air_subdoctrine_fighter_homeland_defense = { track = fighter_aircraft name = SUBDOCTRINE_FIGHTER_HOMELAND_DEFENSE description = SUBDOCTRINE_FIGHTER_HOMELAND_DEFENSE_DESC icon = GFX_doctrine_forward_interception_medium xp_cost = 100 xp_type = air available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 95 is_major = no } } # EFFECTS air_home_defence_factor = 0.1 rewards = { interception_priority = { air_intercept_efficiency = 0.15 } air_defense_grids = { air_interception_detect_factor = 0.2 } air_wing_knowledge_transfer = { air_untrained_pilots_penalty_factor = -0.15 } experienced_pilots_protection = { air_ace_generation_chance_factor = 0.1 } mass_sorties = { air_mission_efficiency = 0.05 } } } air_subdoctrine_escort_fighter = { track = fighter_aircraft name = SUBDOCTRINE_ESCORT_FIGHTER description = SUBDOCTRINE_ESCORT_FIGHTER_DESC icon = GFX_doctrine_escort_relay_system_medium xp_cost = 100 xp_type = air available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 95 original_tag = USA } modifier = { factor = 0.5 is_major = no } } # EFFECTS category_fighter = { air_range = 0.1 } rewards = { escort_procedures = { air_escort_efficiency = 0.1 } extended_search_patterns = { air_superiority_efficiency = 0.1 } improved_maintenance_protocols = { air_accidents_factor = -0.2 } increased_sky_presence = { air_power_projection_factor = 0.1 } constant_air_offensive = { air_weather_penalty = -0.1 air_night_penalty = -0.1 } } } air_subdoctrine_fighter_bombers = { track = fighter_aircraft name = SUBDOCTRINE_FIGHTER_BOMBERS description = SUBDOCTRINE_FIGHTER_BOMBERS_DESC icon = GFX_doctrine_low_echelon_support_medium visible = { has_dlc = "By Blood Alone" } xp_cost = 100 xp_type = air available = { always = yes } ai_will_do = { base = 0 } # EFFECTS category_fighter = { air_ground_attack = 0.1 } rewards = { target_prioritization = { air_cas_efficiency = 0.1 } strafing_runs = { air_cas_present_factor = 0.1 } versatile_experience = { air_mission_xp_gain_factor = 0.1 } multi_mission_assignment = { air_mission_efficiency = 0.05 } night_target_search = { air_night_penalty = -0.1 } } } air_subdoctrine_tactical_flexibility = { track = fighter_aircraft name = SUBDOCTRINE_TACTICAL_FLEXIBILITY description = SUBDOCTRINE_TACTICAL_FLEXIBILITY_DESC icon = GFX_doctrine_formation_flying_medium xp_cost = 100 xp_type = air available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 95 original_tag = GER } modifier = { factor = 0.5 is_major = no } } # EFFECTS air_superiority_efficiency = 0.1 rewards = { loose_formation = { category_fighter = { air_agility = 0.05 air_attack = 0.05 } } high_altitude_approach = { air_superiority_detect_factor = 0.15 } combat_discipline = { air_wing_xp_loss_when_killed_factor = -0.1 } high_speed_dive = { category_fighter = { maximum_speed = 0.05 } } aces_of_the_sky = { ace_effectiveness_factor = 0.15 } } } air_subdoctrine_dogfighting_mastery = { track = fighter_aircraft name = SUBDOCTRINE_DOGFIGHTING_MASTERY description = SUBDOCTRINE_DOGFIGHTING_MASTERY_DESC icon = GFX_doctrine_air_skirmish_medium xp_cost = 100 xp_type = air available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 95 OR = { original_tag = ENG original_tag = FRA original_tag = SOV original_tag = ITA } } } # EFFECTS air_ace_generation_chance_factor = 0.1 rewards = { pilot_quality_focus = { air_mission_xp_gain_factor = 0.1 air_training_xp_gain_factor = 0.1 } force_rotation = { air_interception_detect_factor = 0.15 } fighter_command_system = { category_fighter = { air_agility = 0.1 } } combat_routines = { air_superiority_efficiency = 0.15 } improved_support_integration = { air_accidents_factor = -0.1 air_manpower_requirement_factor = -0.1 } } } air_subdoctrine_fighter_central_field = { track = fighter_aircraft name = SUBDOCTRINE_FIGHTER_CENTRAL_FIELD description = SUBDOCTRINE_FIGHTER_CENTRAL_FIELD_DESC icon = GFX_doctrine_naval_air_operations_medium xp_cost = 100 xp_type = air available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 95 original_tag = JAP } modifier = { factor = 0 is_major = no } } # EFFECTS sortie_efficiency = 0.15 rewards = { decoy_tactic = { air_superiority_detect_factor = 0.1 air_superiority_efficiency = 0.05 } three_plane_formation = { category_carrier_fighter = { air_agility = 0.1 maximum_speed = 0.1 } } aggressive_spirit = { air_ace_generation_chance_factor = 0.05 ace_effectiveness_factor = 0.1 } naval_expertise = { naval_strike_targetting_factor = 0.1 } all_weather_operations = { air_weather_penalty = -0.1 carrier_traffic = 0.15 } } }