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Page name: LT - Doctrines [Exported view] [RSS]
2007-12-31 19:30:44
Last author: Duredhel
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Doctrines





Doctrines are one of the key elements of Unit creation. Basically the doctrine you assign a unit is a package of its class and special skills. Each nation has its own doctrines, and they are built by putting together doctrine options they acquire via research. Certain buildings will produce Research every turn, using that research, Nations are able to buy doctrine options, new weapons, etc.


Whereas Doctrines themselves can be stolen by agents, Doctrine options cannot, meaning you can't modify stolen doctrines. Nations are also able to create new doctrine options with authorization from the GM.





Battle Doctrine Options

Doctrines that most races can develop and use.





Racial Doctrine Options

Doctrines that depend on the Starting Race of a Nation





Religion Doctrine Options

Doctrines that depend on the State Religion of a Nation.





Agent Doctrine Options

Doctrines that are used to create Agents instead of Units.





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2007-12-30 [Grengo]: May want to explain the Conscript's advantage a bit further, since it's pretty vague. Also, how many doctrines can a regiment have?

2007-12-30 [Duredhel]: Well they're cheaper :3 that's the only advantage. And these aren't doctrines :3 they're doctrine options, you pick some of these to make a doctrine. They're limited within themselves, since eventually the disadvantages pile up before it becomes ineffective.

2007-12-30 [Grengo]: Yeah, I posted that before you made the separate links. Rawr. >_>

2007-12-30 [Duredhel]: All doctrine suggestions and ideas are welcome :3

2007-12-30 [Grengo]: I think better when I'm posting on AIM than here. Get on over there.

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