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.Depende
nt 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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