Continuing the theme of bored and needing to occupy time, here's the future post for the Army Doctrines and Army related units. Provided with this are two samples of how Army Doctrines could work, thanks to the cooperation of crezth and Milarqui. As I'm treating this thread not only as its own NES, but a pre-thread for the next stage of Capto Iugulum, I am of course open to any constructive criticism.
Army Doctrine Types
Your Army Doctrine is the key part of your military, and is the main basis for the victory or defeat of your forces on the field of battle. Each stat has obvious uses and stat effects, while altering the prices of your generic units. The unit prices for generic types of units will be altered depending on what doctrine you have, vastly effecting the style of army that you can produce. All of the basic generic units cost 5 EP before doctrine alterations. The amount of points you can put into a new doctrine is equal to the amount of points you have in your Army Quality. The cost of a new design is 20 EP +1 EP for every army unit you possess, included elite and armored vehicles.
Conscript Brigades are a new addition with this NES. Consider them to be a cheaper and rushed version of infantry. If you need a lot of troops and for an emergency situation, these are the guys to call and recruit. They can only be recruited in times of war, and will be automatically returned to the manpower pool when the war is over. They are armed with cut rate equipment and training, and are advised for use in only the most desperate of situations.
Mass: Emphasis in the use of larger formations, and more soldiers on the battlefield. Includes mass conscription methods and the formations of very large armies. Reduces the base cost of infantry by 1 EP per point, or (if 5 points or over have been put into this stat) increases the amount of brigades produced, with corresponding manpower deduction.
Firepower: Emphasis in heavier firepower, using support weapons such artillery to decimate an enemy position. Reduces the cost of all artillery units by 1 EP per point (no bonus to production if maximum reduction reached), increases artillery and infantry effectiveness.
Mobility: Emphasis in quicker moving armies, using trucks to mobilize your infantry and increase the quality of mechanized forces. Reduces the cost of all cavalry and armored vehicles by 1 EP per point in this stat (No bonus to production if maximum reduction is reached), while increasing the cost of Infantry by 1 EP. Armies move faster on the battlefield with each point in this stat.
Support: This stat emphasizes the reliance on support hardware, including trucks, radios, and various other mechanical devices which aids in warfare. Each point into this stat increases the inherent quality of all units, while at the same time increasing the cost of all units by 1 EP.
In Development Army Doctrines
Available Army Doctrines
Specialized Army Units
Elite Infantry Brigades
Elite Infantry Brigades are the finest troops your army can provide, creating a force to be feared across the world, if done right. You may only have one style of elite at any given time, and unlike other units, this CANNOT be shared with any other nation. They are expensive, but used in the right circumstances, they can be nigh unstoppable. Elite Infantry Brigades' stats are determined by the total Army Quality you possess. To create a new style of Elite Infantry the costs are simply 20 EP +1 EP for every Elite Infantry Brigade you currently possess.
Amphibious Warfare: The skill at which these brigades seize beachheads and clear the way for a larger landing.
Jungle Warfare: The skill at which these brigades fight in jungle or tropical terrain.
Mountain Warfare: The skill at which these brigades fight on mountains, and their tactical skill in seizing heights
Covert Operations: The skill at which these brigades fight in smaller units to run sabotage and other similar activities in war time.
Armored Vehicles
Armored Vehicles are your standard tanks, but can also included armored cars and supporting light vehicles. The style of the tank you are creating widely depends on the stats you give it. With time, the costs will be reduced and technology plays a major role in the cost of the development of these vehicles. As the price of designing an armored vehicle changes, this post will be updated, as well as a notification of the change in the relevant update.
For now it costs 100 EP per point designed into an armored vehicle.
Firepower: Affects the size and power of the gun or guns attached to the armored vehicle.
Armor: Affects the strength and substance of the armor protecting the armored vehicle.
Speed: Affects the speed at which the armored vehicle moves across open terrain.