air_subdoctrine_night_bombing = { track = heavy_aircraft name = SUBDOCTRINE_NIGHT_BOMBING description = SUBDOCTRINE_NIGHT_BOMBING_DESC icon = GFX_doctrine_night_bombing_medium xp_cost = 100 xp_type = air available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 25 OR = { original_tag = ENG original_tag = AST original_tag = CAN original_tag = NZL original_tag = SAF } } } # EFFECTS air_strategic_bomber_night_penalty = -0.25 rewards = { night_raids = { air_night_penalty = -0.15 } stealth_approach = { strategic_bomb_visibility = -0.15 } shared_principles = { air_untrained_pilots_penalty_factor = -0.1 } bombing_discipline = { air_strategic_bomber_bombing_factor = 0.15 } durable_airframes = { air_strategic_bomber_defence_factor = 0.15 } } } air_subdoctrine_carpet_bombing = { track = heavy_aircraft name = SUBDOCTRINE_CARPET_BOMBING description = SUBDOCTRINE_CARPET_BOMBING_DESC icon = GFX_doctrine_mass_destruction_medium xp_cost = 100 xp_type = air available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 25 OR = { original_tag = JAP original_tag = FRA } } modifier = { factor = 0.5 is_major = no } } # EFFECTS category_strat_bomber = { air_bombing = 0.2 } rewards = { veteran_bomber_crews = { ace_effectiveness_factor = 0.1 air_mission_xp_gain_factor = 0.05 } breaking_the_spirit = { army_bonus_air_superiority_factor = 0.05 } destruction_campaigns = { air_strategic_bomber_bombing_factor = 0.1 } coordinated_air_operations = { air_mission_efficiency = 0.05 } defensive_formation = { air_strategic_bomber_defence_factor = 0.1 category_strat_bomber = { air_attack = 0.05 } } } } air_subdoctrine_deep_air_raids = { track = heavy_aircraft name = SUBDOCTRINE_DEEP_AIR_RAIDS description = SUBDOCTRINE_DEEP_AIR_RAIDS_DESC icon = GFX_doctrine_offensive_formations_medium xp_cost = 100 xp_type = air available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 25 OR = { original_tag = SOV original_tag = GER } } modifier = { factor = 0.5 is_major = no } } # EFFECTS category_strat_bomber = { air_range = 0.1 } rewards = { bad_weather_operations = { air_weather_penalty = -0.15 } effective_targetting = { air_strategic_bomber_bombing_factor = 0.2 } improved_mission_control = { air_mission_xp_gain_factor = 0.1 } escort_cooperation = { air_escort_efficiency = 0.1 air_superiority_detect_factor = 0.1 } long_range_missions = { air_range_factor = 0.05 } } } air_subdoctrine_flying_fortresses = { track = heavy_aircraft name = SUBDOCTRINE_FLYING_FORTRESSES description = SUBDOCTRINE_FLYING_FORTRESSES_DESC icon = GFX_doctrine_flying_fortress_medium xp_cost = 100 xp_type = air available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 25 original_tag = USA } modifier = { factor = 0.5 is_major = no } } # EFFECTS category_strat_bomber = { air_defence = 0.1 } rewards = { high_level_bombing = { air_strategic_bomber_defence_factor = 0.2 } experienced_gunners = { category_strat_bomber = { air_attack = 0.1 } } pilot_rescue_missions = { air_wing_xp_loss_when_killed_factor = -0.1 } extensive_training = { air_training_xp_gain_factor = 0.1 air_ace_generation_chance_factor = 0.05 } safety_landing_procedures = { air_accidents_factor = -0.1 } } } air_subdoctrine_coastal_air_patrol = { track = heavy_aircraft name = SUBDOCTRINE_COASTAL_AIR_PATROL description = SUBDOCTRINE_COASTAL_AIR_PATROL_DESC icon = GFX_doctrine_carousel_bombing_medium xp_cost = 100 xp_type = air visible = { has_dlc = "By Blood Alone" } available = { always = yes } ai_will_do = { base = 0 } # EFFECTS category_maritime_patrol_bomber = { naval_strike_attack = 0.1 } rewards = { coastal_air_minelaying = { mines_planting_by_air_factor = 0.2 } evasive_techniques = { category_maritime_patrol_bomber = { air_agility = 0.05 air_defence = 0.05 } } efficient_maritime_patrols = { air_nav_efficiency = 0.1 } fog_patrol = { air_weather_penalty = -0.1 } improved_targetting_techniques = { category_maritime_patrol_bomber = { naval_strike_targetting = 0.1 } } } } air_subdoctrine_open_ocean_air_patrol = { track = heavy_aircraft name = SUBDOCTRINE_OPEN_OCEAN_AIR_PATROL description = SUBDOCTRINE_OPEN_OCEAN_AIR_PATROL_DESC icon = GFX_doctrine_force_rotation_medium xp_cost = 100 xp_type = air visible = { has_dlc = "By Blood Alone" } available = { always = yes } ai_will_do = { base = 0 } # EFFECTS category_maritime_patrol_bomber = { air_range = 0.15 } rewards = { harbor_raids = { port_strike = 0.2 } aerial_minesweeping = { mines_sweeping_by_air_factor = 0.2 } self_reliance = { category_maritime_patrol_bomber = { air_agility = 0.05 air_attack = 0.1 } } night_patrols = { air_night_penalty = -0.1 spotting_chance = 0.05 } naval_destruction = { naval_strike_targetting_factor = 0.1 } } } air_subdoctrine_heavy_aircraft_focus = { track = heavy_aircraft name = SUBDOCTRINE_HEAVY_AIRCRAFT_FOCUS description = SUBDOCTRINE_HEAVY_AIRCRAFT_FOCUS_DESC icon = GFX_doctrine_infrastructure_destruction_medium xp_cost = 100 xp_type = air visible = { has_dlc = "By Blood Alone" } available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 25 original_tag = ITA } modifier = { factor = 2 is_major = no } } # EFFECTS category_strat_bomber = { air_agility = 0.1 } rewards = { heavy_aircraft_application = { air_mission_efficiency = 0.05 } specialized_payloads = { category_strat_bomber = { air_bombing = 0.1 } category_maritime_patrol_bomber = { naval_strike_attack = 0.05 } } developed_training_programs = { air_training_xp_gain_factor = 0.05 air_untrained_pilots_penalty_factor = -0.05 } long_range_missions = { category_strat_bomber = { air_range = 0.1 } } efficient_fuel_management = { air_fuel_consumption_factor = -0.05 } } }