Referido a las doctrinas, es de Gengis Kahn. Lo copio:
Ok heres a rudimentary comparison of the 7 different Land Doctrin paths ( yes 7 )
These are what bonuses you'll have at the end of the Tech tree.
1) Mobility>Spearhead ( Germany )
--------------------------------------------------------------------------
Land Units Org= +65% morale= +50%
HQ Speed= 1
HQ Art speed cap= +4 ( i'm not sure if this only affects attachment on the HQ or in its sphere of command. I would hope the later )
HQ AT speed cap= +4
HQ AA speed cap= +4
HQ Combat Event Multiplier= 0.3 ( This path gives a higher multp early on )
HQ Supply Eff Bonus= +7%
---Event Bonuses---
Counter Attack= +8%
Breakthrough= +12%
Encirclement= +12%
Assault= +5%
Ambush= +5%
Delay= +8%
Tactical Withdrawl= +8%
---Unit Cost Modifiers---
Arm= -3.2IC
L-A= -0.3IC
L Arm= -3.3IC
Inf= +0.1IC ( get some early breaks but more expensive in the end )
Art= -0.1IC
Mec= -0.7IC
Mot= -1.4IC
SP AT(TD)= -1.0IC
SP Art= -0.6IC
This seems to be the consumate Blitzkrieg tech path ( duh ). This path has the cheapest armor and good price cuts for Mot/Mec infantry as well as the SP gun attachments. Highest mobility doctrine allowing you alot more mobility and good mobility based event bonuses.
2) Mobility>Human Wave ( Soviets )
--------------------------------------------------------------------------
Land Units Org= =40% morale= =110%
HQ Combat Event Multiplier= 0.3 ( Gets better multipliers later in tech tree )
HQ Supply Eff Bonus= +6%
---Event Bonuses---
Counter Attack= +8%
Breakthrough= +8%
Encirclement= +5%
Assault= +6%
Ambush= +2%
Delay= +5%
Tactical Withdrawl= +5%
---unit Cost Modifiers---
Arm= -1.6IC
Mec= -2.1IC
Mot= -2.1IC
AT = -0.2IC
Mil= -0.2IC
Cav= -0.4IC
Inf= -0.6IC
---Other Combat Modifiers---
Airborne Assualt Effeciency= +20%
This is have dubbed the zerg tech path. Focuses on infantry ( lots of it ) could also be called the lemming tech path. Excellent mobile infantry savings and in the earlier parts of the tree normal inf are alot cheaper. Crazy morale bonuses ( I guess being in a mob of 1 million guys makes you feel safe )
3) Firepower>Superior Firepower>Combined Arms Defense
--------------------------------------------------------------------------Land Units Org= +60% morale= +50%
HQ Combat Event Multiplier= 0.3 ( low early tech multipliers )
HQ speed= 1
HQ Supply Eff Bonus= +8%
---Event Bonuses---
Counter Attack= +12%
Breakthrough= +3%
Encirclement= +3%
Assault= +6%
Ambush= +5%
Delay= +8%
Tactical Withdrawl= +12%
---Unit Cost Modifiers---
Inf= -0.2IC
Art= -0.4IC
SP AT= -0.9IC
Mot= -2.1IC
This tech path is a defensive one. This is the guy who sits behind his concrete walls making the biggest guns he can to blast anyone who dares come in its range. This seems to be the consumate defensive tech tree.
4) Firepower>Superior Firepower>Mechanised Offense ( US ? )
--------------------------------------------------------------------------Land units org= +60% morale= +50%
HQ Combat Event Multiplier= 0.3 ( low early tech multipliers )
HQ Speed= 1
HQ Supply Eff Bonus= +8%
---Event Bonuses---
Counter Attack= +10%
Breakthrough= +5%
Encirclement= +5%
Assault= +8%
Ambush= +5%
Delay= +6%
Tactical Withdrawl= +8%
---Unit Cost Modifiers---
Inf= -0.2IC
Art= -0.4IC
SP At= -0.9IC
Mot= -2.1IC
Mec= -2.1IC
This tech path is the far more aggressive brother of the last one. Focus on mobile infantry late in the game with good offensive combat event bonuses with a good bit of defensive bonuses as well. Middle of the line
offensive tech tree.
The next 3 tech paths are very distinctive and are almost specific specializations in certian types of warfare.
5) Firepower>Grand Battle Plan>Operational Stages ( UK ? )
--------------------------------------------------------------------------
Land Units Org= +55% morale= +50%
HQ Combat Event Multiplier= 0.3 ( low early tech multipliers )
HQ Speed= 1
HQ Supply Eff Bonus= +8%
---Event Bonuses---
Counter Attack= +6%
Breakthrough= +5%
Encirclement= +8%
Assault= +1%
Ambush= +4%
Delay= +12%
Tactical Withdrawl= +8%
---Unit Cost Modifiers----
Inf= -0.5IC
AT = -0.4IC
Mot= -1.4IC
Mec= -1.4IC
Arm= -1.6IC
This is a fairly middle of the road tech path with some added umph in the form of cheaper armor and mobile infantry with some offensive event bonuses thrown in. Also has some very sturdy defensive capabilites.
6) Firepower>Grand Battle Plan>Attritional Containment ( France ? )
--------------------------------------------------------------------------
Land Units Org= +45% morale= +75%
HQ Combat Event Multiplier= 0.3 ( low early tech multipliers )
HQ Speed= 1
HQ Supply Eff Bonus= +7%
---Event Bonuses---
Counter Attack= +6%
Breakthrough= +3%
Encirclement= +2%
Assault= +10%
Ambush= +5%
Delay= +10%
Tactical Withdrawl= +5%
---unit Cost Modifiers---
Inf= -1.2IC
AT = -0.4IC
Art= -0.6IC
Eng= -0.4IC
This is a defensive/zerg infantry tech tree. Good defensive capablities and cheap infantry. Built lots becuase all the assualt events happening in your mass inf attacks will suck up some manpower .
7) Firepower>Grand Battle Plan>Infiltration Assault ( Japan ? )
--------------------------------------------------------------------------
Land Units Org= +40% morale= +100%
HQ Combat Event Multiplier= 0.3 ( low early tech mulitpliers )
HQ Speed= 1
HQ Supply Eff Bonus= +6%
---Event Bonuses---
Counter Attack= +6%
Breakthrough= +5%
Encirclement= +5%
Assault= +3%
Ambush= +13%
Delay= +10%
Tactical Withdrawl= +2%
---Unit Cost Modifiers---
Inf= -1.2IC
AT = -0.4IC
Mar= -0.4IC
Mil= -0.4IC
Arm= +0.8IC ( yes i think it the only negative price hit in the game )
---Other Combat Modifiers---
Night Move/Attack/Defense modifier= +40% applies to Arm,Inf,Mar,Mil,Mtn,Cav,Par,Ftr
All i can say about these guys is theyre a bunch of low down dirtly sneaks ( can anyone say orkses ). They accomplish everything at night and when the enemy wakes up in the morning theyre surrounded by the armies of MORDOR. Rotten to the core nasty ninja goblin assasin types. Turkish army anyone .
If ive miscalculated something point it out and ill fix it.
-------------------------------------------------------------------------
Por cierto, ¿dónde encajarían la españa nacional y la republicana?
La nacional seguía, y eso le dijo Liddle Hart a Churchill, la teoría estratégica del "Indirect Approach". Además maniobrar y envolver y no cerrar las bolsas para evitar copos sangrientos que hicieran perder tiempo. Eso salvo en el Ebro, donde prefirieron la batalla frontal y de desgaste. Luego no sé si la 2 o la 4.
La republicana, Rojo, seguía la doctrina francesa de Foch, aprendida, y enseñada por él, en la escuela de Estado Mayor, de la "batalla decisiva". En el punto elegido infiltración no profunda, ganando las espaldas, y explotación. Y el resto del frente defensivo. ¿La 6?
Ok heres a rudimentary comparison of the 7 different Land Doctrin paths ( yes 7 )
These are what bonuses you'll have at the end of the Tech tree.
1) Mobility>Spearhead ( Germany )
--------------------------------------------------------------------------
Land Units Org= +65% morale= +50%
HQ Speed= 1
HQ Art speed cap= +4 ( i'm not sure if this only affects attachment on the HQ or in its sphere of command. I would hope the later )
HQ AT speed cap= +4
HQ AA speed cap= +4
HQ Combat Event Multiplier= 0.3 ( This path gives a higher multp early on )
HQ Supply Eff Bonus= +7%
---Event Bonuses---
Counter Attack= +8%
Breakthrough= +12%
Encirclement= +12%
Assault= +5%
Ambush= +5%
Delay= +8%
Tactical Withdrawl= +8%
---Unit Cost Modifiers---
Arm= -3.2IC
L-A= -0.3IC
L Arm= -3.3IC
Inf= +0.1IC ( get some early breaks but more expensive in the end )
Art= -0.1IC
Mec= -0.7IC
Mot= -1.4IC
SP AT(TD)= -1.0IC
SP Art= -0.6IC
This seems to be the consumate Blitzkrieg tech path ( duh ). This path has the cheapest armor and good price cuts for Mot/Mec infantry as well as the SP gun attachments. Highest mobility doctrine allowing you alot more mobility and good mobility based event bonuses.
2) Mobility>Human Wave ( Soviets )
--------------------------------------------------------------------------
Land Units Org= =40% morale= =110%
HQ Combat Event Multiplier= 0.3 ( Gets better multipliers later in tech tree )
HQ Supply Eff Bonus= +6%
---Event Bonuses---
Counter Attack= +8%
Breakthrough= +8%
Encirclement= +5%
Assault= +6%
Ambush= +2%
Delay= +5%
Tactical Withdrawl= +5%
---unit Cost Modifiers---
Arm= -1.6IC
Mec= -2.1IC
Mot= -2.1IC
AT = -0.2IC
Mil= -0.2IC
Cav= -0.4IC
Inf= -0.6IC
---Other Combat Modifiers---
Airborne Assualt Effeciency= +20%
This is have dubbed the zerg tech path. Focuses on infantry ( lots of it ) could also be called the lemming tech path. Excellent mobile infantry savings and in the earlier parts of the tree normal inf are alot cheaper. Crazy morale bonuses ( I guess being in a mob of 1 million guys makes you feel safe )
3) Firepower>Superior Firepower>Combined Arms Defense
--------------------------------------------------------------------------Land Units Org= +60% morale= +50%
HQ Combat Event Multiplier= 0.3 ( low early tech multipliers )
HQ speed= 1
HQ Supply Eff Bonus= +8%
---Event Bonuses---
Counter Attack= +12%
Breakthrough= +3%
Encirclement= +3%
Assault= +6%
Ambush= +5%
Delay= +8%
Tactical Withdrawl= +12%
---Unit Cost Modifiers---
Inf= -0.2IC
Art= -0.4IC
SP AT= -0.9IC
Mot= -2.1IC
This tech path is a defensive one. This is the guy who sits behind his concrete walls making the biggest guns he can to blast anyone who dares come in its range. This seems to be the consumate defensive tech tree.
4) Firepower>Superior Firepower>Mechanised Offense ( US ? )
--------------------------------------------------------------------------Land units org= +60% morale= +50%
HQ Combat Event Multiplier= 0.3 ( low early tech multipliers )
HQ Speed= 1
HQ Supply Eff Bonus= +8%
---Event Bonuses---
Counter Attack= +10%
Breakthrough= +5%
Encirclement= +5%
Assault= +8%
Ambush= +5%
Delay= +6%
Tactical Withdrawl= +8%
---Unit Cost Modifiers---
Inf= -0.2IC
Art= -0.4IC
SP At= -0.9IC
Mot= -2.1IC
Mec= -2.1IC
This tech path is the far more aggressive brother of the last one. Focus on mobile infantry late in the game with good offensive combat event bonuses with a good bit of defensive bonuses as well. Middle of the line
offensive tech tree.
The next 3 tech paths are very distinctive and are almost specific specializations in certian types of warfare.
5) Firepower>Grand Battle Plan>Operational Stages ( UK ? )
--------------------------------------------------------------------------
Land Units Org= +55% morale= +50%
HQ Combat Event Multiplier= 0.3 ( low early tech multipliers )
HQ Speed= 1
HQ Supply Eff Bonus= +8%
---Event Bonuses---
Counter Attack= +6%
Breakthrough= +5%
Encirclement= +8%
Assault= +1%
Ambush= +4%
Delay= +12%
Tactical Withdrawl= +8%
---Unit Cost Modifiers----
Inf= -0.5IC
AT = -0.4IC
Mot= -1.4IC
Mec= -1.4IC
Arm= -1.6IC
This is a fairly middle of the road tech path with some added umph in the form of cheaper armor and mobile infantry with some offensive event bonuses thrown in. Also has some very sturdy defensive capabilites.
6) Firepower>Grand Battle Plan>Attritional Containment ( France ? )
--------------------------------------------------------------------------
Land Units Org= +45% morale= +75%
HQ Combat Event Multiplier= 0.3 ( low early tech multipliers )
HQ Speed= 1
HQ Supply Eff Bonus= +7%
---Event Bonuses---
Counter Attack= +6%
Breakthrough= +3%
Encirclement= +2%
Assault= +10%
Ambush= +5%
Delay= +10%
Tactical Withdrawl= +5%
---unit Cost Modifiers---
Inf= -1.2IC
AT = -0.4IC
Art= -0.6IC
Eng= -0.4IC
This is a defensive/zerg infantry tech tree. Good defensive capablities and cheap infantry. Built lots becuase all the assualt events happening in your mass inf attacks will suck up some manpower .
7) Firepower>Grand Battle Plan>Infiltration Assault ( Japan ? )
--------------------------------------------------------------------------
Land Units Org= +40% morale= +100%
HQ Combat Event Multiplier= 0.3 ( low early tech mulitpliers )
HQ Speed= 1
HQ Supply Eff Bonus= +6%
---Event Bonuses---
Counter Attack= +6%
Breakthrough= +5%
Encirclement= +5%
Assault= +3%
Ambush= +13%
Delay= +10%
Tactical Withdrawl= +2%
---Unit Cost Modifiers---
Inf= -1.2IC
AT = -0.4IC
Mar= -0.4IC
Mil= -0.4IC
Arm= +0.8IC ( yes i think it the only negative price hit in the game )
---Other Combat Modifiers---
Night Move/Attack/Defense modifier= +40% applies to Arm,Inf,Mar,Mil,Mtn,Cav,Par,Ftr
All i can say about these guys is theyre a bunch of low down dirtly sneaks ( can anyone say orkses ). They accomplish everything at night and when the enemy wakes up in the morning theyre surrounded by the armies of MORDOR. Rotten to the core nasty ninja goblin assasin types. Turkish army anyone .
If ive miscalculated something point it out and ill fix it.
-------------------------------------------------------------------------
Por cierto, ¿dónde encajarían la españa nacional y la republicana?
La nacional seguía, y eso le dijo Liddle Hart a Churchill, la teoría estratégica del "Indirect Approach". Además maniobrar y envolver y no cerrar las bolsas para evitar copos sangrientos que hicieran perder tiempo. Eso salvo en el Ebro, donde prefirieron la batalla frontal y de desgaste. Luego no sé si la 2 o la 4.
La republicana, Rojo, seguía la doctrina francesa de Foch, aprendida, y enseñada por él, en la escuela de Estado Mayor, de la "batalla decisiva". En el punto elegido infiltración no profunda, ganando las espaldas, y explotación. Y el resto del frente defensivo. ¿La 6?