Battle For Titan
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Commander skills

Every skill line your Commander can spend points on, and what each level does.

Attack

Assault Doctrine 1

Doctrine drills that sharpen every strike. +2% attack power per level (cum. +6% at level 3).

Assault Doctrine 2

Doctrine drills that sharpen every strike. +2% attack power per level (cum. +6% at level 3).

Assault Doctrine 3

Doctrine drills that sharpen every strike. +2% attack power per level (cum. +6% at level 3).

Veteran Corps 1

Hardened veterans absorb more punishment. +3% unit HP per level (cum. +6% at level 2).

Veteran Corps 2

Hardened veterans absorb more punishment. +3% unit HP per level (cum. +6% at level 2).

Shock Tactics 1

Overwhelming opening salvos. +5% damage in the first combat round per level (cum. +10% at level 2). Requires Assault Doctrine level 2.

Opens with any of: Assault Doctrine 2

Shock Tactics 2

Overwhelming opening salvos. +5% damage in the first combat round per level (cum. +10% at level 2). Requires Assault Doctrine level 2.

Opens with any of: Assault Doctrine 2

Defense

Garrison Command 1

Replaces your automatic milestone defense bonus with a skill you choose. +3% defense while defending per level (cum. +12% at level 4).

Garrison Command 2

Replaces your automatic milestone defense bonus with a skill you choose. +3% defense while defending per level (cum. +12% at level 4).

Garrison Command 3

Replaces your automatic milestone defense bonus with a skill you choose. +3% defense while defending per level (cum. +12% at level 4).

Garrison Command 4

Replaces your automatic milestone defense bonus with a skill you choose. +3% defense while defending per level (cum. +12% at level 4).

Fortification Engineer 1

Reinforced structural bracing. -5% damage taken by Structures per level (cum. -10% at level 2).

Fortification Engineer 2

Reinforced structural bracing. -5% damage taken by Structures per level (cum. -10% at level 2).

Rapid Response 1

Faster alert relays. +5 minutes attack warning per level (cum. +10 at level 2). Requires Garrison Command level 2.

Opens with any of: Garrison Command 2

Rapid Response 2

Faster alert relays. +5 minutes attack warning per level (cum. +10 at level 2). Requires Garrison Command level 2.

Opens with any of: Garrison Command 2

Economy

Harvest Overseer 1

Overseer efficiency drills. +4% harvest rate per level (cum. +12% at level 3).

Harvest Overseer 2

Overseer efficiency drills. +4% harvest rate per level (cum. +12% at level 3).

Harvest Overseer 3

Overseer efficiency drills. +4% harvest rate per level (cum. +12% at level 3).

Banker's Favor 1

Favorable Imperial Bank terms. Reduces the exchange spread factor per level (cum. spread x0.90 at level 1, x0.80 at level 2).

Banker's Favor 2

Favorable Imperial Bank terms. Reduces the exchange spread factor per level (cum. spread x0.90 at level 1, x0.80 at level 2).

Power Discipline 1

Disciplined load balancing. Raises the power-throttle factor from 0.5 to 0.65. Requires Harvest Overseer level 2.

Opens with any of: Harvest Overseer 2

Logistics

Drill Sergeant 1

Drill-yard efficiency. -4% unit train time per level (cum. -12% at level 3).

Drill Sergeant 2

Drill-yard efficiency. -4% unit train time per level (cum. -12% at level 3).

Drill Sergeant 3

Drill-yard efficiency. -4% unit train time per level (cum. -12% at level 3).

Construction Foreman 1

Foreman-led crews. -5% building build time per level (cum. -10% at level 2).

Construction Foreman 2

Foreman-led crews. -5% building build time per level (cum. -10% at level 2).

Fleet Marshal 1

Marshaled convoys move faster. +5% mission travel speed per level (cum. +10% at level 2). Requires Drill Sergeant level 2 OR Construction Foreman level 2.

Opens with any of: Drill Sergeant 2, Construction Foreman 2

Fleet Marshal 2

Marshaled convoys move faster. +5% mission travel speed per level (cum. +10% at level 2). Requires Drill Sergeant level 2 OR Construction Foreman level 2.

Opens with any of: Drill Sergeant 2, Construction Foreman 2

Starport Liaison 1

-1 day starport delivery time. Requires Fleet Marshal level 1.

Opens with any of: Fleet Marshal 1

Command

War College 1

Staff college doctrine. +10% commander XP per level (cum. +20% at level 2).

War College 2

Staff college doctrine. +10% commander XP per level (cum. +20% at level 2).

Research Directorate 1

Directed research staff. +5% research speed per level (cum. +10% at level 2).

Research Directorate 2

Directed research staff. +5% research speed per level (cum. +10% at level 2).

Allied Coordinator 1

Coordinated joint attacks. Reduces the joint-attack sync delay penalty per level (cum. penalty x0.75 at level 1, x0.50 at level 2). Requires War College level 1.

Opens with any of: War College 1

Allied Coordinator 2

Coordinated joint attacks. Reduces the joint-attack sync delay penalty per level (cum. penalty x0.75 at level 1, x0.50 at level 2). Requires War College level 1.

Opens with any of: War College 1

Recon

Pathfinder Corps 1

Pathfinders scout the way. +15% scout/spy speed per level (cum. +30% at level 2).

Pathfinder Corps 2

Pathfinders scout the way. +15% scout/spy speed per level (cum. +30% at level 2).

Deep Survey 1

Wider survey passes. +25% destination reveal radius per level (cum. +50% at level 2).

Deep Survey 2

Wider survey passes. +25% destination reveal radius per level (cum. +50% at level 2).

Counter-Intelligence 1

Counter-intel patrols. +0.10 intercept chance vs enemy scouts at your bases per level (cum. +0.20 at level 2). Requires Pathfinder Corps level 1.

Opens with any of: Pathfinder Corps 1

Counter-Intelligence 2

Counter-intel patrols. +0.10 intercept chance vs enemy scouts at your bases per level (cum. +0.20 at level 2). Requires Pathfinder Corps level 1.

Opens with any of: Pathfinder Corps 1

These figures are read from the live game data as this round is configured, so they are what you will actually be charged.

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