Difference between revisions of "General Staff Headquarters (FOTS)"
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As armies modernised, their ability to live off the land was sharply reduced. A good headquarters, in particular a well-organised supply effort, was vital to all operations. A medieval army, barring specialist weaponry, was able to take whatever it wanted or needed as it advanced through enemy territory. In contrast a 19th Century army would be hard-pressed to find enough food, let alone ammunition, by looting. Even something as simple as boots could be a problem: Confederate soldiers in the American Civil War were regularly reduced to looting boots, uniforms and equipment from dead Yankees. | As armies modernised, their ability to live off the land was sharply reduced. A good headquarters, in particular a well-organised supply effort, was vital to all operations. A medieval army, barring specialist weaponry, was able to take whatever it wanted or needed as it advanced through enemy territory. In contrast a 19th Century army would be hard-pressed to find enough food, let alone ammunition, by looting. Even something as simple as boots could be a problem: Confederate soldiers in the American Civil War were regularly reduced to looting boots, uniforms and equipment from dead Yankees. | ||
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+ | ==Other Information== | ||
+ | The value of the General Staff Headquarters is rather questionable as the +2 morale bonus is wasted on units that are inexpensive, have poor morale, and are not good in melee. On the other hand, the units that can benefit the most from the extra morale, melee infantry and melee cavalry, tend to see infrequent usage compared to their ranged counterparts. Units that use guns or bows are ALWAYS better off having accuracy upgrades instead of improved morale. | ||
[[Category:FOTS Buildings]] | [[Category:FOTS Buildings]] |
Latest revision as of 03:57, 6 January 2018
General Staff Headquarters (FOTS) | |
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File:General Staff Headquarters FOTS.png | |
Chain | Improvement Type |
Requires | Buildings: |
Enables | - |
Spawned Defence Forces | - |
Basic Building Statistics | |
Clan Effects | - |
See main article; FotS Buildings |
Description
One man with a pen commands ten thousand rifles.
A headquarters improves the morale of units recruited in the province. With good administration, soldiers justifiably feel that their interests and wellbeing are considered important.
As armies modernised, their ability to live off the land was sharply reduced. A good headquarters, in particular a well-organised supply effort, was vital to all operations. A medieval army, barring specialist weaponry, was able to take whatever it wanted or needed as it advanced through enemy territory. In contrast a 19th Century army would be hard-pressed to find enough food, let alone ammunition, by looting. Even something as simple as boots could be a problem: Confederate soldiers in the American Civil War were regularly reduced to looting boots, uniforms and equipment from dead Yankees.
Other Information
The value of the General Staff Headquarters is rather questionable as the +2 morale bonus is wasted on units that are inexpensive, have poor morale, and are not good in melee. On the other hand, the units that can benefit the most from the extra morale, melee infantry and melee cavalry, tend to see infrequent usage compared to their ranged counterparts. Units that use guns or bows are ALWAYS better off having accuracy upgrades instead of improved morale.