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.