Realmfall Tactics Guide

[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.

Realmfall Tactics ยท Version 1.1
A turn-based civilization strategy game
View Credits
Return to Login