armored_spearhead = { track = armor name = SUBDOCTRINE_ARMORED_SPEARHEAD description = SUBDOCTRINE_ARMORED_SPEARHEAD_DESC icon = GFX_doctrine_armored_spearhead_medium xp_cost = 100 xp_type = army available = { always = yes } visible = { has_dlc = "La Resistance" } ai_will_do = { base = 1 modifier = { factor = 25 original_tag = GER } modifier = { factor = 0.5 is_major = no } } # EFFECTS enable_tactic = tactic_breakthrough rewards = { force_concentration = { #1 category_tanks= { max_organisation = 2 default_morale = 0.05 } } armored_breakthrough_exploits = { #2 category_all_armor = { breakthrough = 0.1 } } local_reserves = { #3 armored_car = { default_morale = 0.1 max_organisation = 7 } light_armor = { default_morale = 0.1 max_organisation = 3 } category_self_propelled_anti_air_regimental_support = { max_organisation = 10 air_attack = 0.05 } } tactical_reconnaissance = { #4 category_all_armor = { breakthrough = 0.1 } } assault_detachments = { #5 armored_car = { default_morale = 0.2 max_organisation = 3 breakthrough = 0.2 } category_tanks= { max_organisation = 3 breakthrough = 0.2 } } } } armored_spearhead_no_lar = { track = armor name = SUBDOCTRINE_ARMORED_SPEARHEAD description = SUBDOCTRINE_ARMORED_SPEARHEAD_DESC icon = GFX_doctrine_armored_spearhead_medium xp_cost = 100 xp_type = army available = { always = yes } visible = { NOT = { has_dlc = "La Resistance" } } ai_will_do = { base = 1 modifier = { factor = 25 original_tag = GER } modifier = { factor = 0.5 is_major = no } } # EFFECTS enable_tactic = tactic_breakthrough rewards = { force_concentration = { #1 category_tanks= { max_organisation = 2 default_morale = 0.05 } } armored_breakthrough_exploits = { #2 category_all_armor = { breakthrough = 0.1 } } local_reserves = { #3 recon = { max_organisation = 10 } light_armor = { default_morale = 0.1 max_organisation = 3 } } tactical_reconnaissance = { #4 category_all_armor = { breakthrough = 0.1 } } assault_detachments = { #5 category_tanks= { max_organisation = 3 breakthrough = 0.2 } } } } armored_infantry_support = { track = armor name = SUBDOCTRINE_ARMORED_INFANTRY_SUPPORT description = SUBDOCTRINE_ARMORED_INFANTRY_SUPPORT_DESC icon = GFX_doctrine_armored_infantry_support_medium xp_cost = 100 xp_type = army available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 25 OR = { original_tag = ENG original_tag = FRA } } modifier = { factor = 0.5 is_major = no } } # EFFECTS enable_tactic = tactic_blitz effect = { add_tech_bonus = { bonus = 1 uses = 1 category = cat_heavy_armor name = SUBDOCTRINE_ARMORED_INFANTRY_SUPPORT } } rewards = { mobile_reserves = { #1 medium_armor = { breakthrough = 0.05 soft_attack = 0.1 } heavy_armor = { breakthrough = 0.05 soft_attack = 0.1 } } armored_cohorts = { #2 medium_armor = { max_organisation = 5 } heavy_armor = { max_organisation = 5 } category_tank_destroyer_regimental_support = { max_organisation = 5 ap_attack = 0.1 } } maintenance_routines = { #3 armored_maintenance = { battalion_mult = { category = category_all_armor max_strength = 0.15 add = yes } } } fuel_rationing = { #4 heavy_armor = { supply_consumption = -0.08 } } mobile_armored_strongpoints = { #5 category_all_infantry = { breakthrough = 0.05 } heavy_armor = { breakthrough = 0.1 } heavy_sp_anti_air_support = { max_organisation = 5 air_attack = 0.1 } } } } streamlined_deployment = { track = armor name = SUBDOCTRINE_STREAMLINED_DEPLOYMENT description = SUBDOCTRINE_STREAMLINED_DEPLOYMENT_DESC icon = GFX_doctrine_streamlined_deployment_medium xp_cost = 100 xp_type = army available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 25 OR = { original_tag = SOV original_tag = CHI original_tag = PRC } } } category_all_armor = { soft_attack = 0.1 breakthrough = 0.1 } rewards = { flexible_armored_battalions = { unit_medium_armor_design_cost_factor = -0.5 unit_light_armor_design_cost_factor = -0.5 light_tank_recon = { battalion_mult = { category = category_all_armor max_organisation = 2 add = yes } } } mechanized_wave = { mechanized = { max_organisation = 5 default_morale = 0.1 } category_all_armor = { default_morale = 0.05 } } tank_desant = { armored_signal = { battalion_mult = { category = category_light_infantry maximum_speed = 0.05 } } light_tank_recon = { battalion_mult = { category = category_light_infantry maximum_speed = 0.05 } } } full_front_deployment = { category_all_armor = { reliability = 0.05 supply_consumption = -0.02 } } continuous_offensives = { category_all_armor = { default_morale = 0.05 max_organisation = 3 breakthrough = 0.1 } } } } mobile_defense = { track = armor name = SUBDOCTRINE_MOBILE_DEFENSE description = SUBDOCTRINE_MOBILE_DEFENSE_DESC icon = GFX_doctrine_mobile_defense_medium xp_cost = 100 xp_type = army available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 25 OR = { original_tag = USA original_tag = FIN } } modifier = { factor = 0.5 is_major = no } } armored_engineer = { battalion_mult = { category = category_all_armor entrenchment = 0.02 add = yes } } category_all_armor = { defense = 0.1 } rewards = { mechanized_offensive = { mechanized = { defense = 0.1 soft_attack = 0.1 } } advance_under_fire = { light_armor = { breakthrough = 0.1 default_morale = 0.2 } medium_armor = { breakthrough = 0.1 default_morale = 0.1 } } attached_support = { assault_engineer = { max_organisation = 10 } armored_engineer = { max_organisation = 10 } armored_signal = { max_organisation = 10 } category_self_propelled_anti_air_regimental_support = { max_organisation = 10 air_attack = 0.05 } } combined_anti_armor = { anti_tank = { battalion_mult = { category = category_all_armor hard_attack = 0.05 ap_attack = 0.05 } } category_tank_destroyer_regimental_support = { max_organisation = 5 hard_attack = 0.05 ap_attack = 0.15 } } tank_on_tank_engagement = { category_all_armor = { hard_attack = 0.1 soft_attack = 0.1 ap_attack = 0.05 } } } } armored_cavalry = { track = armor name = SUBDOCTRINE_ARMORED_CAVALRY description = SUBDOCTRINE_ARMORED_CAVALRY_DESC icon = GFX_doctrine_armored_cavalry_medium xp_cost = 100 xp_type = army available = { always = yes } visible = { AND = { has_dlc = "No Compromise, No Surrender" has_dlc = "La Resistance" } } ai_will_do = { base = 1 modifier = { factor = 25 OR = { original_tag = ITA original_tag = JAP } } } armored_car = { max_organisation = 5 defense = 0.1 } mechanized = { max_organisation = 5 defense = 0.05 } # EFFECTS rewards = { cruiser_tanks = { light_armor = { maximum_speed = 0.1 max_organisation = 5 breakthrough = 0.05 } } quick_response_force = { motorized_military_police = { battalion_mult = { category = category_vehicle_infantry suppression_factor = 0.05 } } armored_car = { suppression_factor = 0.2 } } speed_as_armour = { light_armor = { maximum_speed = 0.05 breakthrough = 0.05 } armored_car = { maximum_speed = 0.05 breakthrough = 0.1 soft_attack = 0.1 } mechanized = { maximum_speed = 0.05 breakthrough = 0.05 } } fighting_reconnaissance = { armored_car_recon = { max_organisation = 3 soft_attack = 0.05 } light_tank_recon = { max_organisation = 2 soft_attack = 0.05 } anti_tank_battery = { ap_attack = 0.10 } mot_fire_support = { max_organisation = 5 soft_attack = 0.05 default_morale = 0.1 } } sustained_deployments = { armored_car = { max_organisation = 5 soft_attack = 0.05 default_morale = 0.2 } light_armor = { max_organisation = 5 soft_attack = 0.05 hard_attack = 0.1 default_morale = 0.15 } mechanized = { max_organisation = 5 soft_attack = 0.05 default_morale = 0.1 } motorized = { max_organisation = 5 soft_attack = 0.05 default_morale = 0.1 } } } } armored_cavalry_no_lar = { track = armor name = SUBDOCTRINE_ARMORED_CAVALRY description = SUBDOCTRINE_ARMORED_CAVALRY_DESC icon = GFX_doctrine_armored_cavalry_medium xp_cost = 100 xp_type = army available = { always = yes } visible = { has_dlc = "No Compromise, No Surrender" NOT = { has_dlc = "La Resistance" } } ai_will_do = { base = 1 modifier = { factor = 25 OR = { original_tag = ITA original_tag = JAP } } } motorized = { max_organisation = 5 defense = 0.1 } mechanized = { max_organisation = 5 defense = 0.05 } # EFFECTS rewards = { cruiser_tanks = { light_armor = { maximum_speed = 0.1 max_organisation = 5 breakthrough = 0.05 } } quick_response_force = { motorized_military_police = { battalion_mult = { category = category_vehicle_infantry suppression_factor = 0.05 } } } speed_as_armour = { light_armor = { maximum_speed = 0.05 breakthrough = 0.05 } motorized = { maximum_speed = 0.05 } mechanized = { maximum_speed = 0.05 breakthrough = 0.05 } } fighting_reconnaissance = { recon = { max_organisation = 3 soft_attack = 0.05 } light_tank_recon = { max_organisation = 2 soft_attack = 0.05 } anti_tank_battery = { max_organisation = 2 ap_attack = 0.05 } } sustained_deployments = { light_armor = { max_organisation = 5 soft_attack = 0.05 hard_attack = 0.1 default_morale = 0.15 } mechanized = { max_organisation = 5 soft_attack = 0.05 default_morale = 0.1 } motorized = { max_organisation = 5 soft_attack = 0.05 default_morale = 0.1 } mot_fire_support = { max_organisation = 5 soft_attack = 0.05 default_morale = 0.1 } } } } tank_destroyer_force = { track = armor name = SUBDOCTRINE_TANK_DESTROYER_FORCE description = SUBDOCTRINE_TANK_DESTROYER_FORCE_DESC icon = GFX_doctrine_tank_destroyer_force_medium xp_cost = 100 xp_type = army visible = { has_dlc = "No Compromise, No Surrender" } ai_will_do = { base = 0 } category_all_armor = { defense = 0.1 hard_attack = 0.1 ap_attack = 0.1 } rewards = { mobile_anti_tank = { mot_anti_tank_brigade = { max_organisation = 8 hard_attack = 0.1 ap_attack = 0.1 } } committed_operational_units = { assault_engineer = { battalion_mult = { category = category_tank_destroyers reliability = 0.02 soft_attack = 0.05 hard_attack = 0.1 } } } redeployment_priority = { category_tank_destroyers = { supply_consumption = -0.02 default_morale = 0.1 } } independent_counterattacks = { category_tank_destroyers = { max_organisation = 6 initiative = 0.01 } } selfsufficient_battalion = { armored_signal = { battalion_mult = { category = category_tank_destroyers hard_attack = 0.1 ap_attack = 0.1 } } category_tank_destroyer_regimental_support = { max_organisation = 5 hard_attack = 0.1 ap_attack = 0.1 } } } }