line_of_battle = { track = capital_ships name = SUBDOCTRINE_LINE_OF_BATTLE description = SUBDOCTRINE_LINE_OF_BATTLE_DESC icon = GFX_doctrine_grand_battlefleet_medium xp_cost = 100 xp_type = navy available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 75 OR = { original_tag = ENG original_tag = USA original_tag = JAP original_tag = ITA original_tag = SOV } } } # EFFECTS navy_fuel_consumption_factor = -0.05 naval_has_potf_in_combat_attack = 0.10 rewards = { flagships={ battleship= { max_organisation = 5 } heavy_cruiser = { max_organisation = 5 } } ordnance_handling_training = { battleship = { hg_attack = 0.05 lg_attack = 0.05 hg_armor_piercing = 0.05 } heavy_cruiser = { hg_attack = 0.05 } } blue_water_logistics = { #TODO see if these make sense battleship = { supply_consumption = -0.1 } battle_cruiser = { supply_consumption = -0.1 } } bulkhead_drills = { battleship = { naval_torpedo_damage_reduction_factor = 0.1 } heavy_cruiser = { naval_torpedo_damage_reduction_factor = 0.1 } } modernized_line_of_battle={ battleship = { max_organisation = 10 } heavy_cruiser = { max_organisation = 5 } battle_cruiser= { max_organisation = 5 } } } } battlecruiser_supremacy = { track = capital_ships name = SUBDOCTRINE_BATTLECRUISER_SUPREMACY description = SUBDOCTRINE_BATTLECRUISER_SUPREMACY_DESC icon = GFX_doctrine_battlecruiser_supremacy_medium xp_cost = 100 xp_type = navy available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 75 original_tag = FRA } } # EFFECTS naval_supply_consumption_factor = -0.05 naval_critical_score_chance_factor = 0.03 rewards = { ship_of_the_line={ battle_cruiser= { max_organisation = 10 } heavy_cruiser = { max_organisation = 10 } } coordinated_strike_protocol = { battle_cruiser = { hg_attack = 0.10 lg_attack = 0.05 } battleship = { lg_attack = 0.05 } } open_water_patrolling = { battle_cruiser = { surface_detection = 0.05 } heavy_cruiser = { surface_detection = 0.10 } } planning_at_speed = { battleship = { naval_speed = 0.1 } battle_cruiser = { naval_speed = 0.05 } heavy_cruiser = { naval_speed = 0.05 } } capital_drills={ battleship = { max_organisation = 5 } battle_cruiser= { max_organisation = 10 } heavy_cruiser = { max_organisation = 5 } } } } armored_raiders = { track = capital_ships name = SUBDOCTRINE_ARMORED_RAIDERS description = SUBDOCTRINE_ARMORED_RAIDERS_DESC icon = GFX_doctrine_capital_ship_raiders_medium xp_cost = 100 xp_type = navy available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 50 original_tag = GER } } # EFFECTS naval_supply_consumption_factor = -0.10 screening_without_screens = 0.10 rewards = { expert_reconnaissance={ battle_cruiser= { surface_detection = 0.1 } battleship = { surface_detection = 0.1 } } speed_trials = { equipment_bonus = { capital_ship = { naval_range = 0.10 instant = yes } } } modernized_officer_education = { battle_cruiser= { max_organisation = 5 } battleship = { max_organisation = 5 } } capital_raiders = { battleship = { max_organisation = 5 convoy_raiding_coordination = 0.25 surface_detection = 0.10 } battle_cruiser = { max_organisation = 5 convoy_raiding_coordination = 0.15 surface_detection = 0.15 } heavy_cruiser = { max_organisation = 5 } } crisis_management={ modifier = { navy_casualty_on_hit = -0.40 navy_casualty_on_sink = -0.20 } } } } coastal_defence_fleet = { track = capital_ships name = SUBDOCTRINE_COASTAL_DEFENCE description = SUBDOCTRINE_COASTAL_DEFENCE_DESC icon = GFX_doctrine_floating_fortress_medium xp_cost = 100 xp_type = navy visible = { has_dlc = "No Compromise, No Surrender" } ai_will_do = { } # EFFECTS effect = { IF = { limit = { NOT = { has_tech = coastal_defense_ships } } set_technology = { coastal_defense_ships = 1 } } } naval_supply_consumption_factor = -0.15 navy_max_range_factor = -0.10 rewards = { aging_navy={ modifier = { refit_speed = 0.15 } } casemate_upgrades = { equipment_bonus = { ship_hull_cruiser_coastal_defense_ship = { anti_air_attack = 0.15 lg_attack = 0.05 instant = yes } } } escort_duties= { heavy_cruiser= { sub_detection = 0.15 } light_cruiser= { sub_detection = 0.10 } } hail_of_fire = { modifier = { naval_light_gun_hit_chance_factor = 0.05 } } spare_part_logistics={ modifier = { refit_ic_cost = -0.15 } } } } naval_gunfire_support = { track = capital_ships name = SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT description = SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT_DESC icon = GFX_doctrine_naval_gunfire_support_medium xp_cost = 100 xp_type = navy available = { always = yes } visible = { has_dlc = "No Compromise, No Surrender" } ai_will_do = { } shore_bombardment_bonus = 0.25 navy_fuel_consumption_factor = -0.10 rewards = { landing_lane_clearance = { modifier = { naval_mine_hit_chance = -0.10 mines_sweeping_by_fleets_factor = 0.10 } } inshore_aa_screen = { heavy_cruiser = { anti_air_attack = 0.15 } battleship = { anti_air_attack = 0.15 } battle_cruiser = { anti_air_attack = 0.15 } } joint_operations= { naval_invasion_planning_bonus_speed = 0.20 naval_repair_support_value_factor = 0.10 naval_general_support_value_factor = 0.10 } floating_base={ modifier = { navy_casualty_on_hit = -0.20 navy_casualty_on_sink = -0.10 floating_harbor_supply = 0.25 } } green_water_operations={ battleship = { surface_visibility = -0.10 } battle_cruiser = { surface_visibility = -0.10 } heavy_cruiser = { surface_visibility = -0.10 } naval_coordination = 0.1 refit_speed = 0.2 } } } battleship_antiair_screen = { track = capital_ships name = SUBDOCTRINE_BATTLESHIP_ANTIAIR_SCREEN description = SUBDOCTRINE_BATTLESHIP_ANTIAIR_SCREEN_DESC icon = GFX_doctrine_battleship_antiair_screen_medium xp_cost = 100 xp_type = navy available = { always = yes } visible = { has_dlc = "No Compromise, No Surrender" } navy_anti_air_attack_factor = 0.1 rewards = { all_seas_anti_aircraft = { battleship = { anti_air_attack = 0.1 } battle_cruiser = { anti_air_attack = 0.1 } } efficient_navigation = { battleship = { fuel_consumption = -0.1 } } broad_air_cover = { battleship = { max_organisation = 15 surface_detection = 0.05 } battle_cruiser = { max_organisation = 15 surface_detection = 0.05 } } inaccessible_skies = { battleship = { anti_air_attack = 0.15 lg_attack = 0.05 } battle_cruiser = { anti_air_attack = 0.15 lg_attack = 0.05 } } capital_screens = { equipment_bonus = { ship_hull_heavy = { armor_value = 0.15 max_strength = 0.05 lg_attack = 0.05 instant = yes } } } } }