Background For the last 5 or so years there have been a lot of (half-hearted) attempts to port Empires to newer engines, update graphics or gameplay, etc... One idea I have had and suggested in the past now seems relevant again given the prescribed vision laid out by a developer here (https://forums.empiresmod.com/index...-vehicle-combat-bringing-back-counters.20365/) . That idea is to add a parallel track of research which I basically call "doctrines". Basics Doctrines would act as a parallel research track wherein commanders focus on unlocking passive buffs for their team. These buffs would be designed to change how a commander directs his team to play and what strategies the team may use. These buffs would also be mutually exclusive and not-cancelable, meaning that this is not just another research tree to tick off boxes for. Commanders must think strategically about what to research. At the same time, these are not supposed to be super upgrades that drastically change interactions between the players. Examples I do have a semi-working concept, but the numbers and specifics are obviously up for grabs. (** Denotes something which is mutually exclusive, IE if you choose this you cannot choose anything else on the same "level") Firepower Focus** >Infantry Firepower Focus*** +Mortar damage vs buildings. +Rocket Launcher splash damage (to make rockets possible anti-infantry utilization) +Infantry grenade damage. >Mechanized Firepower Focus*** +Engine Cooling Buff (for more firing, maybe make it like similar to advanced coolant where you have to be still for it to work) +Vehicle Weapon Splash Radius +Vehicle damage to infantry from grenades >Static Firepower Focus*** +Turret damage +Artillery damage and splash radius +Infantry damage to vehicles (RPGs, Mortars, or Stickies) Mobility Focus** >Mobile Infantry Focus*** +Commander able to give multiple targets to units (exact # unknown) +Stamina for all infantry +Run speed for all infantry >Mobile Armor Focus*** +Carrying weight for lightest vehicles (APCs, AFVs, and LTs) +Cooling Speed for lightest vehicles +Vehicle Speed for all vehicles Logistical Focus** >Infantry Logistical Focus*** +Decreased cost for engineers to revive teammates +Increased ammo pool (given when spawned) +Increased engineer calculator capacity >Static Logistical Focus*** +Health to commander walls when dropped (but maybe not the ability to build them) +Increased health for buildings (modest buff) +Reduced cost to commander turrets >Forward Logistical Focus*** +Increased health and healing speed for repair pads +Reduced cost and increased health for armories +Killspawns do not cost tickets (so long as you haven't taken damage for a while) Obviously this is a very vague idea at the moment, but I think it could add a nice series of side-grades and commander strategies without being too onerous (just another thing to research) while at the same time not being a "well just get everything" type of gameplay style. If you have suggestions for better doctrine effects, trees, names, etc... Please tell me.