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ENDEESPT-BRFR
Loadout Network // Active Dossier: Crew Training
Loadout Network // 03 Of 04
01 Medical Care 02 Technical Teams 03 Crew Training 04 Heavy Equipment
[ Loadout Network ] // 03 Crew Training ▼
01 // Medical Care LIVE 02 // Technical Teams LIVE 03 // Crew Training CURRENT 04 // Heavy Equipment RESEARCH
[ SYSTEM DOSSIER // LOADOUT // LOAD-03 OF 04 ] // NAVAL SUPPORT

CREW TRAINING

Crew Training strengthens naval forces with stored attack charges and timed repair support. Sea Munitions power the branch, while the strongest Level 3 repair package also consumes Medicines.

View Progression ↓ Return to Units
// CREW TRAINING DOSSIER
Archive Loadout
Dossier LOAD-03 / 04
Research 3 Levels
Research Days 3 / 12 / 20
Doctrines Shared
Category
Loadout
Doctrines
Shared
Naval Attack
+10% → +25%
Surface-Ship Healing
+4 → +8 HP / Day
[ NAVAL SUPPORT READ ]
Crew Support
Attack Boost
Naval attack reinforcement scales +10% → +15% → +25%. The supplied game text applies the attack bonus to ships and submarines.
Field Repair
Surface-ship healing scales +4 → +6 → +8 HP/day. Level 3 lasts 3 days.
Consumables
Sea Munitions power Crew Training. Modern Level 3 healing additionally consumes Medicines.
Shared Doctrine Research Timing
Eastern, European and Western doctrines all unlock Crew Training Level 1 on Day 3, Level 2 on Day 12 and Level 3 on Day 20. No doctrine selector is required.
[ CREW TRAINING CONFIGURATOR ]

Select Research Level

Select Basic, Advanced or Modern Crew Training. Naval attack, attack cost, surface-ship repair, duration and healing cost update directly from the source progression.
[ ACTIVE CREW TRAINING PROFILE ]
BASIC CREW TRAINING // LEVEL 1
DAY 3 // NAVAL ATTACK +10% // ATTACK COST 2 SEA MUNITIONS // SURFACE REPAIR +4 HP/DAY // DURATION 2 DAYS // REPAIR COST 5 SEA MUNITIONS
RESEARCH L1
Research Day
3
3 → 12 → 20
Naval Attack
+10%
+10% → +15% → +25%
Surface Repair
+4
HP per day
Repair Duration
2
Days
Attack Cost
2
Sea Munitions at L1
[ CREW TRAINING PROGRESSION ]

Research & Effect Scaling

Level Research Day Naval Attack Attack Cost / Unit Surface-Ship Healing Duration Healing Cost / Unit
Lvl 1 Basic Crew Training 3 +10% 2 Sea Munitions +4 HP / day 2 days 5 Sea Munitions
Lvl 2 Advanced Crew Training 12 +15% 3 Sea Munitions +6 HP / day 2 days 7 Sea Munitions
Lvl 3 Modern Crew Training 20 +25% 5 Sea Munitions +8 HP / day 3 days 5 Medicines + 10 Sea Munitions
[ EFFECT SCOPE ]

Attack & Repair Are Not Identical

Attack Scope
The supplied in-game description explicitly applies the attack enhancement to ships and submarines. The attack bonus is therefore treated as naval rather than surface-only.
Repair Scope
The supplied healing descriptions explicitly refer to surface ships. This dossier therefore does not extend the repair effect to submarines.
[ CONSUMABLE PRODUCTION ]

Sea Munitions Production

Produced Item Requirements Production Cost Production Time Batch
Sea Munitions Naval Base Lv2 · Arms Industry Lv1 · Basic Crew Training Lv1 100 Supplies · 400 Fuel · 200 Electronics · 1,000 Money 1 day 20 Sea Munitions
Level 3 Repair Dependency // Medicines
Modern Crew Training keeps its attack enhancement entirely on Sea Munitions: 5 Sea Munitions per unit. The Level 3 repair package is different: 5 Medicines + 10 Sea Munitions per affected surface ship. Medicines are therefore introduced only in the supplied Level 3 healing cost.
[ EFFECT RULES ]

Charges, Scope & Repair

Attack Charges
The attack enhancement supplements one combat round. Each attack consumes one bonus charge, and charges can be stored.
Attack Scope
The source explicitly applies the Crew Training attack enhancement to ships and submarines.
Repair Scope
Healing text explicitly refers to surface ships, so the repair effect is not extended to submarines.
Modern Repair
Level 3 repairs 8 HP/day for 3 days and costs 5 Medicines + 10 Sea Munitions per affected surface ship.
[ SEA MUNITIONS INTELLIGENCE ]

Production & Per-Unit Consumption

Produced in Cities
Sea Munitions are produced in batches of 20 after Basic Crew Training is researched, with Naval Base Level 2 and Arms Industry Level 1 required.
Per-Unit Cost
Loadout costs are charged per affected unit. Supporting a larger naval force therefore consumes proportionally more Sea Munitions and, for Level 3 healing, Medicines.
Data Separation // Naval Attack ≠ Surface Repair
Crew Training attack reinforcement applies to ships and submarines, while the supplied healing effect is explicitly surface-ship only. Sea Munitions production is a separate consumable layer. Attack charges, repair duration and per-unit consumable costs are operational rules and are not pre-applied to the displayed attack percentage or HP/day values.
[ LOADOUT ARCHITECTURE ]

Five Independent Layers

01
Research L1–L3
02
Sea Munitions Production
03
Ship + Sub Attack
04
Surface-Ship Repair
05
Charges / Medicine Link
[ LOADOUT // 03 OF 04 ]
Final Dossier // Heavy Equipment
Crew Training is documented. Continue with the fourth and final Loadout branch.
Open Heavy Equipment →
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