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Evren
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Leader and Unit Abilities

Sat Apr 19, 2008 4:40 pm

For those who still have questions about abilities:

-Unit and Leader Abilities that only will effect units:

*Sharpshooter: +1 Initiative bonus in battle to the whole unit. Sharpshooter units should be used in divisions.
*Strong Morale: +5 Maximum Cohesion bonus to all others elements of the unit. Elite units should be used in divisions.
*Entrencher: 10% defensive fire bonus and 1 extra protection for the unit.

-Unit and Leader Abilities that will effect the whole stack the leader or unit with one of those abilities is in:

*Engineer: This element reduces the time needed to get a new entrench level by 35%. Engineers should be used in corps, rather than divisions.
*Pontoneer: Provides a 50% speed bonus to the whole stack when crossing rivers. The units with this ability (i.e. Marines) should be put in corps, instead of divisions.
*Medical Service: Give +15% to the Cohesion Recovery rate of all others elements of the stack they are in. Medical units should be used in corps, rather than divisions.
*Signal Cmd: +2 Command Points to the stack it is in. Signal units should be used in corps.
*Balloon Cmd: +1 Command Points to the stack it is in. Baloons should be used in corps.
*Deceiver: +1 to the Hide Value of the stack, if entrenched.
*Screener: +1 to the Hide Value of the stack and +25% to the Evasion value, if the stack is moving.
*Deep Raider: +50% to the Evasion value, if the stack is moving.
*Patroler: +1 to Detection Value, +35% to the Patrol value of the stack the element is in, if entrenched.
*Spotter Sea: +1 to Detection Value, +35% to the Patrol value of the stack the element is in. For sea units and commanders.
*Forager: Reduces by 25% the chances that a unit pillages a region when foraging (i.e. when regular supply is lacking).
*Expert Forager: This element or commander reduces by 50% the chances that a unit pillages a region when foraging (i.e. when regular supply is lacking).
*Scorch Earth: Will use a scorch earth approach when capturing cities.
*Besieger: Provides a one point siege bonus to the whole stack when attacking forts.
*Fort Defender: Provides a one point siege bonus to the whole stack when defending in a fort.
*Siege Engineer: Provides a one point siege bonus to the whole stack when defending or attacking forts.
*Master Driller: Provides 1 experience point every turn to all the troops in the stack by drilling them.

-The following abilities work like the same above, but if the commander with one of those abilities is the highest ranking officer in the region, the effect of the ability will apply to all the stacks in the same region:

*Partisan: 30% combat bonus and 2 extra protection to all irregular units in the stack, only in difficult terrain.
*Defensive Engineer: 10% defensive fire bonus and 1 extra protection when the stack is already entrenched.
*Militiaman: Discipline bonus of 1, Cohesion bonus of 10 to all Militas in the stack.
*Cavalryman: 25% combat bonus for all cavalry units in the stack, if in clear, prairie or desert terrain.
*Artillerist: 20% combat bonus for all artillery units in the stack.
*Irregular Fighter:15% attack and defense bonus to all the units in the stack, when in battle versus irregulars, partisans, indians units (only in difficult terrain).
*Indian Fighter: 15% attack and defense bonus to all the units in the stack, when in battle versus indians units (in all terrains).

-Leader Abilities that will only effect the stack if the leader with those abilities is the highest ranking officer of a stack. In other words, they won't effect the stack if the leader is not the highest ranking officer in the stack:

*Fast Move: 15% move bonus.
*VeryFast Move: 25% move bonus.
*VeryFast Cavalryman: 25% move bonus to all cavalries in the stack. It will only effect the speed of the cavalry units in the stack, so better used with all cavalry stacks.
*VeryFast Raider: 25% move bonus to all irregulars in the stack. Better used with all irregular stacks.
*Slow Move: 25% move penalty.
*Seaman: 25% move bonus.
*Logistician: 25% reduction on the supply consumption.
*Surpriser: 20% chance of surprising the enemy (first fire).
*Skirmisher: Allows an easier retreat on the first two hours of the battle.
*Adept Raider: Allows a 85% chance of retreat at any round of battle, if overwhelmed. Apply only to stacks needing 4 or less command points.
*Reckless: Will have difficulty retreating on the first two hours of the battle.
*HotHead: Won't be able to order a retreat during the first two hours of the battle.
*Patriot: Gives a 25% bonus to the raise of partisans and volunteers in the State where he is present.
*Recruiting Officer: Can muster new conscripts on a regular basis in cities of level 5+. Must be in the city to do so.
*Trainer: Will train up to two regiments of conscripts to regular soldier every turn.
*Charismatic: provides +5 Maximum Cohesion and a +25% increase in the fatigue recovery rate of units under his command.
*Good Admin Army: Provides a +15% increase in the fatigue recovery rate of units under his command.
*Dispirited Leader: -5 Maximum Cohesion to the stack if the commander, -25% to the Cohesion recovery rate.
*Hated Occupant: Will apply with extreme severity Martial Law in any rebellious city he has to pacify.
*Occupier: Will not hesitate to proclam Martial Law in any rebellious city he has to administer.
*Good Admin Pop: Will progressively increase the loyalty of the population over time. (+1% each turn up to 75%).
*Pillager Pop: Will let his men burn and pillage the countryside without regards for justice, slaughtering civilians if need be. Only the most loyal and policed regions will be spared by his cruel behavior.
*Dispersed Move: -25% to Evasion and Patrol, -1 to hiding Value of the whole stack, if moving.
*Blockade Runner: +35% to the Evasion value of the fleet. Works only if moving.
*Fort Runner: +25% to the Evasion value of the fleet. Works even if not moving.
*MasterSpy: Improves the detection of enemy units (except irregulars) within the Department.
*PoorSpyNetwork: Erroneous reports received worsen the detection of enemy units (except irregulars) within the Department.

-The following abilities also effect the subordinate corps, if the commander with one of those abilities is an army commander. If not, it only effects the stack he is commanding.

*Strategist: If the Commander in Chief in the Department, provides +1 Command Point and an additional +1 per ability level, to his stack and all subordinates Corps.
*Good Cmd: Provides +1 Command Point per ability level. (If in command of an army, subordinates corps also receive this bonus).
*Gifted Cmd: +2 Command Points and +1 additional CP per ability level above 1, to any stack he commands.(If in command of an army, subordinates corps also receive this bonus).
*Gifted Cmd: +2 Command Points and +1 additional CP per ability level above 1, to any stack he commands.(If in command of an army, subordinates corps also receive this bonus).
*Good Subordinates: +3 Command Points to any stack he commands.
*Quick Angered: -4 Command Points to the stack he commands and to subordinates corps if any.
*OverCautious: -4 CP if the Commander of the stack (applied to subordinate corps if in command of an army).

PS: If you see something wrong or missing, tell me and i'll edit it.

Coregonas
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Sat Apr 19, 2008 6:00 pm

Excellent resume!

There are some skills (such as artillerist) than can affect all the stacks, as told in the display, but still not confirmed...

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arsan
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Sat Apr 19, 2008 7:59 pm

Hi!

Thanks Evren. Excellent work! :coeurs:
It looks like a great info to have on the wiki :siffle:
Where did you get the info about the abilities who could affect all the stacks on the region?? From the NCP abilities Db Pocus mentioned on the other thread??

Regards!

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Evren
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Sat Apr 19, 2008 8:19 pm

arsan wrote:Hi!

Thanks Evren. Excellent work! :coeurs:
It looks like a great info to have on the wiki :siffle:
Where did you get the info about the abilities who could affect all the stacks on the region?? From the NCP abilities Db Pocus mentioned on the other thread??

Regards!


Thanks Arsan.

It is a mixture from the DB files that are open for modding and the local string files in the game folder that have the explanations of the abilities. I'm not sure they are all in effect though, Pocus has to approve those. Some abilities apply to the same stack more than once, i also have to add those into the list.

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soloswolf
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Sat Apr 19, 2008 10:48 pm

Thanks a lot. Very handy to have.
My name is Aaron.

Knight of New Hampshire

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Jabberwock
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Sat Apr 19, 2008 11:26 pm

This is really excellent. Please add it to the Wiki.
[color="DimGray"] You deserve to be spanked[/color]

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Pocus
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Mon Apr 21, 2008 9:23 am

Very good work Evren!
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Skibear
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Mon Apr 21, 2008 9:47 am

Top stuff, defo should be in wiki but could even be a sticky. When I first started it was really hard to search out all these abilities.

The only one thats still not really too clear for me is Occupier. Not sure on the mechanics of how he decides he needs to apply martial law to just that city he is in if it is not already applied to the whole state?
"Stay low, move fast"

SkyWestNM
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Thanks

Tue May 05, 2009 9:19 am

Thanks Evren! Hadn't seen your helper before. This sure helps me!
Sky :thumbsup:

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Carnium
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Tue May 05, 2009 9:43 am

Excellent stuff. Thanks a lot :thumbsup:

Yee Haa
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Siege Expert / Siege Engineer

Mon Oct 25, 2010 6:16 pm

Whats the dif? I have seen a description of Siege Engineer but there is also a Siege Expert in the Aliases.abi files? Clarification please? :confused:

enf91
AGEod Veteran
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Mon Oct 25, 2010 7:12 pm

There is an update. Overcautious no longer gives a -4 CP penalty. It gives a -1 CP penalty and reduces the chance of being active when in enemy-controlled regions by a percentage equal to MC (not sure if enemy MC or own MC).

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Gray_Lensman
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Mon Oct 25, 2010 7:16 pm

deleted

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Ubercat
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Mon Oct 25, 2010 7:44 pm

Are all of these abilities known to be working? I seem to recall a year or two ago, reading that xyz ability wasn't working at the time and it was hoped that a future patch would fix it.

I'm just now revving up to play this game, since the patch seems to be finalized. It was broken things that made me wait so long to get serious.

Njordr
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Tue Oct 26, 2010 9:00 am

I agree Signal, Balloon, Engineer, Medical and Supply units should be placed at Corps level, for they don't use command points.

But what's the point of having a Marine regiment outside a division? It's a regular fighting unit and its Pontoneer ability still is activated for the whole Corp even when it's inside a division.

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Captain_Orso
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Tue Oct 26, 2010 4:24 pm

Njordr wrote:But what's the point of having a Marine regiment outside a division? It's a regular fighting unit and its Pontoneer ability still is activated for the whole Corp even when it's inside a division.

None, unless you have a unit that will fit better into the division.

Also, you might consider that the division, as apposed to just the regiment, then must remain with the corp to afford the river crossing ability to the rest of the corp. It just a question of flexibility.

On the other hand, if you intend as some point to split the division off from the corp and wish that division to have the river crossing advantage, you either have to reorganize the makeup of that division to include it, or add the Marines/Sailors to the division stack, which will cause the division to be under-lead by a 1-star division commander with a 1-star adjutant.

You'll have to decide what the right thing to do is from what you intend to do with that corp and it's component division and sundry units, or what you want to be able to do, for example on short notice.

Yee Haa
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Sun Oct 31, 2010 6:12 pm

I have been looking in the ability files and STRONG MORALE is in the group that aplies to UNITS? Yet in the ACW_Leaders_List on the game disk it is an ability applied to Generals (Leaders). I have seen the SIGNAL ability applied to at least one General (Leader) as well, now that ability lists its APPLIANCE to GROUP which I assume means it can effect multiple types? There are various APPLIANCES such as GROUP/SELF/UNIT/LEADER they seem self explanatory but I have seen several cases of dual application, could someone explain (most likely you Gray). What I am wondering is would a leader given the SHARPSHOOTER ability recieve the initiative bonus or not and does the SIGNAL and STRONG MORALE I have seen applied to Generals (Leaders) work? Yee Haa :confused :p .s; As with the SIEGE EXPERT of the original post this has an APPLIANCE to GROUP

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Gray_Lensman
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Sun Oct 31, 2010 6:37 pm

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Yee Haa
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Sun Oct 31, 2010 7:35 pm

Cheers Gray, your response times are absolutely amazing its like having a real time expert on constant call, thanks again :thumbsup:

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Ubercat
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Mon Nov 01, 2010 12:47 am

Could someone answer my question, please? Are any abilities known to be broken? Thanks in advance for letting me know.

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Gray_Lensman
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Mon Nov 01, 2010 1:27 am

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Ubercat
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Mon Nov 01, 2010 9:44 pm

Ok, thanks. I was just going from some abilities being reported broken a year or two back.

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Citizen X
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Mon Dec 20, 2010 1:49 pm

I understand correctly, that Siege Engineer and Fort Defender only apply when the stack is inside the building, not when the stack is simply in the same area?

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Blutch
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Mon Dec 20, 2010 5:27 pm

What about trainer, it seems that the officer with this ability has to be only chief of the stack and not division commander. Have you observe the same issue ?

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