[Return to Contents]Enacting Doctrines
From here, your Scholars can spend Knowledge and commands to enact doctrines, either within your own dominion or against rival dominions.
Doctrines cannot be enacted if your dominion's health is below 20%. Enacting a hostile doctrine reduces health by 4%.
If your dominion's doctrinal influence is not strong enough, high-level doctrines may fail and cause backlash, killing some of your Scholars.
Hostile Doctrines
- Scout Network
- If successful, this will allow you to see the vital statistics of your target's dominion, just as shown on your Main Page.
- Catapult Barrage
- If successful, this will eliminate 3% of your enemy's military and influence forces. If your target has an active Palisade Wall, only 1% will be destroyed.
- Plague
- If successful, this will destroy a percentage of your target's Money and Grain. If protected, it will only be 33% as effective.
- Raid
- If successful, this will destroy a percentage of your target's Knowledge, limiting the ability of their Scholars to enact doctrines. If protected, it will only be 33% as effective.
- Siege
- If successful, this will destroy 3% of your enemy's structures. If your target has an active Palisade Wall, only 1% will be destroyed.
- Scholar Duel
- This doctrine will allow your Scholars to confront your target's influence network. Successful operations will seize approximately 33% as much land as a standard military attack.
- Pillage
- If successful, this will allow you to seize Money from your target dominion's treasury. If protected, it will only be 33% as effective.
Domestic and Strategic Doctrines
- Palisade Wall
- This will partially protect your dominion from hostile doctrines enacted by other dominions. Enacting it once will protect your dominion for 12 hours, and each additional use will extend it by 3 hours. If your dominion has less than 9 hours of protection remaining, it will automatically be renewed to 12 hours.
- Harvest Festival
- This doctrine will create an amount of Grain to feed your citizens and army, proportional to the size of your dominion and the number of Scholars at your disposal.
- Silk Road
- This doctrine will create Money to fund your dominion, proportional to the size of your dominion and the number of Scholars at your disposal.
- Enter Medieval Age
- This doctrine will open an Age Passage, allowing your dominion to interact militarily with dominions in any era. Enacting it once will open the passage for 12 hours, and each additional use will extend it by 3 hours. If your dominion's passage has less than 9 hours remaining, it will automatically be renewed to 12 hours.
- Remain in Ancient Age
- If your dominion currently has an open Age Passage, this doctrine will close it, protecting your dominion from attacks by other dominions in different eras unless they themselves have open passages.
- Advance to Medieval
- This doctrine advances your dominion from its current era to the next one, if such an era exists. At least 500 commands must be spent in your current era before you may enact this doctrine.
- Regress
- This doctrine regresses your dominion from its current era to the previous one, if such an era exists. At least 500 commands must be spent in your current era before you may enact this doctrine.