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Page name: Agent Doctrine Options [Logged in view] [RSS]
2010-10-09 19:24:44
Last author: Duredhel
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Agent Doctrine Options






Preacher
Advantages -
This unit can spread the religion of its nation when stationed on a foreign territory. Determined by Magic.
Drawbacks
+100 Training Time
+10 Gold Cost
+5 Magic
Cannot be used under "Freedom of Cult"
+50 Gold Upkeep
Requirements -
Altar
Cost - 750 Research

Priest
Advantages -
+2 Magic
And it will allow you to build temples of your religion allied or neutral territories.
Drawbacks
+200 Training Time
+25 Gold Cost
+10 Magic
+25 Gold Upkeep
Requirements -
Minor Temple
Cost - 2500 Research

Inquisitor
Advantages -
This unit can attempt to accuse characters of other factions of heresy and attempt to have them excecuted. Success is determined by the amount of people in the region with the Inquisitor's religion and the accused character's own religion. Sentence on Heretic determined by Magic.
Drawbacks
Requires Preacher Doctrine
+300 Training Time
+50 Gold Cost
+20 Magic
+50 Gold Upkeep
Requirements -
Temple
Cost - 5000 Research

Pious
Advantages -
+1 Charisma
+1 Magic
Drawbacks
+5 Magic Cost
+20 Gold Upkeep
Requirements -
Minor Temple
Cost - 750 Research

Prophet
Advantages -
You can consume this unit to immediately switch a region to 100% your own national religion. Success of failure will depend on the unit's Charisma and Magic
Drawbacks
+500 Training Time
+250 Gold
+50 Magic
Requires the Preacher Doctrine
+150 Gold Upkeep
Requirements -
Great Temple
Cost - 10000 Research

Cultist
Advantages -
This unit can syphon population from a foreign territory into an adjacent territory of your nation. Success determined by Charisma
Drawbacks
+300 Training Time
+50 Gold Cost
+10 Magic
+50 Gold Upkeep
Requires the Preacher Doctrine
Requirements -
Tavern
Cost - 1000 Research

Spy
Advantages -
50% Chance of performing agent actions while undetected.
Drawbacks
+100 Training Time
+10 Gold Cost
+50 Gold Upkeep
Requirements -
Tavern
Cost - 500 Research

Thief
Advantages -
This unit can steal maps, technologies, information, doctrines, etc when stationed in a foreign territory. Success determined by Intelligence
Drawbacks
+100 Training Time
+10 Gold Cost
Requires Spy Doctrine
+50 Gold Upkeep
Requirements -
Tavern
Cost - 1000 Research

Saboteur
Advantages -
This character can attempt to sabotage enemy research, equipment, buildings, etc. Success determined by Intelligence
Drawbacks
+200 Training Time
+25 Gold Cost
Requires Spy Doctrine
+50 Gold Upkeep
Requirements -
Assassin's Guild
Cost - 3000 Research

Assassin
Advantages -
This unit can attempt to kill characters without going through their armies, poison a town's or army's water and food stores, etc. Success determined by Intelligence
Drawbacks
+300 Training Time
+50 Gold Cost
Requires Spy Doctrine
+50 Gold Upkeep
Requirements -
Assassin's Guild
Cost - 5000 Research

Bounty Hunter
Advantages -
This unit has a +15% bonus in detecting other faction's agents.
Drawbacks
+100 Training Time
+15 Gold Cost
+25 Gold Upkeep
Requirements -
Tavern
Cost - 2000 Research

Shadowdancer
Advantages -
+25% chance of performing agent actions undetected
Drawbacks
+100 Training Time
+25 Gold Cost
+25 Gold Upkeep
Requires Spy doctrine
Requirements -
Assassin's Guild
Cost - 5000 Research

Trader
Advantages -
A Trader produces gold every turn by being on an allied or neutral foreign territory. The amount of gold produced is equivalent to the amount of resources the region produces and the amount of traders there.
Drawbacks
+100 Training Time
+10 Gold Cost
+50 Gold Upkeep
Requirements -
Scribe's Hut
Cost - 500 Research

Merchant
Advantages -
This unit can buy maps, technologies, information, doctrines, etc when stationed in a foreign territory.
Drawbacks
+100 Training Time
+10 Gold Cost
+50 Gold Upkeep
Requires Trader Doctrine
Requirements -
Merchan't Guild
Cost - 1000 Research

Swindler
Advantages -
This unit can attempt to put other traders out of business.
Success Determined by Intelligence
Drawbacks
+30 Gold Cost
+50 Gold Upkeep
Requires Spy Doctrine
Requirements -
Merchant's Guild
Cost - 2500 Research

Smuggler
Advantages -
This unit can steal resources from another nation.
Drawbacks
+200 Training Time
+25 Gold Cost
+100 Gold Upkeep
Requires Spy doctrine
Requires the Trader Doctrine
Requirements -
Merchant's Guild
Cost - 3500 Research

Exporter
Advantages -
+15% gold when selling goods.
-15% gold when buying goods.
Drawbacks
+100 Training Time
+15 Gold
+50 Gold Upkeep
Requires the trader doctrine.
Requirements -
Merchant's Guild
Cost - 1500 Research

Caravan
Advantages -
This unit can transport resources from one territory to another.
Drawbacks
+100 Training Time
+10 Gold
+50 Gold Upkeep
Requirements -
Scribe's Hut
Cost - 500 Research

Tycoon
Advantages -
This unit will allow you to create resource extracting buildings and get resource off a foreign territory at a higher cost than regular.
Drawbacks
+500 Training Time
+750 Gold
+150 Gold Upkeep
Requires the Trader Doctrine
Requirements -
Merchant Guild
Cost - 10000 Research

Emissary
Advantages -
Emissaries allow you to send and receive messages from other factions. In order to send a message to another leader, you must have a emissary in the territory he is in.
Drawbacks
+100 Training Time
+10 Gold
+50 Gold Upkeep
Requirements -
Scribe's Hut
Cost - 500 Research

Diplomat
Advantages -
+1 Intelligence
+1 Charisma
Drawbacks
+100 Training Time
+50 Gold Upkeep
Requires Emissary Doctrine
Requirements -
Library
Cost - 1000 Research

Mediator
Advantages -
Gives this unit the chance to bribe enemy agents, armies and characters. Price determined by Intelligence, success determined by Charisma
Drawbacks
+300 Training Time
+50 Gold
+100 Gold Upkeep
Requires Emissary Doctrine
Requirements -
Library
Cost -5000 Research

Ambassador
Advantages -
+5 Unit Charisma
+5 Unit Intelligence.
By consuming ambassador you can build an Embassy in a neutral or allied territory. With an embassy, you can automatically enter in basic (emissary level) negotiations with that nation at any time.
Drawbacks
+500 Training Time
+50 Gold Upkeep
+300 Gold
Requires Emissary Doctrine
Requirements -
Scriptorium
Cost - 10000 Research

Spokesman
Advantages -
You can consume this unit in order to improve the attitude of the people in the region towards your nation or lower their opinion of your enemies.(Dependent on Charisma)
Drawbacks
+200 Training Time
+20 Gold
+50 Gold Upkeep
Requires Emissary Doctrine
Requirements -
Scriptorium
Cost - 5000 Research

Agitator
Advantages -
This unit can spend a turn spreading rumors about the government, lowering the morale of the people in the territory its in.(Dependent on Charisma)
Drawbacks
+300 Training Time
+50 Gold Pieces
+50 Gold Upkeep
Requires Spy Doctrine
Requirements -
Scriptorium
Cost - 3500 Research

Propagandist
Advantages -
This unit can attempt to lower the morale of an enemy army outside of combat. (Dependent of Charisma)
Drawbacks
+200 Training Time
+15 Gold Pieces
+50 Gold Upkeep
Requires Spy Doctrine
Requirements -
Library
Cost - 5000 Research

Charmer
Advantages -
This unit can increase the opinion of a foreign character about your nation.Dependent on Charisma.
Drawbacks
+200 Training Time
+5 Gold
+25 Gold Upkeep
Requirements -
Tavern
Cost - 500 Research

Courtesan
Advantages -
+1 to Agent's Charisma
Drawbacks
+100 Training Time
+25 Gold Upkeep
Requirements -
Brothel
Cost - 1000 Research

Smooth Talker
Advantages -
+2 to Agent's Charisma
Drawbacks
+200 Training Time
+15 Gold
+25 Gold Upkeep
Does not stack with Courtesan
Requirements -
Brothel
Cost - 1000 Research

Seductress/Seductor
Advantages -
This unit can attempt to seduce a character of the opposite sex in hopes of luring him/her to your faction, create a scandal, break up his/her marriage or produce a child.
Drawbacks
+500 Training Time
250 Gold
+100 Gold Upkeep
Requires the Charmer Doctrine.
Requirements -
Brothel
Cost - 8000 Research

Lacivious
Advantages -
+2 Charisma
-1 Intelligence
Drawbacks
+100 Training Time
+25 Gold Upkeep
Requirements -
Brothel
Cost - 2000 Research

Stoic
Advantages -
-1 Charisma
+2 Intelligence
Drawbacks
+100 Training Time
+25 Gold Upkeep
Requirements -
Town Hall
Cost - 2000 Research

Soothsayer
Advantages -
This unit can reduce the output of magic in an enemy region or increase it in a region of its own faction. Determined by Magic
Drawbacks
+200 Training Time
+50 Gold Upkeep
Requirements -
Mage's Shop
Cost - 1500 Research

Hexer
Advantages -
Hexers can perform magical sabotage on neutral or enemy territories, steal or destroy spells, mana burn the enemy's magic stores, sabotage spellcasting units, steal magic power etc. Success determined by Magic
Drawbacks
+300 Training Time
+50 Magic
+50 Gold Upkeep
Requirements -
Mage's Shop
Cost - 5000 Research

Learned
Advantages -
+1 Magic
+1 Intelligence
Drawbacks
+100 Training Time
+25 Gold Upkeep
Requirements -
Mage's Guild
Cost - 3000 Research

Gifted
Advantages -
+2 Magic
Drawbacks
+100 Training Time
+25 Gold Upkeep
Requirements -
Mage's Guild
Cost - 2000 Research

Spellbinder
Advantages -
This unit can attempt to control a neutral or enemy character through magic. Success is determined by Magic
Drawbacks
+500 Training Time
+150 Magic
+50 Gold Upkeep
Requirements -
Mage Tower
Cost - 10000 Research

Mage Hunter
Advantages -
Immune to Magic
+3 Intelligence
+25% chance of detecting Mage Agents.
Drawbacks
Cannot use any magical doctrines
+300 Training Time
+50 Gold Upkeep
Requirements -
Assassin's Guild
Cost - 6000 Research



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2008-01-19 [Blood Raven]: Maybe something like Ambassadors (see a little information of someone, low risk of losing agent), or Spies (high risk of losing agent, but more information) could go here as well? Or Saboteurs (secretly destroy enemy buildings) or even worse than that. More 'evil' agents might even have an option to poison a town's water supply.

2008-01-19 [Duredhel]: ^^ All of those go here, no worries, I'll ask for more ideas once i run out.

2008-01-19 [Blood Raven]: okidoki :)

2008-02-03 [Duredhel]: Any other ideas?

2008-02-06 [NamelessMerc]: Hm, how about something to do with creating extra gold? Like a Merchant-type agent who can trade to a higher standard? =S

2008-02-08 [Anomynous]: How about this: Cultists to spred your religion in territories where its different from yours, thus creating dissent in that particular region which may lead to a popular revolt and, since the population is of the sam religion as yours, you can maybe negotiate an annexation. Or just conquer the damn province and at least not worry about the religion. The cultist would do what the prophet does, only gradually and without dying so easily.
As for "syphoning population" (nice term, by the way), try Propagandist
Furthermore, how about a unit to spread dissention and demoralisation among enemy army ranks? Something in the lines of Doomspeaker, sayer, whatever.
Soothsayers to counter the doomspeakers.
Religious fanatic to boost unit morale (above their regular limit) and/or attack.

2008-02-08 [Duredhel]: Well the Preacher option already allows a unit spread its religion in a foreign territory, the Agitator already allows a unit to cause dissent, I might use propagandists to lower morale of enemy armies outside of battles, and the religious fanatic one would be a combat doctrine, not an agent doctrine (I think there's several with similar characteristics, but thanks so much for the input :3) Keep in mind guys, these are doctrine options, a single unit can have several of these. And keep on giving suggestions ;) they're much appreciated.

2008-02-10 [Duredhel]: Added a few doctrine options based on Predator's and Nameless' suggestions :3 any other suggestions would be greatly appreciated.

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