Battle Skills: Looting, Trainer, Tactics, Surgery, First Aid, and Engineering
Map Skills: Tracking, Path-Finding, Spotting, Inventory Management, Wound Treatment, Persuasion, Prisoner Management, Leadership, and Trade
Looting: We have a system in place that gives all the unused gear an enemy uses and A certain percentage of the used gear which has been damaged. Those with this skill would contribute to their commander's collection of the used gear. You could have certain landmarks that if they are reached in the battle, there would be greater rewards. Say you can bring in 30 looting skill among all your mercs, then the damaged items will only be -1 rather than -2. If you can bring in 60 looting skill (large armies) then the items wouldn't be damaged at all. Now if we ever implement gold as being fully lootable then this skill could apply much more directly.
Trainer: Increases the amount of experience you receive from strategus battles. Potential landmarks could include a x2 multi at 30 skill and a x3 multi at level 60 skill
Tactics: Increases the amount of mercenaries you can hire for a battle. This one would be important seeing as the # of mercs determines the amount of skills you could utilize. Landmarks could include at 30 skill, an extra 5 mercenaries. At level 60 skill, an extra 5.
Surgery: I may be limiting my vision here, but I can only really see this applying if injuries are implemented into strategus. Then it would be just like single player. Each additional skill-point would increase the likelihood that a ticket is injured rather than killed. Landmarks could include: At 30 skill, there is a % chance that a ticket is neither killed nor injured (obviously the person would respawn). At 60 skill, the chance would increase.
First Aid: This is the one that would be most significant. In rageball your health goes up constantly. I think we could do this in strategus battles as well. Yeah yeah yeah, there are already healing tents that do this. However, if a medic could have an area around him say 10 M, where all players present receive a small recovery per minute (less than the rate of rageball) lets say at skill level 1 a medic could recover 5 hp per minute for the players around him. That's 1 hp every 12 seconds. Now the absolute key to this would be that medics could not heal (other than a tent). This would prevent a clan from stacking its players with 1 healing skill apiece so everyone gets like 30 hp every 12 seconds. Potential landmarks could include 30 skill giving an extra 2 meters proximity for each medic, 60 skill giving an extra 5 meters proximity.
Engineering: The health of every item (ladders, c-sites) thrown by an individual with engi skill would have increased health. Landmarks being: 30 skill health benefits apply to ALL ladders, no matter who throws 60 skill: small proximity repair feature
Map Skill Benefits:
Tracking: You can't really implement this as is from single player to strategus. I do like the idea though of making this into a hiding/reducing nme sight of u type of skill. Any good tracker is gonna know how to cover their own tracks, so it makes sense. Landmarks for the map skill benefits are gonna be a bit trickier, but I'll give it a go: At 15 skill, enemy tracker's skill would be nullified, at 30 skill trackers can also cover the tracks of accompanied (if implemented) parties.
Path Finding: Increases the speed for which one moves. At 15 skill, accompanied parties also enjoy the benefit. At 30 skill, rough terrain would have no effect on the path finder's party (doesn't apply to accompanied parties)
Spotting: Increases range in which you can see enemy parties. At 15 skill, nullifies negative sight effects of forests, at 30 skill either have it nullify the effect of trackers, or have it so one could see how many players are inside a fief.
Inventory Management: Increases the amount of items which can fit into a crate. At 15 skill gives you 200 free crates (you could carry 200 crates worth of items, but on map your character would still say 0 crates). At 30 skill, your first 500 listed (not the free 200 above) crates do not effect your army's speed.
Wound Treatment: I could only see this implemented if injuries were also implemented. It would increase the rate at which injured tickets heal. At 15 skill, 1/4 of injured tickets are healed at the end of the battle they were injured in. at 30 skill, 1/2 of tickets injured during a battle are healed after that battle.
Persuasion: Reduces the amount paid for all items. at level 15, cuts taxes by 1/3. At level 30 eliminates taxes.
Prisoner Management: Ehhh I don't really know how I feel about this one. Might be more work to implement than it is worth. Anyone that wants to propose an appropriate benefit for this skill is more than welcome to.
Leadership: This would have to be something that would benefit fief owners. Having never owned a fief in strat 4, I don't really know what it could benefit, so please if you got an idea, post it.
Trade: increases the rate at which a distance bonus grows. At level 15, adds 10% (minimum of -40% and max of 360%) at level 30, adds 20 % (minimum of -20% and max of 380%)