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We need to look at this logically. A database might contain the following:
Name of skill.
What it does, in clear explicit terms
What sort of general does it suit? (Inf, Cav, Art, Navy, Econ)
What other skills go best with it?
Which items, if any, can be purchased to duplicate it? (In the case of Banner, items are needed in order to USE it.)
Who has it?
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General Strategic Skills (dark blue)
Banner: ability to equip flags
Geography: Movement increased on all terrains as on flat plains. Replaceable by War Horse. Infantry units have built-in Geography skill.
Fireproof: prevent the fire from occurring. If unit moves to a hex with fire, it is extinguished next turn. Replaceable by Pumper.
Leadership: moral of unit never drops (even with lack of food)
Spy: +50% damage against fortifications
Artillery Skills (green)
Accurate: negates the defensive penalty of terrains against artillery - works only for artillery units
Engineering: +2 movement. Replaceable by Horse Artillery. Works only for artillery units
Ballistics: +1 minimal attack - works only for artillery units
Explosive: +1 maximal attack - works only for artillery units
Cavalry Skills (blue)
Strike: negates the defensive penalty of terrains against cavalry - works only for cavalry units
Surprise: +1 maximal attack - works only for cavalry units
Mobility: +1 minimal attack - works only for cavalry units
Infantry Skills (bronze)
Formation: +1 maximal attack - works only for infantry units
Infantry Tactics: +1 minimal attack - works only for infantry units
Bugle: negates the defensive penalty of terrains against infantry - works only for infantry units
Mass Fire: damage of unit is not affected by its health - works only for infantry units. Replaceable by Snare Drum (which works for all types of units).
Naval Skills (light blue)
Steersman: damage from enemy artillery (also forts and ships) is reduced by 15% - works only for naval units
Sailor: ignore -20% damage penalty when unit in sea transport. Replaceable by Armored Carrier.
Navigation: +1 movement - works only for naval units
Economic Skills (red)
Nobleman: fast nobility rank advancement for a general. Replaceable by Golden Staff, Crown.
War Expert: fast military rank advancement for a general. Replaceable by Art of War (which is better than War Expert skill).
War Master: faster military rank advancement for a general. Replaceable by On War (which is better than War Master skill).
Logistic: unit doesn't need food
Economic Expert: small economic boost (25%) from city/farm. Replaceable by Encyclopedia (~50% boost) - item replaces the bonus, not adds to it, so the skill is more or less useless
Economic Master: large economic boost (50%) from city/farm. Replaceable by Napoleonic Code (100% boost) - item replaces the bonus, not adds to it, so the skill is more or less useless
Defense skills (purple) - useless Disquise: cheaper price of bunker - works only for infantry units
Transport: cheaper price of transport ship
Trench: cheaper price of trench - works only for infantry units
Fence: cheaper price of fence - works only for infantry units
Tactics skills (gold)
Siege Master: negates the defensive penalty of cities (works with all types of units)
Architecture: cheaper city/farm upgrade
Assault Art: 15% chance to deal maximum damage possible. Triggers only when attacking.
Defense Art: 15% chance to suffer minimum damage possible (1). Triggers only when defending (during AI turn).
Trainer Skills (beige)
Infantry Trainer: add one infantry level star to other general when being regrouped.
Cavalry Trainer: add one cavalry level star to other general when being regrouped.
Artillery Trainer: add one artillery level star to other general when being regrouped.
Navy Trainer: add one naval level star to other general when being regrouped.
Fort Trainer: add one fort level star to other general when being regrouped.
Business Trainer: add one business level star to other general when being regrouped.
Move Trainer: add one movement level star to other general when being regrouped.