mission_type_tactics = { track = operations name = SUBDOCTRINE_MISSION_TYPE_TACTICS description = SUBDOCTRINE_MISSION_TYPE_TACTICS_DESC icon = GFX_doctrine_mission_type_tactics_medium xp_cost = 100 xp_type = army ai_will_do = { base = 1 modifier = { factor = 50 OR = { original_tag = GER original_tag = FIN } } modifier = { factor = 0.5 is_major = no NOT = { original_tag = FIN } } } available = { always = yes } # EFFECTS command_power_gain = 0.02 category_all_infantry = { max_organisation = 15 } rewards = { low_level_delegation ={ #1 category_all_infantry = { default_morale = 0.1 } category_regimental_support_artillery = { max_organisation = 5 soft_attack = 0.05 } } flexible_command = { #2 org_loss_when_moving = -0.15 } maneouver_drills = { #3 land_reinforce_rate = 0.02 category_all_armor = { maximum_speed = 0.1 } } flexible_combat_formations = { #4 category_all_infantry = { breakthrough = 0.1 max_organisation = 10 } } control_zone_responsibilities = { #5 category_all_infantry = { default_morale = 0.2 } category_tanks = { default_morale = 0.1 } } } } last_stand = { track = operations name = SUBDOCTRINE_LAST_STAND description = SUBDOCTRINE_LAST_STAND_DESC icon = GFX_doctrine_last_stand_medium xp_cost = 100 xp_type = army available = { if = { limit = { NOT = { original_tag = INS } } has_defensive_war = yes } else = { OR = { has_defensive_war = yes has_country_flag = INS_revolution_has_started } } } # EFFECTS conscription = 0.05 ai_will_do = { base = 0 } rewards = { werwolf_groups = { #1 resistance_damage_to_garrison_on_our_occupied_states = 0.25 } pocket_consolidation = { #2 category_all_infantry = { defense = 0.1 } } digging_in = { #3 out_of_supply_factor = -0.20 category_all_infantry = { entrenchment = 0.1 } } stocking_up = { #4 no_supply_grace = 72 } breaking_out = { #5 category_army = { soft_attack = 0.15 } category_regimental_support_artillery = { max_organisation = 5 soft_attack = 0.1 } } } } infiltration_tactics = { track = operations name = SUBDOCTRINE_INFILTRATION_TACTICS description = SUBDOCTRINE_INFILTRATION_TACTICS_DESC icon = GFX_doctrine_infiltration_assault_medium xp_cost = 100 xp_type = army available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 50 OR = { original_tag = JAP original_tag = FIN } } } # EFFECTS enable_tactic = tactic_infantry_charge max_planning = 0.05 ai_will_do = { } rewards = { infiltration_assault = { #1 category_army = { breakthrough = 0.10 max_organisation = 5 } fire_support = { soft_attack = 0.1 } } nightly_assaults = { #2 land_night_attack = 0.25 } self_sustaining_infiltration_units = { #3 supply_consumption_factor = -0.10 command_power_gain = 0.015 category_tanks = { max_organisation = 2 } category_all_armor = { default_morale = 0.1 } } terrain_and_situation_assessment = { #4 recon = { battalion_mult = { category = category_light_infantry soft_attack = 0.1 } battalion_mult = { category = category_cavalry soft_attack = 0.1 } } mot_recon = { battalion_mult = { category = category_light_infantry soft_attack = 0.1 } battalion_mult = { category = category_cavalry soft_attack = 0.1 } } light_tank_recon = { battalion_mult = { category = category_light_infantry soft_attack = 0.1 } battalion_mult = { category = category_cavalry soft_attack = 0.1 } } category_recon = { recon = 1 } } infiltration_in_depth = { #5 land_reinforce_rate = 0.02 org_loss_when_moving = -0.20 } } } grand_assault = { track = operations name = SUBDOCTRINE_GRAND_ASSAULT description = SUBDOCTRINE_GRAND_ASSAULT_DESC icon = GFX_doctrine_grand_assault_medium xp_cost = 100 xp_type = army available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 50 OR = { original_tag = ENG original_tag = FRA original_tag = ITA } } } # EFFECTS max_planning = 0.1 category_army = { breakthrough = 0.1 soft_attack = 0.05 } ai_will_do = { } rewards = { central_planning = { #1 max_command_power = 30 logistics_company = { battalion_mult = { category = category_all_infantry defense = 0.05 } } } multiple_attack_directions = { #2 category_army = { breakthrough = 0.15 } fire_support = { soft_attack = 0.1 } } combined_arms_integration = { #3 army_bonus_air_superiority_factor = 0.05 coordination_bonus = 0.1 category_tank_destroyer_regimental_support = { max_organisation = 5 } anti_air_battery = { max_organisation = 5 air_attack = 0.1 } mot_fire_support = { max_organisation = 5 soft_attack = 0.1 } } forward_command_posts = { #4 logistics_company = { battalion_mult = { category = category_all_infantry supply_consumption = -0.01 add = yes } } category_recon = { recon = 0.1 } } c3i_theory = { #5 max_planning = 0.1 category_all_infantry = { max_organisation = 8 } } } } deep_battle = { track = operations name = SUBDOCTRINE_DEEP_BATTLE description = SUBDOCTRINE_DEEP_BATTLE_DESC icon = GFX_doctrine_deep_battle_medium xp_cost = 100 xp_type = army available = { always = yes } visible = { has_dlc = "La Resistance" } ai_will_do = { base = 1 modifier = { factor = 50 original_tag = SOV } modifier = { factor = 0.5 is_major = no } } # EFFECTS enable_tactic = tactic_backhand_blow category_tanks = { max_organisation = 4 } ai_will_do = { } rewards = { bounding_overwatch = { #1 recon = { battalion_mult = { category = category_light_infantry soft_attack = 0.05 defense = 0.05 } } mot_recon = { battalion_mult = { category = category_light_infantry soft_attack = 0.05 defense = 0.05 } } light_tank_recon = { battalion_mult = { category = category_light_infantry soft_attack = 0.05 defense = 0.05 } } category_vehicle_infantry = { max_organisation = 2 } } operational_concentration = { #2 category_tanks = { max_organisation = 4 } armored_car = { max_organisation = 4 } land_reinforce_rate = 0.05 } maskirovka = { #3 army_intel_to_others = -10.0 airforce_intel_to_others = -5.0 army_intel_factor = 0.05 } breakthrough_priority = { #4 org_loss_when_moving = -0.2 category_vehicle_infantry = { max_organisation = 10 default_morale = 0.1 } category_tanks = { max_organisation = 2 } category_all_armor = { default_morale = 0.1 } armored_car = { max_organisation = 4 } mot_fire_support = { max_organisation = 5 soft_attack = 0.1 } } operational_depth_control = { #5 org_loss_when_moving = -0.1 land_reinforce_rate = 0.05 armored_car_recon = { battalion_mult = { category = category_light_infantry max_organisation = 10 add = yes } } light_tank_recon = { battalion_mult = { category = category_light_infantry max_organisation = 10 add = yes } } category_regimental_support_artillery = { max_organisation = 5 soft_attack = 0.1 } } } } deep_battle_no_lar = { track = operations name = SUBDOCTRINE_DEEP_BATTLE description = SUBDOCTRINE_DEEP_BATTLE_DESC icon = GFX_doctrine_deep_battle_medium xp_cost = 100 xp_type = army available = { always = yes } visible = { NOT = { has_dlc = "La Resistance" } } ai_will_do = { base = 1 modifier = { factor = 50 original_tag = SOV } modifier = { factor = 0.5 is_major = no } } # EFFECTS enable_tactic = tactic_backhand_blow category_tanks = { max_organisation = 4 } ai_will_do = { } rewards = { bounding_overwatch = { #1 recon = { battalion_mult = { category = category_light_infantry soft_attack = 0.05 defense = 0.05 } } mot_recon = { battalion_mult = { category = category_light_infantry soft_attack = 0.05 defense = 0.05 } } light_tank_recon = { battalion_mult = { category = category_light_infantry soft_attack = 0.05 defense = 0.05 } } category_vehicle_infantry = { max_organisation = 2 } } operational_concentration = { #2 category_tanks = { max_organisation = 4 } mechanized = { max_organisation = 10 } land_reinforce_rate = 0.05 } maskirovka = { #3 army_intel_to_others = -10.0 airforce_intel_to_others = -5.0 army_intel_factor = 0.05 } breakthrough_priority = { #4 org_loss_when_moving = -0.2 category_vehicle_infantry = { max_organisation = 10 default_morale = 0.1 } category_tanks = { max_organisation = 2 } category_all_armor = { default_morale = 0.1 } mechanized = { breakthrough = 0.1 } } operational_depth_control = { #5 org_loss_when_moving = -0.1 land_reinforce_rate = 0.05 recon = { battalion_mult = { category = category_light_infantry max_organisation = 10 add = yes } } light_tank_recon = { battalion_mult = { category = category_light_infantry max_organisation = 10 add = yes } } } } } guerilla_war = { track = operations name = SUBDOCTRINE_GUERILLA_WAR description = SUBDOCTRINE_GUERILLA_WAR_DESC icon = GFX_doctrine_guerilla_warfare_medium xp_cost = 100 xp_type = army available = { always = yes } visible = { has_dlc = "No Compromise, No Surrender" } ai_will_do = { base = 1 modifier = { factor = 0 is_major = yes } modifier = { factor = 2 is_major = no } modifier = { factor = 0 NOT = { OR = { has_template_containing_unit = irregular_infantry has_template_containing_unit = militia } } } } # EFFECTS enable_tactic = tactic_guerrilla_tactics irregular_infantry = { soft_attack = 0.1 defense = 0.2 } militia = { soft_attack = 0.1 defense = 0.2 } rewards = { catch_and_seize = { #1 category_cavalry = { equipment_capture_factor = 0.01 plains = { movement = 0.1 } } category_light_infantry = { equipment_capture_factor = 0.01 plains = { movement = 0.1 } } pocket_penalty = -0.1 } galvanize_support = { #2 army_intel_to_others = -10.0 army_intel_factor = 0.05 war_support_factor = 0.1 political_power_factor = 0.1 mobilization_speed = 0.15 } scorched_earth = { #3 resistance_damage_to_garrison_on_our_occupied_states = 0.1 resistance_target_on_our_occupied_states = 0.1 category_army = { defense = 0.1 } } urban_assaults = { #4 militia = { urban = { attack = 0.10 defence = 0.10 } } infantry = { urban = { attack = 0.10 defence = 0.10 } } } defense_of_gained_power = { #5 stability_factor = 0.1 party_popularity_stability_factor = 0.05 category_army = { defense = 0.1 } } } } #shock & awe or airland battle rapid_domination = { track = operations name = SUBDOCTRINE_RAPID_DOMINATION description = SUBDOCTRINE_RAPID_DOMINATION_DESC icon = GFX_doctrine_shock_and_awe_medium xp_cost = 100 xp_type = army available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 50 original_tag = USA } modifier = { factor = 0.5 is_major = no } } # EFFECTS enable_tactic = tactic_breakthrough land_reinforce_rate = 0.02 category_all_infantry = { soft_attack = 0.1 } category_line_artillery = { soft_attack = 0.1 } ai_will_do = { } rewards = { forward_observers = { #1 land_reinforce_rate = 0.02 category_recon = { recon = 1 } category_support_artillery = { soft_attack = 0.05 } category_regimental_support_artillery = { breakthrough = 0.1 } } advanced_firebases = { #2 category_support_artillery = { supply_consumption = -0.1 battalion_mult = { category = category_army default_morale = 0.1 add = yes } } category_regimental_support_artillery = { soft_attack = 0.1 } } centralized_fire_control = { #3 signal_company = { battalion_mult = { category = category_artillery soft_attack = 0.1 } } } regimental_combat_teams = { #4 category_support_battalions = { max_organisation = 10 soft_attack = 0.1 } } shock_and_awe = { #5 category_army = { soft_attack = 0.05 } category_all_infantry = { soft_attack = 0.1 hard_attack = 0.1 } army_bonus_air_superiority_factor = 0.1 } } } expeditionary_warfare = { track = operations name = SUBDOCTRINE_EXPEDITIONARY_WARFARE description = SUBDOCTRINE_EXPEDITIONARY_WARFARE_DESC icon = GFX_doctrine_expeditionary_warfare_medium xp_cost = 100 xp_type = army available = { } visible = { has_dlc = "No Compromise, No Surrender" } ai_will_do = { base = 0 } # EFFECTS send_volunteer_divisions_required = -0.5 send_volunteer_factor = 0.25 send_volunteers_tension = -0.1 ai_will_do = { } rewards = { staging_area_security = { #1 dig_in_speed_factor = 0.05 out_of_supply_factor = -0.20 category_army = { defense = 0.1 } } landing_operations = { #2 naval_invasion_prep_speed = 0.2 naval_invasion_penalty = -0.15 naval_invasion_planning_bonus_speed = 0.2 category_army = { soft_attack = 0.1 } } shore_fire_control_parties = { #3 shore_bombardment_bonus = 0.25 } breakout_emphasis = { #4 no_supply_grace = 32 } withdrawal_protocols = { #5 org_loss_when_moving = -0.2 } } } dispersed_operations = { track = operations name = SUBDOCTRINE_DISPERSED_OPERATIONS description = SUBDOCTRINE_DISPERSED_OPERATIONS_DESC icon = GFX_doctrine_dispersed_operations_medium xp_cost = 100 xp_type = army available = { } visible = { has_dlc = "Thunder at Our Gates" } ai_will_do = { base = 1 modifier = { factor = 40 original_tag = SOV } } # EFFECTS enemy_army_bonus_air_superiority_factor = -0.10 land_reinforce_rate = 0.05 rewards = { camouflage_discipline = { #1 enemy_army_bonus_air_superiority_factor = -0.15 logistics_company = { battalion_mult = { category = category_all_infantry entrenchment = 0.1 add = yes } } } hardened_logistics = { #2 logistics_company = { max_organisation = 5 } no_supply_grace = 24 } local_air_defense = { #3 anti_air_battery = { air_attack = 0.20 } anti_air = { air_attack = 0.20 } category_self_propelled_anti_air_regimental_support = { air_attack = 0.20 } } scattered_formations = { #4 cas_damage_reduction = 0.05 } independent_operations = { #5 category_all_infantry = { initiative = 0.01 breakthrough = 0.1 max_organisation = 5 } category_all_armor = { initiative = 0.01 breakthrough = 0.1 max_organisation = 2 } out_of_supply_factor = -0.15 } } }