 16 | 2 / 1.5 / 0 / 0 / 0 / 0 / 8 / 5.5 / 1 / 2.5 | 0 / 0 / 1 / 2 / 5.5 / 0 / 8 / 5.5 / 0 / 0 | 75 | 75 | 2.00 | 4.00 | 31 | 40 |
| L6 | 22 | 3 / 2 / 0 / 0 / 0 / 0 / 8.5 / 6 / 1 / 2.5 | 0 / 0 / 1.5 / 2 / 7 / 0 / 8.5 / 6 / 0 / 0 | 100 | 75 | 2.25 | 4.50 | 33 | 40 |
| L7 | 29 | 3 / 2 / 0 / 0 / 0 / 0 / 9 / 6.5 / 1 / 3 | 0 / 0 / 2 / 2.5 / 8 / 0 / 9 / 6.5 / 0 / 0 | 100 | 75 | 2.25 | 4.50 | 35 | 40 |
Combat Vector Rule
The ten values follow the exact left-to-right target-icon order shown on the supplied cards. The calculator must select the value corresponding to the defender’s target class. Never sum the row.
Loadout & Special Capability Progression
| Level | Sonar | Deploy Weaponry | Elite Loitering Munition | Naval Mines | Cruise Missile |
|---|---|---|---|---|---|
| L1 | Range 75 | — | — | — | — |
| L2 | Range 75 | — | — | — | — |
| L3 | Range 75 | — | — | — | — |
| L4 | Range 75 | ACTIVE | Capacity 1 · Resupply 8h | Capacity 1 · Resupply 12h | — |
| L5 | Range 75 | ACTIVE | Capacity 1 · Resupply 8h | Capacity 2 · Resupply 12h | — |
| L6 | Range 75 | ACTIVE | Capacity 1 · Resupply 6h | Capacity 3 · Resupply 8h | Capacity 1 · Reload 14h |
| L7 | Range 75 | ACTIVE | Capacity 1 · Resupply 6h | Capacity 4 · Resupply 8h | Capacity 1 · Reload 14h |
// Loadout Rule //
● SEPARATE CAPABILITY SYSTEM
Do Not Merge With ATK/DEF
Deploy Weaponry, Naval Mines, Loitering Munitions and Cruise Missiles are separate capabilities. They are not extra values to add into the normal attack vector.
Store Capacity
Each loadout needs its own capacity plus resupply/reload time. These values change by level.
Doctrine Rule
The supplied popup behavior is treated as shared across Western, Eastern and European Corvettes.
Naval Terrain & Survivability
| Level | Open Sea ATK Mod | Open Sea DEF Mod | Open Sea SPD | Coastal ATK Mod | Coastal DEF Mod | Coastal SPD | HP | Sight |
|---|---|---|---|---|---|---|---|---|
| L1 | 0% | 0% | 1.50 | 0% | 0% | 3.00 | 24 | 40 |
| L2 | 0% | 0% | 1.75 | 0% | 0% | 3.50 | 25 | 40 |
| L3 | 0% | 0% | 1.75 | 0% | 0% | 3.50 | 27 | 40 |
| L4 | 0% | 0% | 2.00 | 0% | 0% | 4.00 | 30 | 40 |
| L5 | 0% | 0% | 2.00 | 0% | 0% | 4.00 | 31 | 40 |
| L6 | 0% | 0% | 2.25 | 0% | 0% | 4.50 | 33 | 40 |
| L7 | 0% | 0% | 2.25 | 0% | 0% | 4.50 | 35 | 40 |
Production Progression
| Level | Requirement | Mobilization Cost | Mobilization Time | Daily Upkeep |
|---|---|---|---|---|
| L1 | Naval Base 2 / Arms Industry 1 | 1,500 / 400 / 600 / 1,250 | 22 hours | 90 / 40 / 40 / 85 |
| L2 | Naval Base 2 / Arms Industry 1 | 1,500 / 400 / 600 / 1,250 | 23 hours | 95 / 45 / 45 / 100 |
| L3 | Naval Base 2 / Arms Industry 1 | 1,500 / 400 / 600 / 1,250 | 20 hours | 100 / 50 / 50 / 115 |
| L4 | Naval Base 2 / Arms Industry 1 | 1,650 / 575 / 725 / 1,750 | 21 hours | 110 / 55 / 60 / 130 |
| L5 | Naval Base 2 / Arms Industry 1 | 1,650 / 575 / 725 / 1,750 | 22 hours | 120 / 60 / 65 / 145 |
| L6 | Naval Base 2 / Arms Industry 1 | 1,800 / 750 / 900 / 2,250 | 23 hours | 135 / 65 / 75 / 170 |
| L7 | Naval Base 2 / Arms Industry 1 | 1,800 / 750 / 900 / 2,250 | 24 hours | 150 / 70 / 80 / 180 |
Upgrade Breakpoints
L1–3 // ASW Foundation
Range stays at 50, radar and Sonar at 75. Main surface combat rises from 5.5 → 6 → 6.5 while HP grows from 24 to 27.
L4 // Loadout Unlock
Attack range increases to 75, movement reaches 2 / 4, HP reaches 30 and Deploy Weaponry becomes a major part of the ship’s identity.
L5 // Mine Capacity
Main naval values rise again and Naval Mine capacity increases from 1 to 2.
L6–7 // Full Multi-Role Corvette
Range reaches 100, speed reaches 2.25 / 4.5, Cruise Missile launch is available, and mine capacity scales to 3 then 4.
// Final Player Verdict //
● FLEXIBLE COASTAL / ASW WARSHIP
Use It For
Coastal fleet defense, submarine detection, anti-submarine fighting, surface screening and later-game mine / loitering-munition deployment.
Major Advantage
Unlike the Patrol Boat, the supplied terrain panels show no Open Sea ATK/DEF penalty. Its main terrain difference is speed.
Best Breakpoints
L4 for range + loadout. L6 for 100 range and Cruise Missile capability. L7 for maximum combat, HP and mine capacity.