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Battle Doctrine Options [Logged in view]
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2010-04-01 03:09:50
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Battle Doctrine Options
Conscripts
Advantages -
Cancels the gold cost of one other doctrine option.
Drawbacks
-3 Morale
Requirements -
Plaza
Cost - 500 Research
Policing
Advantages -
+1 Happiness when garrisoned
Drawbacks
+1 Training Time
Requirements -
Town Hall
Cost - 750 Research
Slaves
Advantages -
-1 Gold Upkeep
No Gold Cost
Drawbacks
-5 Morale
Tend to rebel if their Morale gets too high.
Requirements -
Slave Trader
Cost - 500 Research
Camouflage
Advantages -
Allows a regiment to hide out in Forest, Jungle, Tall Grass, Swamp or City terrains until they move.
Drawbacks
Can only be used by Light Armored Units.
+5 Unit Gold Cost.
Requirements -
Tavern
Cost - 2500 Research
Sappers
Advantages -
When not under attack, this unit can sap under structures, dealing full damage in spite of structural armor.
Drawbacks
Can only be used on infantry.
+1 Gold Cost
+1 Gold Upkeep
+1 Trainin Time
Requirements -
Engineer
Cost - 7000 Research
Scout
Advantages -
Allows a regiment to detect hidden units.
Drawbacks
+5 Unit Gold Cost.
Requirements -
Training Field
Cost - 3000 Research
Horseman
Advantages -
Grants a unit a horse.
+ 10 Move
+ 15 HP
Allows Charging
Drawbacks
+30 Unit Gold Cost.
+2 Food upkeep
+1 Training Time
50% more damage from spearmen.
Requirements -
Stables
Cost - 2500 Research
Two Handed Combat
Advantages -
Trains a unit to wield two weapons in combat.
Increases attack power by Half of second weapon value.
Drawbacks
+10 Unit Gold Cost.
+1 Training Time.
+2 Gold Upkeep
Requirements -
Barracks
Cost - 3500 Research
Healing
Advantages -
The regiment regenerates wounded units every round.
Drawbacks
+3 Unit Gold Cost.
Requirements -
Altar to Nesha/Sei'anna
/Pearl/Elemental Gods
Cost - 500 Research
High Morale
Advantages -
+1 to unit Morale
Drawbacks
+3 Unit Gold Cost.
Requirements -
Plaza
Cost - 500 Research
Discipline
Advantages -
+2 to unit Morale.
Drawbacks
+5 Unit Gold Cost.
Requirements -
Training Field
Cost - 750 Research
Heavy Armor
Advantages -
Reduces the Drawbacks of wearing Heavy Armor by 50%
Drawbacks
+10 Unit Gold Cost.
+1 Training Time
+2 Food Upkeep
Requirements -
Armory
Cost - 4000 Research
Marksmanship
Advantages -
+1 to Ranged Damage
Drawbacks
+5 Unit Gold Cost.
Requirements -
Archery Range
Cost - 1000 Research
Aim
Advantages -
Allows a regiment to take a turn to Aim (Must be able to see the enemy)
Then doubles their attack power the next turn.
Drawbacks
+5 Unit Gold Cost.
+1 Training Time
+1 Food Upkeep
+1 Gold Upkeep
Requirements -
Archery Range
Cost - 3000 Research
Dark Aura
Advantages -
Reduces damage from White Element units by 10%
Drawbacks
+5 Unit Gold Cost.
+1 Magic Cost
Requirements -
Altar to Sean/Spire/Scauro/Thadre/Sei'anna
Cost - 1000 Research
Death Touch
Advantages -
Increases damage against non-black element units by 10%
Drawbacks
+5 Unit Gold Cost.
+1 Magic Cost
+1 Magic Upkeep
+1 Gold Upkeep
Requirements -
Altar to Sean/Spire/Scauro/Thadre
Cost - 2500 Research
Intimidation
Advantages -
-1 Enemy Morale when locked in Melee combat.
Drawbacks
+5 Unit Gold Cost.
Requirements -
Tavern
Cost - 750 Research
Cause Fear
Advantages -
-3 Enemy Morale when locked in Melee combat.
Drawbacks
+5 Unit Gold Cost.
+1 Training Time
Requirements -
Altar so Sean/Thadre/Scauro/Spire
Cost - 3500 Research
Magical Resistance
Advantages -
Increases chance of resisting spells by 2.
Drawbacks
+6 Unit Gold Cost.
+1 Magic
+1 Magic Upkeep
Requirements -
Mage's Shop
Cost - 1000 Research
Drain Mana
Advantages -
Deals damage worth of 1 Attack power to a Mage Regiment's Mana when locked in Melee combat
Drawbacks
+5 Unit Gold Cost.
+1 Magic
Requirements -
Mage's Shop
Cost - 1250 Research
Empower Spell
Advantages -
Doules spell cost & effect
Drawbacks
+10 Unit Gold Cost.
+5 Magic
+1 Training Time
+1 Magic Upkeep
+1 Gold Upkeep
Requirements -
Mage's Guild
Cost - 4000 Research
Rage
Advantages -
+1 Attack Power
-1 Defense Power
+1 Morale
Drawbacks
+5 Food Unit Cost
Might not retreat when ordered to
Requirements -
Barracks
Cost - 2500 Research
Unarmed Fighting
Advantages -
+2 Attack power when unarmed.
Drawbacks
+1 Training Time
Requirements -
Training Field
Cost - 5000 Research
Combat Tactics
Advantages -
Can switch attack and defense powers once per battle.
Drawbacks
+5 Gold Unit Cost
+1 Training Time
Requirements -
Barracks
Cost - 4000 Research
Heroic Strength
Advantages -
+1 to Attack power
Drawbacks
+5 Gold Unit Cost
Requirements -
Training Field
Cost - 2000 Research
Lightning Speed
Advantages -
+1 to Move
Drawbacks
+5 Gold Unit Cost
Requirements -
Training Field
Cost - 2000 Research
Zealotry
Advantages -
When fighting melee against enemies of their state religion, troops have a permanent 10 morale.
Drawbacks
+10 Gold Unit Cost
+1 Training time
+1 Gold Upkeep
Units may charge without orders, ignore orders and will not retreat once they've engaged a religious enemy in melee.
Requirements -
Temple
Cost - 7500 Research
Ambush Tactics
Advantages -
When a unit attacks while hidden, it deals double damage.
Drawbacks
+10 Gold Unit Cost
Only for units that can use Camouflage
Requirements -
Archery Range
Cost - 2000 Research
Nullify Magic
Advantages -
Once per battle, the unit's regiment can dispel a magical effect on the battlefield.
Drawbacks
+10 Gold Unit Cost
+5 Magic Unit Cost
+1 Magic Upkeep
+2 Gold Upkeep
+1 Training Time
Requirements -
Mage's Guild
Cost - 6000 Research
Full Charge
Advantages -
Doubles the effect of charging
Drawbacks
Can only be used by Medium/Heavy infantry and all Cavalry
+5 Gold Unit Cost
Requirements -
Stables
Cost - 1500 Research
Stun Charge
Advantages -
Charging an enemy unit might cause it to lose its next turn.
Drawbacks
+1 Training Time
+8 Gold Unit Cost
+1 Food Unit Cost
+1 Food Upkeep
Can only be used by Heavy Infantry and Medium/Heavy Cavalry
Requirements -
Stables
Cost - 6500 Research
Push Charge
Advantages -
In addition to attacking, during a unit's charge, they can push the enemy regiment to the end of their movement.
Drawbacks
+1 Training Time
+5 Food Unit Cost
+2 Gold Unit Cost
+1 Food Upkeep
Can only be used by Heavy Infantry and Medium/Heavy Cavalry
Requirements -
Stables
Cost - 7500 Research
Berserking
Advantages -
Once engaged in melee combat the unit's Attack power doubles and Speed, their morale is locked at 10 and their Defense is reduced to 1.
Drawbacks
+1 Training Time
+5 Food Unit Cost
+5 Gold Unit Cost
+2 Food Upkeep
The unit might charge without orders.
The unit will not retreat or follow any orders until there are no more enemy units on sight.
Requirements -
Beast Pit
Cost - 8000 Research
Rapid Shot
Advantages -
Allows a ranged unit to fire twice in a single turn at a single target
Drawbacks
+2 Training Time
+5 Gold Unit Cost
+2 Wood Unit Cost
+3 Gold Unit Upkeep
Requirements -
Archery Range
Cost - 8500 Research
Multiple Shot
Advantages -
Allows a ranged unit to fire twice in a single turn at two different targets
Drawbacks
+5 Gold Cost
+2 Gold Unit Upkeep
+2 Food Unit Upkeep
Requires the unit to have the Rapid Shot Doctrine option
Requirements -
Archery Range
Cost - 10000 Research
Spellcasting
Advantages -
Allows the unit to cast Level 1 Spells
Drawbacks
+1 Magic Unit Cost
+2 Gold Unit Cost
+1 Magic Upkeep
Not Available for Elder races
Requirements -
Mage's Shop
Cost - 1000 Research
Greater Spellcasting
Advantages -
Allows the unit to cast Level 2 Spells
Drawbacks
+2 Magic Unit Cost
+4 Gold Unit Cost
+1 Magic Upkeep
Not Available for Elder races
Requirements -
Mage's Guild
Cost - 2000 Research
Warmaster
Advantages -
Allows a Melee unit to attack twice on the same turn.
Drawbacks
+2 Training Time
+5 Gold Unit Cost
+2 Minerals Unit Cost
+3 Gold Unit Upkeep
Requirements -
Academy
Cost - 8500 Research
Improved Two Weapon Fighting
Advantages -
Trains a unit to wield two weapons in combat.
Increases attack power by the second weapon value.
Drawbacks
+2 Training Time
+5 Gold Cost
+2 Gold Unit Upkeep
+2 Food Unit Upkeep
Requirements -
Academy
Cost - 10000 Research
Counterattack
Advantages -
Units deal an extra 25% damage when counterattacking
Drawbacks
+1 training time
+5 Gold Unit Cost
+1 Food Unit Cost
+1 Gold unit Upkeep
Requirements -
Barracks
Cost - 6000 Research
Arrow Rain
Advantages -
Allows ranged units to attack a widespread area instead of an enemy regiment.
Drawbacks
+2 Training Time
+5 Gold Unit Cost
+2 Wood Unit Cost
+3 Gold Unit Upkeep
Requirements -
Archery Range
Cost - 10000 Research
Turtle Formation
Advantages -
Allows units to use turtle formation to neutralize the damage received from projectiles
Drawbacks
Halved Movement
+1 Training Time
+2 Food Cost
+2 Gold Cost
Requires the use of a shield.
Movement Halved while using the Turtle Formation
Requirements -
Academy
Cost - 5500 Research
Slayers
Advantages -
Units deal +25% damage against Mounted units and creatures.
Drawbacks
+1 Training Time
+5 Gold Unit Cost
Requirements -
Beast Pit
Cost - 5500 Research
Firing Circle
Advantages -
Circling formation used while firing missile weapons, the ones in the front fire while the ones in the back reload.
No Reload time.
+50% Ranged Defense
+1 Movement
Drawbacks
-50% Melee Defense
Halves Ranged Attack Power
+1 Training Time.
+1 Food Cost
Requirements -
Academy
Cost - 4500 Research
Weapon Switch
Advantages -
This unit is trained in wielding more than one weapon type. A second weapon may be placed on the accessory slot and the unit can change it in mid-battle.
Drawbacks
+1 Training Time
Requirements -
Barracks
Cost -1000 Research
Shield Wall Formation
Advantages -
Allows the unit to use the powerful Shield Wall formation, which renders them immobile by doubles their defensive power.
Doules Defense power
Drawbacks
Unit Cannot Move
+1 Training Time.
+1 Food Cost
Can only be used with Heavy Infantry.
Requirements -
Academy
Cost - 5000 Research
Porcupine Formation
Advantages -
Spear formation in which the units create a powerful defensive circle with spears facing outwards.
+50% Attack Power
Unit Cannot be flanked.
+50% Attack power against Cavalry
+50% Defense power against archers.
Drawbacks
-50% Attack power Against Infantry
Unit cannot move
+1 Training Time.
+1 Food Cost
Requirements -
Academy
Cost - 6500 Research
Phalanx Formation
Advantages -
Spear formation in which the units march forward with their spears jutting in front.
+50% Attack Power against Infantry from the front
+50% Defense Power against Infantry from the front
+100% Attack power against Cavalry from the front
+100% Defense power against Cavalry from the front
+50% Defense power against archers.
Drawbacks
-50% Attack power Against Infantry from the flanks or back.
-50% Defense power Against Infantry from the flanks or back.
-50% Attack power Against Cavalry from the flanks or back.
-50% Defense power Against Cavalry from the flanks or back.
Halves Movement
+1 Training Time.
+1 Food Cost
Requirements -
Academy
Cost - 7500 Research
Back to LT - Doctrines
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