Withiout getting into the specifics, allies are known as early game unit spammers and high techo doctrine, but none of these perks end up playing a significante role in the hands of a slightly experienced player
-25% research cost/time: there's no doubt that fast/cheap research is useful, but ir we take into account that with the other doctrines you can still have high lvl units without any issue if you know what you need, it ends up being a somewhat "weak" strength
-20% upgrade cost/time: fast upgrades are handy, but in reality it just cut a few minutes. The main strength of this perk is that you save some resources wich is really useful, but having 80% of the cost compared to other doctrines is not a strength, after all you are not upgrading units constantly
-30% unit production time: this is the main strength of the doctrine, you can create a Big army in less time than your enemy, to put this into perspective, in the same time other doctrines create 7 units, you create 10. But the downside is that most of the time this perk is useless because the economy usually is not that big to be able to spam units, a 30% faster production needs a 30% bigger economy, wich is huge, so you end up using this perk only in the first ~5 days
-10% movement speed: speed is the most underrated quality in this Game (in my opinion) because call of war is a tactic-based Game, there's not much room for strategy. A 10% speed reduction may not seem big, but being slower means that you are not likely yo catch a retrating enemy, and that your enemy can catch you easily. Another issue with this is that you can spend less time expanding because you need extra time to get from A to B, wich reduces your nations size, wich reduces the potential to have a Big economy (an issue if your main strength requires Big economies)
To put this into perspective:
- Research cost/time bonus: really useful, but if you know what you need you don't really use it
- Upgrade cost/time bonus: the time reduction is useful un theory, but in reality is just a few minutes. The cost reduction is useful and You Will save some resources but nothing that makes a difference big enough to be a strength
- Production time reduction: Strong in the first few days, useless after 5-7 days, the daily cost of producing units non-stop is impossible to keep up
- Reduction in movement speed: a weakness that looks small but it isn't
I think this doctrine needs a buff, maybe not big, but the strengths aren't as big as the weaknesses. Maybe replacing Upgrade cost/time reduction with a slight buff to the economy by increasing resources production in industries (+5-10%) or by reducing unit production cost (-5-10%) wich shouldn't be Big to not have the same advantages as communists, but this doctrine needs to be able to use it's bonus (production time reduction) yo be able to overcome it's weakness
-25% research cost/time: there's no doubt that fast/cheap research is useful, but ir we take into account that with the other doctrines you can still have high lvl units without any issue if you know what you need, it ends up being a somewhat "weak" strength
-20% upgrade cost/time: fast upgrades are handy, but in reality it just cut a few minutes. The main strength of this perk is that you save some resources wich is really useful, but having 80% of the cost compared to other doctrines is not a strength, after all you are not upgrading units constantly
-30% unit production time: this is the main strength of the doctrine, you can create a Big army in less time than your enemy, to put this into perspective, in the same time other doctrines create 7 units, you create 10. But the downside is that most of the time this perk is useless because the economy usually is not that big to be able to spam units, a 30% faster production needs a 30% bigger economy, wich is huge, so you end up using this perk only in the first ~5 days
-10% movement speed: speed is the most underrated quality in this Game (in my opinion) because call of war is a tactic-based Game, there's not much room for strategy. A 10% speed reduction may not seem big, but being slower means that you are not likely yo catch a retrating enemy, and that your enemy can catch you easily. Another issue with this is that you can spend less time expanding because you need extra time to get from A to B, wich reduces your nations size, wich reduces the potential to have a Big economy (an issue if your main strength requires Big economies)
To put this into perspective:
- Research cost/time bonus: really useful, but if you know what you need you don't really use it
- Upgrade cost/time bonus: the time reduction is useful un theory, but in reality is just a few minutes. The cost reduction is useful and You Will save some resources but nothing that makes a difference big enough to be a strength
- Production time reduction: Strong in the first few days, useless after 5-7 days, the daily cost of producing units non-stop is impossible to keep up
- Reduction in movement speed: a weakness that looks small but it isn't
I think this doctrine needs a buff, maybe not big, but the strengths aren't as big as the weaknesses. Maybe replacing Upgrade cost/time reduction with a slight buff to the economy by increasing resources production in industries (+5-10%) or by reducing unit production cost (-5-10%) wich shouldn't be Big to not have the same advantages as communists, but this doctrine needs to be able to use it's bonus (production time reduction) yo be able to overcome it's weakness