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Tempest Dynasty Doctrines
There’s a lot of moving parts to get on top of when you first load up Tempest Rising. But after a few rounds you can get a good gist of what the fastest way to get a base up and running is, as well as which unit counters what the most effectively. To help you gain an edge in combat the developers have also supplied players with Doctrines.
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These may sound complicated at first, but they’re essentially big upgrades that you can use to help your army fight better. There’s a lot of them to get down, so if you’re looking for the best way to turn your legion into an unstoppable fighting force, then here’s a complete guide to Doctrines in Tempest Rising.
What Are Doctrines?
First and foremost, as we just mentioned Doctrines are big friendly enhancements that will give your troops that extra edge. They’re available in both modes of play, and they’re unlocked differently depending on which one you decide to check out.
For example, in single player they’re permanent boons that you can pick up as you go through the campaign. Whilst in multiplayer they’re only active from the point you unlock them, to the moment the match ends. They can also be sold in the multiplayer mode if you pick one that isn’t working out for you.
The three options for Doctrines focus on three specific areas a particular Faction excels in. As an example, the GDF have their first skill tree called Comms, which are upgrades geared toward enhancing combat abilities of units and structures. Whilst the Tempest Dynasty’s is called Logistics, and it leans heavily into economic growth. So they play to their strengths.
The Doctrines are great for guiding you on a general approach to how to play a particular Faction. There’s 18 for each Faction, and 36 overall.
Single Player Campaign Doctrines
Now that the use of Doctrines is covered, here’s how to unlock them in singleplayer, because you’ll quickly learn that you won’t be getting all of them. In the singleplayer campaign, regardless of which Faction you pick, you’ll be getting Doctrine Points.
These are earned after completing a mission, and are spent on unlocking a Doctrine in-between missions. Now, there’s 18 Doctrines to unlock, but only 11 missions. So you could unlock an entire Doctrine tree, and almost another one.
Or, spread it out to at least half of all of the branches. The choice is yours, but some will be more useful than others in the late-game, especially when the difficulty increases with the appearance of the third unplayable Faction. You can also reset your Doctrines with special reset points earned after completing a mission.
There are plans to make the Veti playable in the games future.
Multiplayer Doctrines
Thankfully getting your hands on some Doctrines in multiplayer is a much easier and faster process. It’s much more slim-lined in multiplayer matches as all you need to do is spend credits and wait a little time for a specific Doctrine. So you can get them pretty much right out of the gate as long as you’ve got the extra cash to burn.
But these boosts don’t come cheap, the higher you go in doctrine tactics, the more it costs. For example, at the low end you’ll be paying around 800 credits and waiting between 30 to 40 seconds. Whilst the higher end Doctrines will set you back between 1500 and 300 credits, and also ask you to wait around a minute to a minute and a half for it to unlock. So spend those resources wisely.
In multiplayer a Doctrine you’ve already bought can be resold for 50 percent of its original price. However, this only applies if the Doctrine is at its highest level.

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GDF Doctrines
First up we have the good old GDF. These high-boys are bringing all the latest gear to the battlefield and it certainly shows in their Doctrines. They’re an eclectic collection of buffs to range, health, unit awareness, help them be sneaky, have more ammunition, get better cooldowns, and hoover up intel.
In multiplayer they benefit players that like to have total map awareness as they build up a big base, or start to collect a force to steamroll the opposition. Or, if you have a lot stealth units it helps you sneak around without being seen for longer.
Comms
As previously stated, the Comms upgrade for the GDF is all about boosting the abilities of your units and buildings.
This is a good tree to invest into if you’re looking to get a lot of tactical awareness as fast as possible. Or if you’re opting for stealth tactics.
Doctrine |
Description |
Multiplayer Cost |
Multiplayer Unlock Time |
---|---|---|---|
Boosted Comms |
Coms range is boosted by 50 percent. Units nearby which produce Marking have their range and weapon effects boosted by 30 percent. |
800 Credits |
40 Seconds |
Armored Communicators |
Units and buildings that provide Comms have 40 percent increased health. Barracks will now produce Comm effects. |
800 Credits |
40 Seconds |
Manufacturing |
Drones have 50 percent more health and rebuild 25 percent faster. All Drones are also Networked. |
1,500 Credits |
60 Seconds |
Helmet Communicators |
Unless in Low Power Mode, all Infantry have Comms. |
1,500 Credits |
60 Seconds |
Em Interference |
Enemies that are Marked will be Silenced. |
3,000 Credits |
80 Seconds |
Ambush Protocols |
All Drones are rendered invisible until attacking. Any units with a passive Stealth ability are permanently stealthed until attacking. Stealth cost is also reduced by 30 percent. |
3,000 Credits |
80 Seconds |
Mobility
To help the GDF hit faster and harder, stick some cash into Mobility Doctrines. These focus on map control and rapidly responding to enemy incursions into your territory.
So this is a good tree for those that favor hit and run, zerging their opponent before they can react, or absolute air dominance enjoyers.
Doctrine |
Description |
Multiplayer Cost |
Multiplayer Unlock Time |
---|---|---|---|
Rapid Deployment |
Build times for structures are 20 percent faster and return 50 percent extra when sold. |
800 Credits |
40 Seconds |
Resistant Treads |
Harvester move speed is increased by 15 percent, carry limit by 20 percent and they heal five points of health every two seconds. |
800 Credits |
40 Seconds |
Comms Rig Antenna |
Comms Rigs now apply a Build Radius when deployed. |
1,500 Credits |
60 Seconds |
Triangulation |
Support Beacons last twice as long, have 50 percent more health, and Specialist Units drop Marking Mines upon death. |
1,500 Credits |
60 Seconds |
Aircraft Ascendance |
Tempest Air Strikes add two extra Jets, and all Aircraft have 50 percent more ammo and a 20 percent reload speed boost. |
3,000 Credits |
80 Seconds |
Logistics Network |
25 percent cooldown and 25 percent cost reduction to all Support Powers. Riot Drops also add an additional Riot Van. |
3,000 Credits |
80 Seconds |
Intel
Intel gets you everything in Tempest Rising if you’re playing as the GDF. It’s a currency that’s unique to this Faction and you get it primarily through combat. You’ll be spending it on advanced units and buildings, so it’s worth harvesting it quick if you want to steamroll.
These Doctrines are all geared toward helping you hoover up Intel, whilst also reducing your overall costs and expenditures in the late-game. So it’s useful for saving up for those big beefy units and buildings.
Doctrine |
Description |
Multiplayer Cost |
Multiplayer Unlock Time |
---|---|---|---|
Advanced Data Collection |
If a Mark expires on an Enemy Unit without it dying, you still gain Intel. |
800 Credits |
40 Seconds |
Pinpoint Weakness |
20 percent damage increase to laser weapons, tagged enemies now count as Marked. Field Scouts gain Networked status. |
800 Credits |
40 Seconds |
Efficient Intel |
Units with Intel abilities receive a 20 percent cooldown, whilst also reducing the build time of Units with Intel costs by 30 percent. |
1,500 Credits |
60 Seconds |
Virulent Scanners |
Enemies with the Marked status attack 15 percent slower and take 15 percent extra damage from all sources. |
1,500 Credits |
60 Seconds |
Investment Durability |
Unit or Buildings that cost Intel receive 25 percent more health. |
3,000 Credits |
80 Seconds |
Regional Networking |
Weapons with the Networked status gain 20 percent extra range and deal 20 percent extra damage against Marked units. Any friendly units that die generate Intel. |
3,000 Credits |
80 Seconds |
Tempest Dynasty Doctrines
What they may be lacking in technology, they make up for in overall strength and approach to conventional warfare. A ragtag group supported by AI adjutants, the Tempest Dynasty are a resourceful group from collapsed East European and Asian Empires that you don’t want to encounter in the wilds.
They’re all about overwhelming the opposition with firepower and unit mass, so their Doctrines reflect that quite well. There’s a lot of fun stuff for aggressive players, such as boosting explosion sizes, spawning mines when vehicles die, or creating more units from selling off buildings. There’s also the usual boosts to regens, cooldowns, health, and unit range as well to keep things fair across the board. Here’s what the Tempest Dynasty get to dish out.
Logistics
Since the Tempest Dynasty can’t really swing a lot of big boy tech right out of the gate, their first option for Doctrines is about pulling in cash fast.
Their Logistic Doctrines will boost Harvesters, help with repairs, and with Plans you’ll generate extra cash and infantry. So it’s a really useful set of upgrades for those that play frugaly.
Doctrine |
Description |
Multiplayer Cost |
Multiplayer Unlock Time |
---|---|---|---|
Harvester Manufacturing |
Harvester health increases by 30 percent, they build faster by 30 percent, and regenerate five health every two seconds. |
800 Credits |
40 Seconds |
Power Management |
All Plan effects are increased by 30 percent. |
800 Credits |
40 Seconds |
Logistics Improvements |
Salvage Centres can transform back into Salvage Vans. Any Unit that repairs gains a 15 percent health increase. |
1,500 Credits |
60 Seconds |
Energetic Enhancements |
Distribution Mode and Tempest Dynamo effects increase by 20 percent. |
1,500 Credits |
60 Seconds |
Manpower |
Whilst under the Population Cap and retaining a minimum of one Plan, ground vehicles will spawn infantry units upon death. |
3,000 Credits |
80 Seconds |
Planned Economics |
Generate 150 credits every five seconds for each active Plan. |
3,000 Credits |
80 Seconds |
Aggression
The Aggression Doctrines favor the bold. These upgrades are based around encouraging offensive moves with units, whilst also rewarding constant harrassment of enemy forces.
This is where you’ll find some chunky upgrades for your units. So if you’re finding your forces starved of ammo, or being blown apart like paper, then grab a few of these.
Doctrine |
Description |
Multiplayer Cost |
Multiplayer Unlock Time |
---|---|---|---|
Body Armor |
Increase infantry health by 15 percent. |
800 Credits |
40 Seconds |
Training Regimen |
Units achieve Veterancy 30 percent faster. |
800 Credits |
40 Seconds |
Stockpiles |
Unit ammo is increased by 50 percent whilst also increasing in damage by 15 percent. |
1,500 Credits |
60 Seconds |
Empowered Dynamos |
Tempest powered Dynamos reduce enemy damage by 40 percent whilst active. |
1,500 Credits |
60 Seconds |
Officers |
Specialists cost 30 percent less, deal 30 percent more damage and have a 30 percent cooldown reduction. |
3,000 Credits |
80 Seconds |
Leading The Charge |
Vehicle health is increased by 20 percent. |
3,000 Credits |
80 Seconds |
Security
Last in our little list are the Security Doctrines. These are catered for those that play a bit more defensively in their games. But honestly a few of them are handy for the aggressive Armchair Generals as well.
For example, Ordance Manufacturing boosts your explosive radius, and Minefields causes all your units to drop mines. So it encourages you to rush opponents to flood them with cheap units that will spawn landmines. It’s a solid collection of perks that you definitely should look into.
Doctrine |
Description |
Multiplayer Cost |
Multiplayer Unlock Time |
---|---|---|---|
Ordnance Manufacturing |
Explosion radius is increased by 50 percent. |
800 Credits |
40 Seconds |
Extended Life Generators |
Structures suffer 30 percent less damage whilst in Distribution Mode. Power Plants also have a 30 percent health and Build Radius increase. |
800 Credits |
40 Seconds |
Minefields |
Destroyed vehicles and turrets drop a mine upon death. |
1,500 Credits |
60 Seconds |
Oversight |
Air units gain 30 percent extra health and 20 in sight range. |
1,500 Credits |
60 Seconds |
Defensive Operations |
All buildings heal over time when not attacked. Structures receive 25 more health and deploy infantry when sold or are destroyed. |
3,000 Credits |
80 Seconds |
Frontline Construction |
Salvage Van and MCV gain a 25 percent speed boost and costs are reduced by 25 percent. Power Plants, Salvage Centres, and Construction Yards also gain a 50 percent boost to Build Radius. |
3,000 Credits |
80 Seconds |

Tempest Rising

- Released
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April 17, 2025
- ESRB
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t
- Developer(s)
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Slipgate Ironworks, 2B Games
- Engine
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Unreal Engine 5
- Multiplayer
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Online Multiplayer
- PC Release Date
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April 17, 2025
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