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ENDEESPT-BRFR
Seasons Archive // Active Dossier: Elite Cruiser
Seasons Network // 15 Of 15
01 Elite Main Battle Tank 02 Elite Attack Helicopter 03 Elite AIP Submarine 04 Elite Railgun 05 Elite Bomber 06 Elite Unmanned Ground Vehicle 07 Elite Loitering Munition 08 Elite Attack Aircraft 09 Elite Frigate 10 Elite Special Forces 11 Elite Satellite 12 Drone Operator 13 Elite Armored Fighting Vehicle 14 Elite Drone Carrier 15 Elite Cruiser
[ Seasons ] // 15 Elite Cruiser ▼
01 // Elite Main Battle Tank ← 02 // Elite Attack Helicopter ← 03 // Elite AIP Submarine ← 04 // Elite Railgun ← 05 // Elite Bomber ← 06 // Elite Unmanned Ground Vehicle ← 07 // Elite Loitering Munition ← 08 // Elite Attack Aircraft ← 09 // Elite Frigate ← 10 // Elite Special Forces ← 11 // Elite Satellite ← 12 // Drone Operator ← 13 // Elite Armored Fighting Vehicle ← 14 // Elite Drone Carrier ← 15 // Elite Cruiser CURRENT
[ SYSTEM DOSSIER // SEASONS // SEA-15 OF 15 ] // HEAVY SURFACE COMBATANT

ELITE CRUISER HEAVY NAVAL FIREPOWER

Modern battleship-scale surface combatant built for heavy naval engagements and shore bombardment. Large-calibre guns, long-range sensors, cruise-missile capability and bombardment positioning combine direct naval firepower with coastal-strike utility.

← Elite Drone Carrier Launch Battle Calculator →
// ELITE CRUISER DOSSIER
Dossier SEA-15 / 15
Research 3 Levels
Doctrine Shared
Main Range 75 → 100
Archive Complete
Class
Elite Cruiser
All Doctrines
Day 4 / 16 / 27
Main Range
75 / 100 / 100
Role
Heavy Surface Combatant
[ TACTICAL READ ]
Heavy Naval Firepower
Primary Role
Heavily armed surface warship designed to fight naval targets while delivering long-range bombardment against coastal objectives.
Range Growth
Main attack range and radar begin at 75 and increase to 100 from Level 2 onward.
Cruise Missiles
Capacity is 1 → 1 → 2, with a fixed 12-hour reload.
Shared Doctrine Research Timing
Eastern, European and Western doctrines all use the same Elite Cruiser research schedule: Level 1 on Day 4, Level 2 on Day 16 and Level 3 on Day 27. No doctrine selector is required.
[ ELITE CRUISER CONFIGURATOR ]

Select Research Level

Select one of the three supplied research stages. Production, direct combat, range/radar and battlefield systems remain separate.
[ ACTIVE ELITE CRUISER PROFILE ]
ELITE CRUISER // LEVEL 1
DAY 4 // RANGE 75 // RADAR 75 // HP 60 // SPEED 4 / 2 // SIGHT 40 // SHIP ATK 11
RESEARCH L1
Research Day
4
4 → 16 → 27
Attack Range
75
75 → 100 → 100
Radar
75
75 → 100 → 100
Hull HP
60
60 → 75 → 90
Ship Attack
11
11 → 16.5 → 22
[ RESEARCH INTELLIGENCE ]

Elite Cruiser Progression

Level Day Requirements Costs Mobilization Daily Upkeep ATK Range Radar HP Speed Profiles Sight
Lvl 1 4 Naval Base 4 · Arms Industry 1 3,800 Components · 1,100 Manpower · 1,500 Electronics · 2,700 Money 1 day 8 hours 140 Components · 60 Manpower · 70 Fuel · 200 Money 75 75 60 4 / 2 40
Lvl 2 16 Naval Base 5 · Arms Industry 2 4,400 Components · 1,350 Manpower · 1,800 Electronics · 3,700 Money 1 day 12 hours 170 Components · 80 Manpower · 90 Fuel · 250 Money 100 100 75 4 / 2 50
Lvl 3 27 Secret Weapons Lab 1 · Arms Industry 3 5,000 Components · 1,600 Manpower · 2,200 Electronics · 4,300 Money 1 day 16 hours 210 Components · 100 Manpower · 110 Fuel · 325 Money 100 100 90 4.5 / 2.25 60
Movement // Dual Speed Values Preserved
The source supplies two speed values for each research stage: 4 / 2, 4 / 2 and 4.5 / 2.25. Because no safe textual labels are provided for those two positions, they remain separate speed profiles rather than being assigned inferred terrain or sea-state names.
[ DIRECT COMBAT DATA ]

Combat Progression

Level Infantry ATK Armor ATK Ship ATK Buildings ATK Population ATK Aircraft DEF Helicopter DEF Missile DEF Ship DEF
Lvl 1 5.5 5.5 11 3 2.5 0.5 0.5 0.5 11
Lvl 2 7 7 16.5 5 2 1 1 1 16.5
Lvl 3 9 9 22 7 1.5 2 2 2 22
[ COMBAT INTELLIGENCE ]

Direct-Fire Scaling

Ship Attack / Defense
Ship ATK and Ship DEF both scale 11 → 16.5 → 22.
Land Targets
Infantry and Armor ATK both scale 5.5 → 7 → 9. Building ATK scales 3 → 5 → 7.
Air / Missile Defense
Aircraft, Helicopter and Missile DEF all scale 0.5 → 1 → 2.
Population Attack
The supplied Population ATK decreases 2.5 → 2 → 1.5. This unusual progression is preserved exactly.
[ WEAPONS & BATTLEFIELD SYSTEMS ]

Confirmed Systems

Cruise Missile Launch
Cruise-missile capacity is 1 at Level 1, 1 at Level 2 and 2 at Level 3. Reload remains 12 hours.
Bombardment Position
While fighting in Bombardment Position, the unit ignores fortification bonuses protecting hostile targets, including bunker bonuses.
Reconnaissance
The Elite Cruiser can identify the precise composition of an army inside its sight range.
Explosive Radius
Explosion radius scales 10 → 15 → 20.
[ SYSTEM PROGRESSION ]

Range, Missiles & Explosive Radius

Level Attack Range Radar Sight Cruise Missile Capacity Cruise Missile Reload Explosive Radius
Lvl 1 75 75 40 1 12h 10
Lvl 2 100 100 50 1 12h 15
Lvl 3 100 100 60 2 12h 20
Data Separation // Gunfire ≠ Missile Capacity ≠ Bombardment
Infantry, Armor, Ship, Building and Population ATK plus Aircraft, Helicopter, Missile and Ship DEF are direct combat values. Attack range and radar are separate range/detection systems. Cruise-missile capacity and reload are separate launcher mechanics. Bombardment Position modifies fortification interaction rather than the raw displayed damage. Reconnaissance is an information mechanic. Explosion radius is preserved as its own supplied value.
[ CALCULATOR ARCHITECTURE ]

Five Independent Layers

01
Research L1–L3
02
Direct Combat
03
Range / Radar / Sight
04
Cruise Missiles
05
Bombardment / Recon / Radius
[ SEASONS // 15 OF 15 ]
Season Unit Archive Complete
All fifteen Season and Elite unit dossiers are now represented in the Seasons network.
Return to Units →
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