Post by Vaklu on May 7, 2017 18:13:36 GMT
NATIONAL DOCTRINES
Within the context of Church and State III, the idea of national identities forming is something deeply important. Nations, as they enter this new, modern age, will undoubtedly grow and change to fit into this new world. As such, they will develop national doctrines through a number of means (limited number of points through constructs and moderator-assigned points. A single Doctrine Point, either Military or Civic, can be expended to unlock a SINGLE Doctrine or one of the mutually exclusive branches on that Doctrine tree.
MILITARY DOCTRINES
Unless otherwise specified, doctrine bonuses apply only to Professionals and Regulars.
CIVIC DOCTRINES
Within the context of Church and State III, the idea of national identities forming is something deeply important. Nations, as they enter this new, modern age, will undoubtedly grow and change to fit into this new world. As such, they will develop national doctrines through a number of means (limited number of points through constructs and moderator-assigned points. A single Doctrine Point, either Military or Civic, can be expended to unlock a SINGLE Doctrine or one of the mutually exclusive branches on that Doctrine tree.
MILITARY DOCTRINES
Unless otherwise specified, doctrine bonuses apply only to Professionals and Regulars.
Artillery Doctrine: In this age, battle is decided by the big guns.
Bonus to artillery accuracy
Bonus to artillery accuracy
Mobile Artillery: Your army emphasizes the role of artillery integrated into moving foot units, firing directly into enemy ranks from the front lines.
Double number of infantry guns per brigade
Double number of infantry guns per brigade
Grand Batteries: Your army prides itself in large, concentrated batteries that punish the enemy with coordinated volleys from behind the front lines.
+50% size of artillery units
+50% size of artillery units
Infantry Assault Doctrine: Who else can take the field but the core of an army, its marching foot regiments?
Bonus to infantry melee skill. (Mutually exclusive with Infantry Defense Doctrine)
Bonus to infantry melee skill. (Mutually exclusive with Infantry Defense Doctrine)
Attack Columns: Your infantry are drilled in assuming disciplined column formations on the attack, which then either "explode" into lines or drive right through the enemy, overpowering weak and disorganized sections through superior organization and concentration.
Significant cohesion boost to infantry during battlefield advance/attack
Significant cohesion boost to infantry during battlefield advance/attack
Mass Charge: Your army prefers to send forth its infantry across the entire line all at once, simply overwhelming the enemy with cold steel.
Infantry gain Special Rule: Glorious Charge.
Infantry gain Special Rule: Glorious Charge.
Infantry Defense Doctrine: Victory belongs to whoever can hold the line.
Infantry are immune to morale/cohesion penalties from being charged at.
Infantry are immune to morale/cohesion penalties from being charged at.
Immovable Core: Your infantry is best deployed as a static "block" holding the rest of the army together.
Infantry gain Special Rule: Stubborn.
Infantry gain Special Rule: Stubborn.
Field Defenses: Your army relies on a variety of defensive instruments to solidify its battlefield positions. While these can be extremely effective and allow for creative positioning, they take precious time to deploy.
Infantry brigades are equipped with stakes, barricades, and war wagons.
Infantry brigades are equipped with stakes, barricades, and war wagons.
Cavalry Doctrine: The truest victory bell is the thundering of hooves, which still today makes the tall and strong shiver in their boots.
Bonus to cavalry cohesion.
Bonus to cavalry cohesion.
Skirmish Cavalry: Your cavalry focuses on screening the infantry, harassing enemy flanks, and guarding your own.
Bonus to cavalry accuracy and rate of fire while mounted.
Bonus to cavalry accuracy and rate of fire while mounted.
Shock Cavalry: Your army favors the old but ever-effective cavalry charge, breaking both infantry and other cavalry through sheer power of impact followed by bloody melee.
Bonus to cavalry melee skill, cavalry gain Special Rule: Glorious Charge.
Bonus to cavalry melee skill, cavalry gain Special Rule: Glorious Charge.
Firepower Doctrine: Battles are won by killing enemies, and the most efficient way to kill enemies is with lead.
Cohesion boost to musket-armed troops when shooting.
Cohesion boost to musket-armed troops when shooting.
Sharpshooting Focus: Your army prizes individual marksmanship, preparing your troops to hit far-off targets more reliably. However, this comes at the cost of firing speed.
Slight malus to musket-armed troops' rate of fire, bonus to their accuracy.
Slight malus to musket-armed troops' rate of fire, bonus to their accuracy.
Close Order Drills: Your troops are relentlessly drilled in order to perfect their firing drills, allowing your army to unleash more bullets faster. Yet, this training discourages soldiers from taking their time to aim.
Slight malus to musket-armed troops' accuracy, bonus to their rate of fire.
Slight malus to musket-armed troops' accuracy, bonus to their rate of fire.
Siege Doctrine: Field battles are fine and good, but winning the war means taking enemy settlements and defending your own.
Morale boost to units when besieging or besieged.
Morale boost to units when besieging or besieged.
Engineer Corps: Engineers are integrated into your entire army, allowing brigades to entrench themselves efficiently and allowing specialized sapper units to focus on attacking enemy fortifications.
Units are always considered to have necessary Sapper support for entrenchment and clearing terrain. Sappers are more effective at anti-fortification actions.
Units are always considered to have necessary Sapper support for entrenchment and clearing terrain. Sappers are more effective at anti-fortification actions.
Defensive Planning: Your homeland has prepared extensively for foreign invasion, fortifying its cities and stockpiling supplies.
+1 Fortification Level in every city district, province, and colonial settlement. +50% to number of turns forts and settlements can hold out in siege
+1 Fortification Level in every city district, province, and colonial settlement. +50% to number of turns forts and settlements can hold out in siege
Conscription Doctrine: As a general rule, the biggest army wins.
Conscripts no longer suffer double attrition.
Conscripts no longer suffer double attrition.
National Militia: Your state plays an active role as patron of militias and traditional warrior-bands, transforming them from regional to national phenomenon.
Irregular defensive bonus now applies anywhere in home nation, not just in home region.
Irregular defensive bonus now applies anywhere in home nation, not just in home region.
National Army: Your state has refined and expanded its centralized military service to keep a proportion of its citizenry ever-mobilized, making it better-prepared for sudden war and better able to cope with the burden of mass conscription.
1/5 pops in your nation always mobilized as Regular troops at no penalty to tax or production
1/5 pops in your nation always mobilized as Regular troops at no penalty to tax or production
Naval Doctrine: He who controls the sea, controls the world.
Bonus to morale and cohesion of ship crews.
Bonus to morale and cohesion of ship crews.
Maritime Infantry: Your nation has seen the value of well trained and motivated troops borne to battle aboard indomitable warships, focusing on their effectiveness and emphasizing their recruitment.
All warships have 1.5x the number of marines aboard, and all marines have increased melee effectiveness.
All warships have 1.5x the number of marines aboard, and all marines have increased melee effectiveness.
Professional Sailors: Unlike the navies of yore and even some more backward examples of modern fleets, your nation emphasizes a need for uniformly trained crewmen to operate its vessels of war.
Significant bonus to naval units' cohesion and rate of fire.
Significant bonus to naval units' cohesion and rate of fire.
Fleet Doctrine: A navy sails on its stomach.
All professional naval units 1 less Gold and 1 less Supply to construct.
All professional naval units 1 less Gold and 1 less Supply to construct.
The Grand Fleet: There is a spectacle more grand than the sea; Heaven. There is a spectacle more grand than Heaven; His Majesties' Navy.
Line Ships have their upkeep reduced by -1 Gold/turn each.
Line Ships have their upkeep reduced by -1 Gold/turn each.
Privateering: Wealth and power only benefit those who can keep them.
During war, each uninterrupted trade route your nation owns automatically raises 3 Privateer Squadrons (Sloops or Galiots).
During war, each uninterrupted trade route your nation owns automatically raises 3 Privateer Squadrons (Sloops or Galiots).
Magical Integration Doctrine: For time immemorial those with mastery of the magical arts have conquered those without.
Your nation may now recruit Arcane Auxilia (TBD).
Your nation may now recruit Arcane Auxilia (TBD).
Field Mages: Raegar clearly preached that mages must stand to protect Aed's children.
Slots filled by Mages in Mage Colleges may now be filled by Field Mages instead.
Slots filled by Mages in Mage Colleges may now be filled by Field Mages instead.
Battle Mages: Raegar clearly spoke that mages must fight to destroy Aed's foes.
Slots filled by Mages in Mage Colleges may now be filled by Battle Mages instead.
Slots filled by Mages in Mage Colleges may now be filled by Battle Mages instead.
CIVIC DOCTRINES
Faith: Endorses the role of the priesthood in your country and makes them a major part of your government and society.
+1 Piety, unlock High Priest and Chief Priest morale bonuses.
+1 Piety, unlock High Priest and Chief Priest morale bonuses.
Empower the Clergy: The State must serve the Church!
High Priest and Chief Priest Agents are more effective.
High Priest and Chief Priest Agents are more effective.
Control the Clergy: The Church must serve the State!
Piety penalties do not take effect until two turns after your violation. If you "Restore" your piety before that time, you take no penalties.
Piety penalties do not take effect until two turns after your violation. If you "Restore" your piety before that time, you take no penalties.
Infrastructure: Puts a significant emphasis on the development of national infrastructure.
All Provinces automatically have Highways infrastructure.
All Provinces automatically have Highways infrastructure.
Local Improvements: It's high time we give the provinces the power - and the duty - to invest in their own betterment!
All provincial infrastructure is 20% cheaper to build and maintain.
All provincial infrastructure is 20% cheaper to build and maintain.
National Projects: The State best improves the provinces through grand, realm-wide endeavors!
+1 infrastructure slot per province.
+1 infrastructure slot per province.
Urban Development: Direct state resources to projects in major cities.
10% discount to all district upgrades/conversions.
10% discount to all district upgrades/conversions.
Planning: The cities need our calculated projects.
Gain +1 Commodity Slot and +1 Fortification level per city district
Gain +1 Commodity Slot and +1 Fortification level per city district
Patronage: The burghers need our calculated investment.
Gain +1 Splendor per city district and +1 Agent (not Religious or Magical) for each City you control
Gain +1 Splendor per city district and +1 Agent (not Religious or Magical) for each City you control
Colonialism: Creates a bureaucracy to funnel manpower, funding and authorization to new colonial endeavors.
+3 colonial settlement capacity.
+3 colonial settlement capacity.
Colonial Extraction: A savvy governor knows how to push production to new heights.
Colonial settlements in empty provinces generate +1 Luxury each.
Colonial settlements in empty provinces generate +1 Luxury each.
Colonial Trade: A savvy merchant knows how to find sources even the Crown has not tapped.
Colonial trade routes with established powers generate +2 of a chosen Luxury available in their realm.
Colonial trade routes with established powers generate +2 of a chosen Luxury available in their realm.
Trade: Create a state trade policy for interacting with other nations.
+1 Trade Route
+1 Trade Route
Free Trade: Every Enlightened Ruler understands this basic truth: Wealth comes from open exchange!
+1 Gold per route
+1 Gold per route
Mercantilism: Every Enlightened Ruler understands this basic truth: Wealth comes from favorable exchange!
+1 Gold per unit of any resource sold on trade routes
+1 Gold per unit of any resource sold on trade routes
Administration: Reform the administration of your state to make it more streamlined and efficient.
+1 Order
+1 Order
Centralization: It is the Age of Absolutism, after all.
Provincial Courts each provide a local 10% construction discount and +1 gold/turn, rebel units are never Professional.
Provincial Courts each provide a local 10% construction discount and +1 gold/turn, rebel units are never Professional.
Decentralization: It is the Age of Federations, after all.
Provincial Courts provide +1 Regular Foot garrison each, non-capital cities and provinces may mobilize without orders
Provincial Courts provide +1 Regular Foot garrison each, non-capital cities and provinces may mobilize without orders
Diplomacy: Rather than rely on influential nobles or royal relatives, you have created a branch of government dedicated to interacting with other nations.
Can trade up to 10 Resources per turn without a trade route.
Can trade up to 10 Resources per turn without a trade route.
Espionage: What? Me, a spy?! I am a legitimate diplomatic representative, SIR!
Spymasters and Rakes are more effective in foreign territory.
Spymasters and Rakes are more effective in foreign territory.
Influence: Ulterior motives? What ulterior motives?
+1 Splendor for each nation you have a treaty with.
+1 Splendor for each nation you have a treaty with.