Naval Officer
[SYSTEM_DOSSIER // NAV-08] // MARINE VETERAN / FLEET OFFICER
Naval Officer
The Naval Officer is a fleet force-multiplier: a stealth-capable veteran commander with cruise-missile launch capability, broad anti-air and naval combat coverage, radar and sonar, and an army-wide combat boost that improves the units sailing with him — including himself.
DossierNAV-OFF-08
ClassNAVAL OFFICER
Levels1–7 VERIFIED
Doctrines3 VERIFIED
Primary RoleFLEET FORCE MULTIPLIER
WesternL1–L7 verified
EasternL1–L7 verified
EuropeanL1–L7 verified
Naval Fleet08 / 08 COMPLETE
Officer Identity
Army Boost
+5% → +20%
Combat bonuses apply to units in his army/stack, including himself.
Sensors
Radar + Sonar
Both sensor systems are part of the officer package and should remain separate mechanics.
Stealth
YES
The officer can remain hidden while not engaged in combat where the stealth property is active.
Missiles
Cruise Missile Launch
Cruise-missile capacity scales with level; supplied popups show 12-hour reload.
Doctrine Profiles
[DOC-W // WESTERN]
Western Doctrine
Marine Veteran / Naval Officer · L1–L7
Research Days
2 / 6 / 10 / 13 / 17 / 20 / 23
Combat Progression
Shared 7-level officer stat curve with broad naval, air-defense and missile-defense coverage.
Signature Mechanics
Stealth · Cruise missiles · Radar + sonar · Army-wide officer boost.
[DOC-E // EASTERN]
Eastern Doctrine
Marine Veteran / Naval Officer · L1–L7
Research Days
2 / 5 / 9 / 13 / 17 / 20 / 23
Combat Progression
Shared 7-level officer stat curve with the same confirmed core combat values and special mechanics.
Signature Mechanics
Stealth · Cruise missiles · Radar + sonar · Army-wide officer boost.
[DOC-EU // EUROPEAN]
European Doctrine
Marine Veteran / Naval Officer · L1–L7
Research Days
2 / 5 / 9 / 13 / 16 / 19 / 23
Combat Progression
Shared 7-level officer stat curve; European reaches L5 and L6 slightly earlier than the other doctrine lines.
Signature Mechanics
Stealth · Cruise missiles · Radar + sonar · Army-wide officer boost.
Doctrine Research Timing
| Level | Western | Eastern | European |
|---|---|---|---|
| L1 | Day 2 | Day 2 | Day 2 |
| L2 | Day 6 | Day 5 | Day 5 |
| L3 | Day 10 | Day 9 | Day 9 |
| L4 | Day 13 | Day 13 | Day 13 |
| L5 | Day 17 | Day 17 | Day 16 |
| L6 | Day 20 | Day 20 | Day 19 |
| L7 | Day 23 | Day 23 | Day 23 |
Verified Shared Level Progression
| Level | HP | Deep SPD | Shallow SPD | Sight | Officer Boost | Range |
|---|---|---|---|---|---|---|
| L1 | 45 | 4.0 | 2.0 | 35 | ATK +5% · DEF +5% · SPD +5% | 75 / 100 mixed |
| L2 | 50 | 4.5 | 2.25 | 35 | ATK +5% · DEF +5% · SPD +5% | 75 / 100 mixed |
| L3 | 55 | 4.5 | 2.25 | 35 | ATK +10% · DEF +10% · SPD +5% | 75 / 100 mixed |
| L4 | 60 | 4.5 | 2.25 | 35 | ATK +10% · DEF +10% · SPD +10% | 100 |
| L5 | 65 | 4.5 | 2.25 | 35 | ATK +15% · DEF +15% · SPD +10% | 100 |
| L6 | 70 | 4.5 | 2.25 | 35 | ATK +15% · DEF +15% · SPD +10% | 100 |
| L7 | 80 | 4.5 | 2.25 | 35 | ATK +20% · DEF +20% · SPD +15% | 100 |
The Boost Is The Signature Mechanic
At max level the officer grants +20% ATK, +20% DEF and +15% speed to his army, including himself. That makes him much more than a damage ship: his value scales with the quality of the fleet around him.
Shared Combat Progression
| Level | ATK vector — 10 target columns | DEF vector — visible defensive columns |
|---|---|---|
| L1 | 2 / 1 / 4 / 3 / 4 / 2 / 10 / 8 / 1 / 3 | — / — / 4 / 3 / 4 / 2 / 10 / 8 / — / — |
| L2 | 2.5 / 1.5 / 5 / 3.5 / 4.5 / 2.5 / 12 / 9 / 1 / 3 | — / — / 5 / 3.5 / 4.5 / 2.5 / 12 / 9 / — / — |
| L3 | 3 / 2 / 6 / 4 / 5 / 3 / 13 / 10 / 1 / 3 | — / — / 6 / 4 / 5 / 3 / 13 / 10 / — / — |
| L4 | 3.5 / 2.5 / 7 / 5 / 6 / 3.5 / 15 / 11 / 2 / 3 | — / — / 7 / 5 / 6 / 3.5 / 15 / 11 / — / — |
| L5 | 4 / 3 / 8 / 7 / 6.5 / 4 / 16 / 12 / 2 / 4 | — / — / 8 / 7 / 6.5 / 4 / 16 / 12 / — / — |
| L6 | 4.5 / 3.5 / 9 / 8 / 7 / 4.5 / 18 / 13 / 2 / 4 | — / — / 9 / 8 / 7 / 4.5 / 18 / 13 / — / — |
| L7 | 5 / 4 / 10 / 10 / 9 / 5.5 / 20 / 15 / 3 / 5 | — / — / 10 / 10 / 9 / 5.5 / 20 / 15 / — / — |
Production Progression
| Level | Costs | Mobilization | Daily Upkeep |
|---|---|---|---|
| L1 | 2650 / 4000 / 1500 / 5300 | 1 day | 220 / 110 / 110 / 325 |
| L2 | 3300 / 5000 / 1900 / 6000 | 1d 4h | 230 / 120 / 115 / 350 |
| L3 | 3800 / 6000 / 2200 / 8000 | 1d 10h | 240 / 130 / 125 / 375 |
| L4 | 4400 / 7250 / 3500 / 9000 | 1d 18h | 260 / 140 / 130 / 425 |
| L5 | 5000 / 8600 / 3850 / 9900 | 2d 4h | 280 / 150 / 135 / 475 |
| L6 | 6100 / 9600 / 5500 / 12000 | 2d 14h | 300 / 160 / 145 / 500 |
| L7 | 7200 / 10600 / 6550 / 13000 | 3 days | 325 / 170 / 150 / 525 |
Core Special Mechanics
Stealth
The supplied property states the unit is not visible while it is not engaged in combat.
Cruise Missiles
Cruise-missile capacity scales with level and the supplied popups show a 12-hour reload.
Radar + Sonar
Both systems are present and should be treated independently in calculator logic.
Air Defense
Strong aircraft and missile defensive coverage develops through the seven levels.
// Final Player Verdict //
● FLEET MULTIPLIER — NOT JUST ANOTHER SHIP
Best Use
Place the officer inside a high-value fleet where his percentage bonuses multiply several strong ships at once.
Why He Scales
His personal stats rise sharply, but the real endgame value is the combination of stealth, missiles, radar + sonar and the growing army-wide combat boost.
Protect Him
A max-level 80 HP officer can fight, but losing the fleet’s force multiplier is strategically expensive. Use him as the core of a serious naval stack.