new_mobile_warfare = { folder = land name = GRAND_DOCTRINE_MOBILE_WARFARE description = GRAND_DOCTRINE_MOBILE_WARFARE_DESC icon = GFX_doctrine_mobile_warfare_medium available = { always = yes } xp_cost = 100 xp_type = army ai_will_do = { base = 1 modifier = { factor = 0 is_major = no } } tracks = { infantry combat_support armor operations } # EFFECTS planning_speed = 0.20 army_speed_factor = 0.10 enable_tactic = tactic_unexpected_thrust milestones = { { #Infantry org_loss_when_moving = -0.15 land_reinforce_rate = 0.02 enable_tactic = tactic_delay effect = { if = { limit = { NOT = { has_variable = infantry_milestone_var } } set_variable = { infantry_milestone_var = 1 } } else = { add_to_variable = { infantry_milestone_var = 1 } } } } { #Artillery/Support planning_speed = 0.1 org_loss_at_low_org_factor = -0.1 enable_tactic = tactic_overwhelming_fire effect = { if = { limit = { NOT = { has_variable = support_milestone_var } } set_variable = { support_milestone_var = 1 } } else = { add_to_variable = { support_milestone_var = 1 } } } } { #Armor additional_brigade_column_size = 1 enable_tactic = tactic_blitz effect = { if = { limit = { NOT = { has_variable = armor_milestone_var } } set_variable = { armor_milestone_var = 1 } } else = { add_to_variable = { armor_milestone_var = 1 } } } } { #Operations planning_speed = 0.2 category_regimental_support_battalions = { max_organisation = 10 breakthrough = 0.1 } enable_tactic = tactic_backhand_blow effect = { if = { limit = { NOT = { has_variable = operations_milestone_var } } set_variable = { operations_milestone_var = 1 } } else = { add_to_variable = { operations_milestone_var = 1 } } } } } } superior_firepower = { folder = land name = GRAND_DOCTRINE_SUPERIOR_FIREPOWER description = GRAND_DOCTRINE_SUPERIOR_FIREPOWER_DESC icon = GFX_doctrine_superior_firepower_medium available = { always = yes } xp_cost = 100 xp_type = army ai_will_do = { base = 1 modifier = { factor = 0 is_major = no } } tracks = { infantry combat_support armor operations } # EFFECTS enable_tactic = tactic_overwhelming_fire category_line_artillery = { soft_attack = 0.1 } category_support_artillery = { soft_attack = 0.05 } milestones = { { #Infantry enable_tactic = tactic_elastic_defense supply_consumption_factor = -0.1 effect = { if = { limit = { NOT = { has_variable = infantry_milestone_var } } set_variable = { infantry_milestone_var = 1 } } else = { add_to_variable = { infantry_milestone_var = 1 } } } } { #Artillery/Support additional_brigade_column_size = 1 category_support_battalions = { max_organisation = 10 } planning_decay_rate_factor = -0.1 enable_tactic = tactic_barrage effect = { if = { limit = { NOT = { has_variable = support_milestone_var } } set_variable = { support_milestone_var = 1 } } else = { add_to_variable = { support_milestone_var = 1 } } } } { #Armor enable_tactic = tactic_delay category_army = { default_morale = 0.1 } category_regimental_support_battalions = { soft_attack = 0.05 hard_attack = 0.05 } effect = { if = { limit = { NOT = { has_variable = armor_milestone_var } } set_variable = { armor_milestone_var = 1 } } else = { add_to_variable = { armor_milestone_var = 1 } } } } { #Operations enable_tactic = tactic_tactical_withdrawal category_army = { default_morale = 0.2 } planning_decay_rate_factor = -0.1 effect = { if = { limit = { NOT = { has_variable = operations_milestone_var } } set_variable = { operations_milestone_var = 1 } } else = { add_to_variable = { operations_milestone_var = 1 } } } } } } grand_battleplan = { folder = land name = GRAND_DOCTRINE_GRAND_BATTLEPLAN description = GRAND_DOCTRINE_GRAND_BATTLEPLAN_DESC icon = GFX_doctrine_grand_battleplan_medium available = { always = yes } xp_cost = 100 xp_type = army ai_will_do = { base = 2 } tracks = { infantry combat_support armor operations } # EFFECTS enable_tactic = tactic_planned_attack max_planning = 0.1 command_power_gain = 0.25 milestones = { { #Infantry additional_brigade_column_size = 1 enable_tactic = tactic_elastic_defense max_dig_in_factor = 0.05 effect = { if = { limit = { NOT = { has_variable = infantry_milestone_var } } set_variable = { infantry_milestone_var = 1 } } else = { add_to_variable = { infantry_milestone_var = 1 } } } } { #Artillery/Support coordination_bonus = 0.1 category_regimental_support_battalions = { defense = 0.1 entrenchment = 0.2 } enable_tactic = tactic_overwhelming_fire effect = { if = { limit = { NOT = { has_variable = support_milestone_var } } set_variable = { support_milestone_var = 1 } } else = { add_to_variable = { support_milestone_var = 1 } } } } { #Armor land_reinforce_rate = 0.02 enable_tactic = tactic_breakthrough effect = { if = { limit = { NOT = { has_variable = armor_milestone_var } } set_variable = { armor_milestone_var = 1 } } else = { add_to_variable = { armor_milestone_var = 1 } } } } { #Operations coordination_bonus = 0.1 max_command_power = 30 effect = { if = { limit = { NOT = { has_variable = operations_milestone_var } } set_variable = { operations_milestone_var = 1 } } else = { add_to_variable = { operations_milestone_var = 1 } } } } } } mass_assault = { folder = land name = GRAND_DOCTRINE_MASS_ASSAULT description = GRAND_DOCTRINE_MASS_ASSAULT_DESC icon = GFX_doctrine_mass_assault_medium available = { always = yes } xp_cost = 100 xp_type = army ai_will_do = { base = 1 } tracks = { infantry combat_support armor operations } # EFFECTS no_supply_grace = 48 out_of_supply_factor = -0.10 enable_tactic = tactic_relentless_assault milestones = { { #Infantry enable_tactic = tactic_human_wave_tactics additional_brigade_column_size = 1 category_regimental_support_battalions = { supply_consumption = -0.02 default_morale = 0.1 } effect = { if = { limit = { NOT = { has_variable = infantry_milestone_var } } set_variable = { infantry_milestone_var = 1 } } else = { add_to_variable = { infantry_milestone_var = 1 } } } } { #Artillery/Support enable_tactic = tactic_elastic_defense out_of_supply_factor = -0.05 minimum_training_level = -0.05 effect = { if = { limit = { NOT = { has_variable = support_milestone_var } } set_variable = { support_milestone_var = 1 } } else = { add_to_variable = { support_milestone_var = 1 } } } } { #Armor land_reinforce_rate = 0.02 enable_tactic = tactic_overwhelming_fire effect = { if = { limit = { NOT = { has_variable = armor_milestone_var } } set_variable = { armor_milestone_var = 1 } } else = { add_to_variable = { armor_milestone_var = 1 } } } } { #Operations enable_tactic = tactic_backhand_blow weekly_casualties_war_support = 0.001 minimum_training_level = -0.05 dig_in_speed_factor = 0.05 effect = { if = { limit = { NOT = { has_variable = operations_milestone_var } } set_variable = { operations_milestone_var = 1 } } else = { add_to_variable = { operations_milestone_var = 1 } } } } } }