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Difference between revisions of "General Staff Headquarters (FOTS)"

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  |Enables=-
 
  |Enables=-
 
  |Spawned Defence Forces=-
 
  |Spawned Defence Forces=-
  |Basic Building Statistics=<li>Cost: 4000</li><li>-10% to the cost of recruiting land units in this province</li><li>+2 to the morale of all land units recruited in this province</li>
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  |Basic Building Statistics=<li>Cost: 4000</li>
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<li>-10% to the cost of recruiting land units in this province</li>
 +
<li>+2 to the morale of all land units recruited in this province</li>
 
  |Clan Effects=-}}
 
  |Clan Effects=-}}
  

Revision as of 22:30, 6 November 2012

General Staff Headquarters (FOTS)
File:General Staff Headquarters FOTS.png
Chain Improvement Type
Requires Training Camp
Enables -
Spawned Defence Forces -
Basic Building Statistics
  • Cost: 4000
  • -10% to the cost of recruiting land units in this province
  • +2 to the morale of all land units recruited in this province
  • 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.