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Abnormalmind

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Military Doctrines

New concept that grants different abilities to any nation but requires the completion of a military idea group. Just some thoughts!!!

Can have more than one doctrine active at any time. Doctrines only active during war.

Cost is an important factor. Without cost, the bonuses wouldn’t have any downside whatsoever. So rather than costing ducets like the Naval Doctrines and similar to War Taxes, military power points are used.

Cost: 1 military power point per month per Age (only active during war)
Cost Reduction: 100% professionalism ~ 50% cost reduction with a minimum cost of 1 per month

Doctrines can be toggled on and off, but with a cooldown of one year.

Doctrines:

Heavy Cavalry
Unlocked after idea group completion: Aristocratic
Requirements: battles with cavalry
Benefits
  1. Cavalry units start and reinforce the middle of the formation.
  2. If nation’s ruler is in command of the battle, +5% morale.
At Mil Tech 16, the nation gets a decision to return cavalry to the flanks, but with +50% cavalry flanking. This is due to the rise of artillery.

Relic Bearers
Unlocked after idea group completion: Divine
Requirements: Nation has feudal theocracy or theocratic type government. Changing government type to something else negates this doctrine.
Benefits:
  1. reserves suffer 50% less morale decay.
  2. +1 to dice rolls in all provinces with corresponding national religion and a church/temple or similar.
Feigned Retreats
Unlocked after idea group completion: Horde
Requirements: 25% calvary in the battle in open terrain
Benefits:
  1. +5% morale damage.
  2. If ruler is in command of the battle, +5% shock damage.
Combined Arms
Unlocked after idea group completion: Quality
Requirements: army contains infantry, calvary, artillery, and led by a general (including nation’s leader or heir)
Benefits:
  1. +5% infantry combat ability, +5% cavalry combat ability, +5% artillery fire damage
Chain of Command Structure
Unlocked after idea group completion: Plutocratic
Requirements: army lead by a general (not nation’s leader or heir)
Benefits:
  1. If a general dies in a battle or siege, a new random general with current military tradition is assigned to the army for free. Does not apply to nation’s leaders or their heirs who die.
Perimeter Defense
Unlocked after idea group completion: Defensive
Requirements: Army is in a controlled province (also applies to ally and subject provinces)
Benefits:
  1. +10% supply limit, -5% shock and fire damage received, and the attacker suffers -25% flanking ability
Human Wave Attack
Unlocked after idea group: Quantity
Requirements: Army must have more than 75% infantry composition
Benefits:
  1. +5% shock damage, +5% morale damage, +10% fire damage received (malus), and +20% combat width.
School of War
Unlocked after idea group: Offensive
Requirements: Army led by a general including nation’s leader or heir
Benefits
  1. Winning or losing a battle against non-natives and not from automatic victories (overruns) have a 10% chance of gaining a non-siege pip.
  2. Winning a siege against a fort at the current max military tech group level and without a wall breach have a 25% chance of gaining a siege pip. Fort must be at least level 2. Wall breaches are too easy with barrages, and shouldn’t be rewarded with general pips.
 
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The_Real_Player

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I think this would work better similar to the Naval Doctrines, where you pick one. Even then, the professionalism mechanic works fine for a "doctrine" thing. If anything, doctrines should focus more on non-battle things like looting speed, attrition/supply, movement speed, maintenance cost.