mobile_infantry = { track = infantry name = SUBDOCTRINE_MOBILE_INFANTRY description = SUBDOCTRINE_MOBILE_INFANTRY_DESC icon = GFX_doctrine_mobile_infantry_medium xp_cost = 100 xp_type = army available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 95 original_tag = GER } modifier = { factor = 0.5 is_major = no } } # EFFECTS enable_tactic = tactic_overwhelming_fire category_all_infantry = { breakthrough = 0.1 } effect = { add_tech_bonus = { bonus = 0.5 uses = 1 category = motorized_equipment name = SUBDOCTRINE_MOBILE_INFANTRY } } rewards = { cavalry_charge = { category_cavalry = { breakthrough = 0.20 } } combined_arms_planning = { category_all_infantry = { max_organisation = 10 maximum_speed = 0.05 } } decisive_operations = { category_vehicle_infantry = { max_organisation = 20 } category_regimental_support_artillery = { soft_attack = 0.15 } } delegated_authority = { category_vehicle_infantry = { default_morale = 0.1 soft_attack = 0.1 } } maneuver_warfare = { category_all_infantry = { max_organisation = 10 maximum_speed = 0.2 } mot_fire_support = { max_organisation = 5 soft_attack = 0.1 } } } } defensive_postures = { track = infantry name = SUBDOCTRINE_DEFENSIVE_POSTURES description = SUBDOCTRINE_DEFENSIVE_POSTURES_DESC icon = GFX_doctrine_defensive_postures_medium xp_cost = 100 xp_type = army available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 95 OR = { original_tag = ENG original_tag = AST original_tag = NZL original_tag = CAN original_tag = SAF original_tag = ITA original_tag = FIN } } } #OTHER BASE REWARDS category_cavalry = { supply_consumption = -0.01 } category_all_infantry = { entrenchment = 0.2 } rewards = { improvised_fighting_position = { dig_in_speed_factor = 0.05 fire_support = { supply_consumption = -0.01 soft_attack = 0.2 } } elastic_operations = { category_all_infantry = { max_organisation = 10 defense = 0.10 } } developed_trench_networking = { category_all_infantry = { entrenchment = 0.2 } } field_emplacements = { category_all_infantry = { soft_attack = 0.1 } category_regimental_support_artillery = { soft_attack = 0.2 } } field_construction_training = { dig_in_speed_factor = 0.15 } } } large_unit_tactics = { track = infantry name = SUBDOCTRINE_LARGE_UNIT_TACTICS description = SUBDOCTRINE_LARGE_UNIT_TACTICS_DESC icon = GFX_doctrine_human_infantry_offensive_medium xp_cost = 100 xp_type = army available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 95 OR = { original_tag = SOV original_tag = CHI original_tag = JAP } } modifier = { factor = 0.5 is_major = no } } # EFFECTS effect = { } #OTHER BASE REWARDS category_all_infantry = { supply_consumption = -0.01 } rewards = { wide_trench_networks = { dig_in_speed_factor = 0.10 } flexible_division_structures = { #2 unit_infantry_design_cost_factor = -1 infantry = { combat_width = -0.3 } } unit_knowledge_sharing = { #3 category_all_infantry = { experience_loss_factor = -0.01 } } large_front_offensive = { #4 category_all_infantry = { max_organisation = 10 soft_attack = 0.1 } fire_support = { breakthrough = 0.1 } category_regimental_support_artillery = { soft_attack = 0.1 } army_morale = 0.1 } motorization_initiative = { #5 category_all_infantry = { breakthrough = 0.1 soft_attack = 0.1 } category_vehicle_infantry = { supply_consumption = -0.02 reliability = 0.1 } } } } assault_infantry = { track = infantry name = SUBDOCTRINE_ASSAULT_INFANTRY description = SUBDOCTRINE_ASSAULT_INFANTRY_DESC icon = GFX_doctrine_assault_infantry_medium xp_cost = 100 xp_type = army available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 95 original_tag = USA } modifier = { factor = 0.5 is_major = no } } # EFFECTS #OTHER BASE REWARDS artillery = { soft_attack = 0.1 } rewards = { low_echelon_fire_support = { #1 artillery = { battalion_mult = { category = category_light_infantry soft_attack = 0.2 } } field_guns = { soft_attack = 0.2 } } organic_battalion_fire_support = { #2 category_regimental_support_artillery = { soft_attack = 0.1 } anti_tank_battery = { ap_attack = 0.1 hard_attack = 0.1 } anti_air_battery = { air_attack = 0.1 } } integrated_support_batteries = { #3 category_support_artillery = { max_organisation = 20 soft_attack = 0.05 } anti_tank = { max_organisation = 20 ap_attack = 0.05 hard_attack = 0.05 } anti_air = { max_organisation = 20 air_attack = 0.05 } } breakthrough_fireteams = { #4 light_tank_recon = { max_organisation = 20 battalion_mult = { category = category_all_infantry breakthrough = 0.2 } battalion_mult = { category = category_all_infantry max_organisation = 5 add = yes } } mot_recon = { max_organisation = 20 battalion_mult = { category = category_all_infantry breakthrough = 0.1 } battalion_mult = { category = category_all_infantry max_organisation = 5 add = yes } } } assault_detachments = { #5 category_support_artillery = { supply_consumption = -0.02 } category_regimental_support_artillery = { supply_consumption = -0.01 } light_flame_tank = { battalion_mult = { category = category_all_infantry breakthrough = 0.1 soft_attack = 0.1 } } medium_flame_tank = { battalion_mult = { category = category_all_infantry breakthrough = 0.1 soft_attack = 0.1 } } heavy_flame_tank = { battalion_mult = { category = category_all_infantry breakthrough = 0.1 soft_attack = 0.1 } } } } } mounted_infantry = { track = infantry name = SUBDOCTRINE_MOUNTED_INFANTRY description = SUBDOCTRINE_MOUNTED_INFANTRY_DESC icon = GFX_doctrine_mounted_infantry_medium xp_cost = 100 xp_type = army mastery = { categories = { category_cavalry category_all_infantry } } available = { always = yes } visible = { has_dlc = "No Compromise, No Surrender" } ai_will_do = { base = 1 modifier = { factor = 0.5 is_major = yes } } category_cavalry = { soft_attack = 0.1 breakthrough = 0.1 } unit_cavalry_design_cost_factor = -1 # EFFECTS rewards = { dragoon_traditions = { category_cavalry = { breakthrough = 0.20 defense = 0.1 } } mounted_skirmish_groups = { recon = { max_organisation = 10 soft_attack = 0.2 battalion_mult = { category = category_light_infantry soft_attack = 0.1 defense = 0.1 } battalion_mult = { category = category_light_infantry max_organisation = 5 add = yes } } category_cavalry = { max_organisation = 5 } } anti_mechanized_cavalry_groups = { category_cavalry = { hard_attack = 0.2 ap_attack = 0.2 } } beasts_of_war = { category_cavalry = { maximum_speed = 0.5 max_strength = 0.05 } recon = { maximum_speed = 0.5 } } limbered_combat_support = { artillery_brigade = { maximum_speed = 0.5 } anti_tank_brigade = { maximum_speed = 0.5 } anti_air_brigade = { maximum_speed = 0.5 } rocket_artillery_brigade = { maximum_speed = 0.5 } } } } commandos = { track = infantry name = SUBDOCTRINE_COMMANDOS description = SUBDOCTRINE_COMMANDOS_DESC icon = GFX_doctrine_commandos_medium xp_cost = 100 xp_type = army available = { } visible = { has_dlc = "No Compromise, No Surrender" } ai_will_do = { base = 0 } enable_tactic = tactic_infantry_charge logistics_company = { battalion_mult = { category = category_light_infantry max_strength = 5 add = yes } } # EFFECTS rewards = { isolated_combat_elements = { category_light_infantry = { supply_consumption = -0.01 reliability = 0.05 } field_hospital = { casualty_trickleback = 0.05 } helicopter_brigade = { casualty_trickleback = 0.05 } helicopter_field_hospital = { casualty_trickleback = 0.05 } category_regimental_support_artillery = { supply_consumption = -0.01 soft_attack = 0.05 } } security_zone_operations = { signal_company = { battalion_mult = { category = category_all_infantry defense = 0.1 } } logistics_company = { battalion_mult = { category = category_vehicle_infantry max_strength = 5 add = yes } } category_vehicle_infantry = { reliability = 0.05 breakthrough = 0.1 } } rigorous_training_regimen = { recon = { battalion_mult = { category = category_all_infantry soft_attack = 0.1 } } mot_recon = { battalion_mult = { category = category_all_infantry soft_attack = 0.1 } } light_tank_recon = { battalion_mult = { category = category_all_infantry soft_attack = 0.1 } } anti_tank_battery = { battalion_mult = { category = category_light_infantry hard_attack = 0.1 } } infantry = { desert = { attack = 0.05 movement = 0.1 } jungle = { attack = 0.05 movement = 0.1 } hills = { attack = 0.05 movement = 0.1 } } } field_intel_retrieval = { intel_from_combat_factor = 0.15 } integrated_assaults = { category_all_infantry = { soft_attack = 0.1 breakthrough = 0.1 } category_regimental_support_artillery = { breakthrough = 0.15 } fire_support = { breakthrough = 0.15 } mot_fire_support = { breakthrough = 0.15 } } } } irregulars = { track = infantry name = SUBDOCTRINE_IRREGULARS description = SUBDOCTRINE_IRREGULARS_DESC icon = GFX_doctrine_irregulars_medium xp_cost = 50 xp_type = army available = { } visible = { has_dlc = "No Compromise, No Surrender" } ai_will_do = { base = 1 modifier = { factor = 2 is_major = no } modifier = { factor = 0 NOT = { OR = { has_template_containing_unit = irregular_infantry has_template_containing_unit = militia } } } } irregular_infantry = { defense = 0.1 supply_consumption = -0.05 } militia = { defense = 0.1 supply_consumption = -0.01 } # EFFECTS rewards = { service_by_lot = { mobilization_speed = 0.05 } partisan_regiments = { irregular_infantry = { combat_width = -0.4 } militia = { combat_width = -0.4 } category_light_infantry = { defense = 0.1 } } improvised_officer_groups = { category_light_infantry = { max_organisation = 10 soft_attack = 0.1 breakthrough = 0.1 } } levee_en_masse = { conscription = 0.02 mobilization_speed = 0.05 } standardization_efforts = { category_light_infantry = { max_organisation = 10 soft_attack = 0.1 } effect = { add_tech_bonus = { bonus = 0.5 uses = 2 category = support_tech name = SUBDOCTRINE_IRREGULARS } } } } } peoples_war = { track = infantry name = SUBDOCTRINE_PEOPLES_WAR description = SUBDOCTRINE_PEOPLES_WAR_DESC icon = GFX_doctrine_peoples_war_medium xp_cost = 50 xp_type = army available = { if = { limit = { NOT = { original_tag = INS } } has_government = communism } else = { OR = { has_government = communism AND = { original_tag = INS has_completed_focus = INS_underground_revolution } } } } visible = { has_dlc = "No Compromise, No Surrender" } ai_will_do = { base = 1 modifier = { factor = 95 original_tag = PRC } modifier = { factor = 2 is_major = no } } # EFFECTS enable_tactic = tactic_guerrilla_tactics militia = { soft_attack = 0.1 defense = 0.2 } rewards = { revolutionary_base_area = { #1 mastery = 50 militia = { defense = 0.1 supply_consumption = -0.02 } category_light_infantry = { max_organisation = 5 } } destruction_over_land_gains = { #2 mastery = 50 category_light_infantry = { default_morale = 0.1 } militia = { equipment_capture_factor = 0.01 } field_guns = { soft_attack = 0.15 } } quick_decision_offensive_warfare = { #3 militia = { initiative = 0.015 max_organisation = 10 breakthrough = 0.2 } } people_not_things = { #4 mastery = 50 category_light_infantry = { soft_attack = 0.1 max_strength = 0.15 } } } } great_war_infantry = { track = infantry name = SUBDOCTRINE_GREAT_WAR_INFANTRY description = SUBDOCTRINE_GREAT_WAR_INFANTRY_DESC icon = GFX_doctrine_great_war_infantry_medium xp_cost = 50 xp_type = army available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 95 original_tag = FRA } } # EFFECTS #OTHER BASE REWARDS category_cavalry = { supply_consumption = -0.02 } category_light_infantry = { defense = 0.1 } production_speed_bunker_factor = 0.25 rewards = { traverse_digging = { dig_in_speed_factor = 0.05 fire_support = { soft_attack = 0.1 defense = 0.1 } engineer = { battalion_mult = { category = category_light_infantry entrenchment = 0.05 add = yes } } } sapping_operations = { category_light_infantry = { defense = 0.1 } field_hospital = { casualty_trickleback = 0.1 } } centralized_artillery_control = { artillery = { soft_attack = 0.1 battalion_mult = { category = category_light_infantry soft_attack = 0.1 breakthrough = 0.05 } } category_regimental_support_artillery = { soft_attack = 0.2 } } field_fortification_emphasis = { category_light_infantry = { reliability = 0.05 defense = 0.05 max_organisation = 5 } } redoubt_networks = { dig_in_speed_factor = 0.10 } } }