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DispatchBulletinPolicy

by The Office of AU Headquarters. . 320 reads.

Political Leaders & Personalities

This is the list of available political leader personalities within our roleplay.

Your government has a Head of State and his cabinet of ministers (often lead by a Head of Government or a "prime minister"). These political offices consist of unique individuals who define the personality of your executive government and the strategic direction of your nation. Knowing who these people are, and understanding their leadership personalities, can add a new dynamic to your roleplay stories.
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Cabinet Officials

The personalities on this list are your government officials. Each category contains a number of available character personalities for each office. When you claim land, please select one personality for each office, and then give that selection a name appropriate to the cultures in your nation (thereby creating a government official for your nation). You should start your roleplay with a full cabinet, but you can always "purchase" new leaders off of the Culture Chart at a later date.

Keep in mind too, you'll probably want to build up a leader pool in case you need to make leadership changes. If you don't have any additional leader personalities purchased from the Culture Chart, you won't be able to make any cabinet leader changes.

Your national roleplay should match the leader personalities that you choose for these positions.

If your nation is a democracy, the Head of State and Head of Goverment are the same person. This person is elected, and may only be changed as a result of elections or a successful coup/civil war. You may choose a personality to represent this person from either the Head of State, or Head of Government sections.

The Head of State in a monarchy is hereditary, and can only be replaced with a successor via abdication, death or a successful coup/civil war. In a monarchy, there is only a Head of State. You may choose a personality to represent this person only from the Head of State section. (You may not choose a Head of Government).

The Head of State in a constitutional monarchy is hereditary, and can only be replaced with a successor via abdication, death or a successful coup/civil war. The Head of Government is elected, and may only be changed as a result of elections. You may choose a personality to represent the King/Queen only from the Head of State section, and you may choose a personality to represent the Prime Minister only from the Head of Government section.

The Head of State in a dictatorship is usually determined by force, and can only be replaced as a result of death or a successful coup/civil war. A Head of Government is optional. You may choose a personality to represent the dictator only from the Head of State section, and you may choose a personality to represent the an optional head of government only from the Head of Government section.

Please be sure to telegram your Head of State and Head of Government choices to Tessen so that those 1-2 top leaders can be listed on your land claims page for reference by other players.

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HEAD OF STATE

Power-Hungry Demagogue
The Power-Hungry Demagogue is an angry vengeful man full of hatred. However he possesses a demonic charisma that enchants the frustrated masses. He has but one real purpose and that is to control and shape the world into one of his liking.

This leader is good at making alliances with Dictatorships. Players of dictator-led nations should be more open to joining alliances created by this national leader.

This leader also lowers national unity by -10%.

This leader may also do one of the following in his nation:
-- change one existing dominant faith into a new custom player-created faith (across all provinces)
-- change one existing minority culture into any other existing culture (across all provinces).
-- promote one existing minority language or faith to dominant status (across all provinces).
-- demote one existing dominant language or faith to minority status (across all provinces).
-- remove one minority culture from his nation (across all provinces) (minority % is added to dominant culture)
-- remove one existing minority language or faith from his nation (across all provinces).

Most other nations will likely view this leader as someone who must be removed from power.

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Barking Baffoon
The Barking Buffoon is a great political dramatic actor. People see him as a strong, competent, and patriotic leader who will save the nation and restore it to its historical greatness. But behind his mask of bombastic rhetoric hides a weak-minded, vain simpleton. Those who really know him, know he is an incompetent man.

This leader is good at making alliances with Democracies. Players of nations led by democratic presidents and prime ministers should be more open to joining alliances created by this national leader.

This leader also raises national unity by +10%.

This leader may also do one of the following in his nation:
-- change one existing dominant culture into a new nation-specific culture (across all provinces) (i.e., "Cuban")
-- change one existing minority culture into an existing dominant culture (across all provinces).
-- change one existing minority language/faith into an existing dominant language/faith (across all provinces).

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Cultural Expansionist
The Cultural Expansionist wants to expand his nation's culture to other countries. He promotes assimilation in order to make that happen. He is both inspiring, and a man of deep cultural conviction.

This leader raises national unity by +10%.

This leader may also do one of the following:
-- add 5% of his nation's existing dominant culture to the culture of a neighboring nation's land border province
------- If his NS Culture rating is 300 or more, he can add 10% culture to that province.
------- If his NS Culture rating is 500 or more, he can add 20% culture to that province.
------- If his NS Culture rating is 800 or more, he can add 50% culture to that province.
-- add 60% of his nation's existing dominant culture to the culture of one of his nation's colonies

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Religious Expansionist
The Religious Expansionist wants to expand his nation's religion to other countries. He promotes missionary work in order to make that happen. He is a beloved leader, peaceful, and with deep religious conviction.

Upon gaining office, this leader lowers dissent within his nation by -10%.

This leader also raises national unity by +20%.

This leader may also do one of the following:
-- expand a dominant faith in his nation to an adjacent nation's border province as a new minority faith
-- expand a dominant faith in his nation to one of his nation's colonies as a new dominant faith
-- expand a dominant faith in one province of his nation, and add it as a dominant faith in every other province

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Stern Imperialist
The Stern Imperialist is a staunch nationalist. He is neither charming nor an administrative genius. However he has one big asset, namely his fanatical determination to improve his nation's status. He will use any means to achieve that goal, be it political or military.

This leader raises dissent within his nation. Civil unrest goes up by +20%.

This leader also gains a one-time bonus of +6 culture points (at the start of his first roleplay year in office).

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Ruthless Powermonger
The Ruthless Powermonger treats his country and his people as personal possessions. He is completely unscrupulous and he will let nothing stand between him and his goals. Sometimes he can develop a streak of paranoia which will endanger friend and foe alike.

This leader allows all national infantry troops to be trained 25% faster.

This leader also lowers national unity by -20%.

If this leader is in power, all coup attempts against his nation will fail.

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Autocratic Charmer
The Autocratic Charmer uses his charisma and ruthlessness to stay in power. He charms friend and foe alike and is an excellent negotiator. However, day-to-day governing is not his style and corruption flourishes under his rule.

Upon gaining office, this leader lowers dissent within his nation by -10%.

This leader also has the automatic upper hand in most treaties and agreements on the international stage.

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Resigned Generalissimo
The Resigned Generalissimo came to power to save his country from the ruin of anarchy and popular sentiment. He is tired of political bickering and tries to run the country as he used to command his regiment. Still, he is a competent and decisive man.

This leader raises dissent within his nation. Civil unrest goes up by +10%.

This leader also allows military transports to carry 12,000 troops instead of 10,000.

This leader also removes the troop resource supply requirements (simulating better/clever troop supply lines).

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Benevolent Gentleman
The Benevolent Gentleman is charismatic and a master at winning elections. However, he lacks the character to be truly successful at the nation's helm. When things get rough, he merely smiles and waits out the winds of political opinion.

Upon gaining office, this leader lowers dissent within his nation by -10%.

This leader will also not support joining or declaring war unless his nation's NS Pacifism is less than 10.

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Weary Stiffneck
The Weary Stiff-Neck is not the right man for this job. He tries to compensate for this with an aristocractic manner and stiff-necked acting. When it comes to politics he is weary and indecisive, always fearing that his lack of talent will show through his façade.

This leader lowers national unity by -10%.

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Insignificant Layman
The Insignificant Layman lacks any kind of ambition or political interest. The only reason people do not move against him is that he is fairly harmless and there is no better replacement.

This leader raises dissent within his nation. Civil unrest goes up by +5%.

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Die-hard Reformer
The Die-Hard Reformer wants to promote his political values and preferred system of government to other countries. He is willing to intervene politically and military to achieve his goals.

This is the only Democracy Head of State that can declare war at any time.

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Pig-headed Isolationist
The Pig-Headed Isolationist is determined to keep his country out of war, and the mess of international politics. He might like or dislike international cooperation, but it is always national autonomy that is his goal.

This leader will not support joining or declaring war. He will always push for his nation to remain neutral.

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Popular Figurehead
The Popular Figurehead has little power due to the system of government in his country. But due to his popularity, any firm statement of his will have to be taken into consideration by those who have power in the country.

Upon gaining office, this leader lowers dissent within his nation by -50%.

This leader also raises popular support for his ruling party by +10%. (% for purposes of roleplay)

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Embattled Ideologue
The Embattled Ideologue is a competent national administrator who enjoys the support of the people, but whose strong idealism puts him at odds with the ruling elite.

Upon gaining office, this leader lowers dissent within his nation by -20%.

This leader also raises national unity by +10%.

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HEAD OF GOVERNMENT

Silent Workhorse
The Silent Workhorse compensates for his lack of charisma with hard work and competence. He rarely takes pride of place, instead letting others shine in the sun while he gets the job done.

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Naive Optimist
The Naive Optimist is a competent administrator and politician. However, he often succumbs to wishful thinking and fails to grasp the traps which have been laid for him.

This leader will not support joining or declaring war unless his nation's NS Pacifism is less than 30.

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Flamboyant Tough Guy
The Flamboyant Tough Guy is a natural leader and a real fighter. He will try to avoid conflict but, if forced to, he will fight to the bitter end. His showmanship generates many creative ideas which he will defend with the stubbornness of a mule, whether they are good or bad.

This leader is good at making alliances with any nation that shares the same ideology. Players of nations with the same ideology should be more open to joining alliances created by this national leader.

This leader also raises national unity by +10%.

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Happy Amateur
The Happy Amateur got his position by pure chance and knows nothing of politics or government. However overwhelmed by the surprise of being in office, his ever-smiling face gives him an aura of confidence. Luckily for him, the people are unaware of his staggering incompetence.

Upon gaining office, this leader lowers dissent within his nation by -10%.

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Backroom Backstabber
The Backroom Backstabber is a political veteran with years of experience as a party whip and senior party member. No intrigue will oust him and no foreign government can topple him. Foreign governments have to be very cautious around him though.

If this leader is in power, all coup attempts will fail, unless the offensive nation has more than 4x Influence.

This leader may also attempt a coup on any nation, as long as his nation has 2x influence more than the target.

This leader also raises popular support for his ruling party by +10%. (% for purposes of roleplay)

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Smiling CEO
The Smiling CEO is a self-made man and a former CEO of a large company. His experience, and some say his money, have brought him into office. However, he lacks political skill and is a novice in the international arena. At least he is thick-skinned, competent and a fast learner.

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Old General
The Old General was appointed because of his powerbase and sometimes because of his glorious past. Not very interested or skilled in politics, he pursues his foremost interest: the state of the Army.

This leader gains a one-time bonus of +3 culture points that MUST be spent on an Army Tech Tree tech.

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Old Admiral
The Old Admiral was appointed because of his powerbase and sometimes because of his glorious past. Not very interested or skilled in politics, he pursues his foremost interest: the state of the Navy.

This leader gains a one-time bonus of +3 culture points that MUST be spent on a Navy Tech Tree tech.

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Old Air Marshal
The Air Marshal was appointed because of his powerbase and sometimes because of his glorious past. Not very interested or skilled in politics, he pursues his foremost interest: the state of the Air Force.

This leader gains a one-time bonus of +3 culture points that MUST be spent on an Aeronautics Tech Tree tech.

(Requires "Airplane: Early Fighter" tech.)

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Political Protege
The Political Protégé is a political crony, a confidant of the Head of State. He is neither very liked nor very competent. He was chosen because he was loyal and had a large net of contacts.

Upon gaining office, this leader lowers dissent within his nation by -5%.

This leader also raises popular support for his ruling party by +5%. (% for purposes of roleplay)

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Ambitious Union Boss
The Ambitious Union Boss is a harsh man who turned to politics to get the power to change things. He is still a man of the working class but his new environment has curbed his radicalism. He is a tough negotiator but lacks administrative skill. His background is also a liability in some circumstances.

Upon gaining office, this leader lowers dissent within his nation by -5%.

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Corporate Suit
The Corporate Suit has spent his life in the business world, far away from politics. He was originally brought in as an independent minister, but due his competence and cooperation skills he has reached the top. He has formed a large network of contacts, but he is out of place in politics.

This leader raises dissent within his nation. Civil unrest goes up by +10%.

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FOREIGN MINISTER

Biased Intellectual
The Biased Intellectual is a refined academic intellectual, whose scholarly work has biased his judgement of other countries and people. The Biased Intellectual is often arrogant and witty about those he dislikes but fawning and ingratiating towards those he likes.

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Ideological Crusader (Fascist)
The Ideological Crusader views himself as a devoted proponent of his political system, but to others he is an extremist. He judges all non-Fascists as weak and decadent. When it comes to ideology it is impossible to argue with him since he has already found his salvation.

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Ideological Crusader (Liberal)
The Ideological Crusader views himself as a devoted proponent of his political system, but to others he is an extremist. He would rather lose a war than comply with any demands from a non-Liberal. When it comes to ideology it is impossible to argue with him since he has already found his salvation.

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Ideological Crusader (Communist)
The Ideological Crusader views himself as a devoted proponent of his political system, but to others he is an extremist. He views Liberals as evil capitalists and Fascists as evil pseudo-capitalists. When it comes to ideology it is impossible to argue with him since he has already found his salvation.

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Apologetic Clerk
The Apologetic Clerk is often a brilliant man, but either lacks inner strength or is so filled with doubt over the political system of his own country that he can seldom stay consistent. An Apologetic Clerk might also be a man who truly believes in the righteousness of his political system, but unfortunately also believes that the other side will win the war.

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Iron-fisted Brute
The Iron-Fisted Brute is a simple man who has risen throught the ranks of the military or the party. He views the world in black and white: those who eat and those who are eaten. Often brutish and sometimes a sociopath, the Iron-Fisted Brute makes policies without remorse.

This leader raises popular support for his ruling party by +10%. (% for purposes of roleplay)

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Great Compromiser
The Great Compromiser is an easy-going and amiable fellow liked by most. Often he is a sage-like old man and a professional diplomat with many years of service, tactful and experienced. He has the ability to forge lasting friendships and to bind the wills of many into one, striving towards the same goal.

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General Staffer
The General Staffer is a former military man, perhaps a former teacher of strategy in the General Staff. He has now resettled in the field of Foreign Affairs, a subject that was always his 'hobby'. The General Staffer most likely follows his old military notion of politics and is focused on diplomacy through military might. However, by doing that, the General Staffer is often deemed a simple-minded man, lacking in imagination and boring.

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The Cloak-and-Dagger Schemer
The Cloak-and-Dagger Schemer is a secretive person. He prefers unorthodox plans and constantly seeks weaknesses to exploit among his slower victims. Often the Cloak-and-Dagger Schemer has a background in the Secret Service and that experience makes him sly and uninformative. Basically the Cloak-and-Dagger Schemer is not a great diplomat but he is so unpredictable that in the end he often gets what he wants.

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ARMAMENTS MINISTER

Administrative Genius
The Administrative Genius is an ardent labourer, who uses his personnel and modern techniques to the utmost to improve the war effort. The Administrative Genius is often a young engineer or scientist, free-thinking and innovative. He always tries to be 'objective' and 'impartial' to further the common good.

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Resource Industrialist
The Resource Industrialist is usually a civilian from the heavy industry sector who has been appointed to govern the nation’s industrial efforts. He always tries to run the country as he would the coal mine back home, improving and expanding its base. As such he is a great organiser, but he sometimes tends to neglect the finer points of the armaments industry.

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Laissez-Faire Capitalist
The Laissez-Faire Capitalist is a specialist in market economics. It is his firmest opinion that little government intervention is needed, but that the good old invisible hand will best direct the resources of the Nation, war or no war.

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Theoretical Scientist
The Theoretical Scientist is a brilliant old professor picked out from the nation's leading university. He is of course a specialist in science both theoretical and applied. However he sometimes has a hard time prioritizing military matters, when great exploits in the civilian sectors can be attained. This often makes him a proponent of the more neutral areas of Electronics and Communication, but sometimes if he is eccentric enough, Secret Weapons are his preferred field.

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Military Entrepreneur
The Military Entrepreneur is a former military man, possibly an old fighter from the a past war. He knows his priority and that is to get the guns and the butter to the troops at the front. This priority often leads to the neglect of the finer points of science.

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Battlefleet Proponent
The Battlefleet Proponent is not only an able administrator and politician, he is also a meddler in Grand Strategy. He believes that battleships are what the country needs.

(Requires "Naval Ship: 1920 Battleship" tech.)

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Submarine Proponent
The Submarine Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that submarines are now the decisive weapon of naval warfare.

(Requires "Naval Submarine: SA Chart" tech.)

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Tank Proponent
The Tank Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that tanks are now the most vital weapon of war.

(Requires "Tank Technology" tech.)

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Infantry Proponent
The Infantry Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that Infantry is still the most important fighting force.

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Air Superiority Proponent
The Air Superiority Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that control of the air is now most important aspect of war.

(Requires "Airplane: Early Fighter" tech.)

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Corrupt Kleptocrat
The Corrupt Kleptocrat is a competent administrator, but he is thoroughly corrupt so military aid and military supplies regularly end up in the pockets of the minister and his cronies.

This leader raises popular support for his ruling party by +10%. (% for purposes of roleplay)

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Air-to-Ground Proponent
The Air-to-Ground Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that bombing is the best way to defeat the enemy army.

(Requires "Airplane: Early Bomber" tech.)

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Air-to-Sea Proponent
The Air-to-Sea Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that bombing is now the best way to defeat the enemy's navy.

(Requires "Airplane: Early Bomber" tech.)

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Strategic Air Proponent
The Strategic Air Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that bombing the enemy's industry is now the way to win the war.

(Requires "Airplane: Early Bomber" tech.)

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SECURITY MINISTER

Silent Lawyer
The Silent Lawyer directs his department with little imagination and creativity, but he is just.

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Compassionate Gentleman
The Compassionate Gentleman is a jovial man who wishes to please all. The population like him, but he is known to be soft on crimes and terrorism.

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Crime Fighter
The Crime Fighter has devoted his life to combating crime. The people like his firm grip and feel reassured that they are safe.

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Prince of Terror
The Prince of Terror lives by the rule: it is better to be feared than to be loved. However, extreme violence may actually increase dissent, a factor the Prince of Terror is unable to see.

This leader raises popular support for his ruling party by +15%. (% for purposes of roleplay)

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Back Stabber
The Back Stabber uses his position to root out dissent and disloyal elements within the elite, but he is unable cope with occupied territories because of his untrustworthiness.

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Man of the People
The Man of the People knows how to talk to both high and low in society. For him it is a crusade to ease the burden of the poor. However, he is in an awkward position when trying to help people in the occupied zones, and his hands are bound by the military.

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Efficient Sociopath
The Efficient Sociopath has no remorse and uses any means necessary to further his goals. However, he always works in the shadows, trying to hide his personal perversions and the excess violence of his minions from the population and his fellow ministers.

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Crooked Kleptocrat
The Crooked Kleptocrat ignores the crimes of the high and low and cares little about insurrections but other ministers are loyal towards him because of their chances for self-enrichment.

This leader raises popular support for his ruling party by +10%. (% for purposes of roleplay)

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INTELLIGENCE MINISTER

Technical Specialist
The Technical Specialist concentrates his effort on the study of the modernization of foreign equipment and units to draw conclusions on how to best defeat them.

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Logistics Specialist
The Logistics Specialist uses the old General Staff technique of monitoring the movement of supplies to learn where a new threat is mounting.

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Political Specialist
The Political Specialist uses his 'technical embassy personnel' to fight a secret war of counter-intelligence with the enemy.

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Dismal Enigma
The Dismal Enigma is a man of secrets, and if he were not able to produce an 'Ace of Intelligence' from time to time he would have had lost his job ages ago.

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Industrial Specialist
The Industrial Specialist concentrates his efforts on studying open industrial and economic sources of the enemy and thus often learns what will come by analysing what they are producing at the moment.

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Naval Intelligence Specialist
The Naval Intelligence Specialist uses the old Naval Staff technique of monitoring the basing of ships to learn where a new threat is mounting.

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CHIEF OF STAFF

School of Manoeuvre
This Chief of Staff teaches that Manoeuvre and Speed are the essence of modern warfare.

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School of Fire Support
This Chief of Staff teaches that Fire Support is the essence of modern warfare.

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School of Mass Combat
This Chief of Staff believes in the People's War and teaches that mass formations and guerrilla tactics are the essence of modern warfare.

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School of Psychology
This Chief of Staff teaches that morale and small-unit leadership are the essence of modern warfare.

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School of Defence
This Chief of Staff teaches that Fortifications, Militia and Strategic Depth are the essence of modern warfare.

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CHIEF OF ARMY

Elastic Defense Doctrine
This Chief of the Army directs the utilization of the ground forces by the doctrine of Elastic Defence. This means that deploying a thin defensive line with heavily armed infantry and deploying replacements and assault teams in the second lines are essential for wearing down the enemy and for winning the war.

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Static Defense Doctrine
This Chief of the Army directs the utilization of the ground forces according to the doctrine of Static Defence. This means that deploying several defensive lines with fortified infantry and substantial artillery assets in the rear are essential for wearing down the enemy and for winning the war.

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Decisive Battle Doctrine
This Chief of the Army directs the utilization of the ground forces according to the doctrine of Decisive Battle. This means that concentrating large amounts of superior attacking troops and forcing the enemy to commit inferior troops are essential for wearing down the enemy and for winning the war.

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Armoured Spearhead Doctrine
This Chief of the Army directs the utilization of the ground forces according to the doctrine of Armoured Spearheads. This means that spearheading speedy offensives with tank units followed up with encircling infantry are essential for wearing down the enemy and for winning the war.

(Requires "Tank Technology" tech.)

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Guns and Butter Doctrine
This Chief of the Army directs the utilization of the ground forces according to the doctrine of Guns and Butter. This means allowing the operational commanders freedom of command while ensuring the best possible supplies and training for the Army are essential for wearing down the enemy and for winning the war.

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CHIEF OF NAVY

Open Seas Doctrine
This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Open Seas. This means that the control of sea lanes to far-flung resources is essential for winning the war.

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Decisive Naval Battle Doctrine
This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Decisive Battle. This means that in order to win the war it is essential to amass a large battle fleet and destroy the enemy's force on the High Seas.

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Power Projection Doctrine
This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Power Projection, which means that by concentrating all power from aircraft, torpedoes and artillery fire into a suitable area a good chance for winning the war is ensured.

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Indirect Approach Doctrine
This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Indirect Approach. This means that in order to win the war it is essential to avoid decisive battle and instead destroy the enemy's convoys and warships piecemeal.

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Base Control Doctrine
This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Base Control. This means that in order to win the war it is essential to strike directly at the enemy bases (ports and islands), and take control of them with air and land forces.

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CHIEF OF AIR FORCE

Air Superiority Doctrine
This Chief of the Air Force directs the utilization of the air force according to the doctrine of Air Superiority. This means that in order to win the war it is essential to control the skies above the battlefield.

(Requires "Airplane: Early Fighter" tech.)

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Naval Aviation Doctrine
This Chief of the Air Force directs the utilization of the air force according to the doctrine of Naval Aviation. This means that in order to win the war it is essential to work closely with the Navy and destroy the enemy Navy, preferably by bombing it to pieces.

(Requires "Airplane: Early Bomber" tech.)

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Army Aviation Doctrine
This Chief of the Air Force directs the utilization of the Air forces according to the doctrine of Army Aviation. This means that in order to win the war it is essential to work closely with the Army and destroy the enemy land forces, preferably by bombing them to pieces.

(Requires "Airplane: Early Bomber" tech.)

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Carpet Bombing Doctrine
This Chief of the Air Force directs the utilization of the Air forces according to the doctrine of Carpet Bombing. This means that in order to win the war it is essential to grind down the enemy transportation network and industrial plants, and to demoralize his population by terror bombing.

(Requires "Airplane: Early Bomber" tech.)

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Vertical Envelopment Doctrine
This Chief of the Air Force directs the utilization of the Air forces according to the doctrine of Vertical Envelopment. This means that in order to win the war it is essential to seize strategic terrain or bridgeheads by air to quickly enable the Army to achieve a breakthrough.

(Requires "Attack Helicopter: SA Chart" tech.)
(Requires "Transport Helicopter: SA Chart" tech.)

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