Elite Cruiser
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.
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
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.
