====== Commander path ====== Win wars through better leadership, faster manoeuvres and stronger armies. This is a good starting point if you plan to lead your own troops. **Focus bonus:** +3 Martial. Choose this focus in your class lifestyle window. The class earns 25 experience each month before other bonuses; each perk costs 1,000 experience. Perks remain useful when you switch focus within the same class. ===== Every perk explained ===== ==== Warcraft Training ==== You become a more capable military leader. Your command gives troops a better chance in battle. Always active: Martial +2; Commander Advantage +3. ==== Field Maneuvers ==== Your armies move faster, making it easier to reach a battle or escape danger. Always active: Army Movement Speed +15%; Retreat Losses -15%. **Requires:** Warcraft Training. ==== Logistics Training ==== Always active: Supply Duration +25%; Army Maintenance -10%. **Requires:** Warcraft Training. ==== Scout the Field ==== Your command gives troops a better chance in battle. Your armies move faster, making it easier to reach a battle or escape danger. Always active: Commander Advantage +3; Army Movement Speed +10%; Army Pursuit +10%. **Requires:** Field Maneuvers. ==== Supply Master ==== Always active: Supply Capacity +25%; Hostile County Attrition -15%. **Requires:** Logistics Training. ==== Military Genius ==== You become a more capable military leader. Your command gives troops a better chance in battle. Always active: Martial +2; Commander Advantage +5. Reorganize the Host: Spend 3 RP. Advantage +5; Men-at-Arms Damage +15%; Men-at-Arms Toughness +15%; Movement Speed +10%. Duration: 12 months. Cooldown: 2 years. **Requires:** Supply Master. ==== Coordinated Assault ==== Your knights make a greater contribution to battles. Always active: Men-at-Arms Damage +10%; Knight Effectiveness +10%. **Requires:** Military Genius. ==== Defensive Formation ==== Always active: Men-at-Arms Toughness +10%; Friendly Fatal Casualties -10%. **Requires:** Military Genius. ==== Master of the Field ==== Your command gives troops a better chance in battle. Your knights make a greater contribution to battles. Always active: Commander Advantage +7; Knight Effectiveness +15%; Martial +1. Prepare Campaign: Prepare a campaign: movement +10%, army maintenance -10%, Advantage +2 for one year. Cost: 3 Regency Points. Cooldown: 12 months. Perfect Campaign: Spend 5 RP. Advantage +10; Men-at-Arms Damage +20%; Men-at-Arms Toughness +20%; Hostile County Attrition -20%; Movement Speed +20%; Army Maintenance -15%. Duration: 12 months. Unlocks Elite Cerilian Infantry: 1 Regency Point per regiment rank each month (10 ranks = 10 RP). This capstone grants no additional Domain Limit. Grants the Master Commander mastery trait. **Requires:** Defensive Formation. ===== Completing this path ===== The final perk awards the matching mastery trait. It marks your completed training; the bonuses come from the perks and are not awarded a second time by the badge. [[:systems:classes|Compare all classes and paths]]