carrier_battlegroups = { track = carriers name = SUBDOCTRINE_CARRIER_BATTLEGROUPS description = SUBDOCTRINE_CARRIER_BATTLEGROUPS_DESC icon = GFX_doctrine_carrier_battlegroups_medium xp_cost = 100 xp_type = navy ai_will_do = { base = 1 modifier = { factor = 50 original_tag = USA } } available = { always = yes } ai_will_do = { } # EFFECTS port_strike = 0.20 rewards = { long_distance_logistics = { navy_max_range_factor = 0.1 } long_range_target_acquisition = { navy_carrier_air_targetting_factor = 0.1 } personnel_management = { carrier = { max_organisation = 60 } } dedicated_record_keeping = { carrier = { carrier_surface_detection = 0.20 } } floating_fortresses = { carrier = { anti_air_attack = 0.35 } } } } floating_airfields = { track = carriers name = SUBDOCTRINE_CARRIER_AIRFIELDS description = SUBDOCTRINE_CARRIER_AIRFIELDS_DESC icon = GFX_doctrine_floating_airfield_medium xp_cost = 100 xp_type = navy available = { always = yes } ai_will_do = { base = 1 modifier = { factor = 25 OR = { original_tag = ENG original_tag = FRA } } modifier = { factor = 2 is_major = yes } modifier = { factor = 0 is_major = no } } # EFFECTS sortie_efficiency = 0.10 rewards = { traffic_control_systems = { carrier_capacity_penalty_reduction = -0.20 } floating_city = { carrier = { max_organisation = 40 } } veteran_pilots = { navy_carrier_air_attack_factor = 0.15 } night_fighting_expertise = { air_carrier_night_penalty_reduction_factor = 0.15 } rough_weather_procedures = { equipment_bonus = { carrier = { naval_weather_penalty_factor = -0.25 } } } } } escort_carrier_support = { track = carriers name = SUBDOCTRINE_ESCORT_CARRIER_SUPPORT description = SUBDOCTRINE_ESCORT_CARRIER_SUPPORT_DESC icon = GFX_doctrine_escort_carriers_medium xp_cost = 100 xp_type = navy available = { is_special_project_completed = sp:sp_naval_escort_carrier } visible = { has_dlc = "No Compromise, No Surrender" } convoy_escort_efficiency = 0.5 rewards = { evasive_convoy_maneuvers = { convoy_retreat_speed = 0.5 } anti_submarine_escorts = { carrier = { sub_detection = 0.2 } } civilian_hull_shapes = { equipment_bonus = { ship_hull_escort_carrier = { surface_visibility = -0.2 instant = yes } } } integrated_convoy_escorts = { equipment_bonus = { ship_hull_escort_carrier = { sub_detection = 0.15 instant = yes } convoy = { naval_speed = 0.25 instant = yes } } carrier = { max_organisation = 20 } } convoy_carrier_support_groups = { equipment_bonus = { ship_hull_escort_carrier = { build_cost_ic = -0.1 instant = yes } } repair_ship = { reliability = 0.2 } support_ship = { reliability = 0.2 } } } } broad_naval_support = { track = carriers name = SUBDOCTRINE_BROAD_NAVAL_SUPPORT description = SUBDOCTRINE_BROAD_NAVAL_SUPPORT_DESC icon = GFX_doctrine_carrier_task_forces_medium xp_cost = 100 xp_type = navy available = { OR = { is_special_project_completed = sp:sp_naval_escort_carrier is_special_project_completed = sp:sp_naval_support_ships } } visible = { has_dlc = "No Compromise, No Surrender" } critical_receive_chance = -0.1 rewards = { carrier_maneuvering = { carrier = { naval_speed = 0.1 } } task_force_concentration = { ships_at_battle_start = 0.1 } organized_support_protocols = { naval_repair_support_value_factor = 0.25 naval_general_support_value_factor = 0.25 } escorts_in_battle = { equipment_bonus = { ship_hull_escort_carrier = { lg_attack = 0.15 anti_air_attack = 0.1 lg_armor_piercing = 0.15 instant = yes } } } support_rotation = { naval_repair_support_factor = 0.25 naval_general_support_factor = 0.25 repair_ship = { max_organisation = 20 } support_ship = { max_organisation = 20 } } } } massed_carrier_fleet = { track = carriers name = SUBDOCTRINE_MASSED_CARRIER_FLEET description = SUBDOCTRINE_MASSED_CARRIER_FLEET_DESC icon = GFX_doctrine_carrier_primacy_medium xp_cost = 100 xp_type = navy ai_will_do = { base = 1 modifier = { factor = 50 original_tag = JAP } } available = { always = yes } naval_morale_factor = 0.05 rewards = { deep_operative_support = { carrier = { reliability = 0.05 naval_range = 0.2 } } carrier_independence = { screening_without_screens = 0.3 } crew_shifts = { sortie_efficiency = 0.3 carrier_sortie_hours_delay = -2 } efficient_rearming = { carrier = { supply_consumption = -0.2 fuel_consumption = -0.1 } } unceasing_airpower = { carrier_traffic = 0.3 carrier_night_traffic = 0.3 carrier = { anti_air_attack = 0.2 } } } } light_task_forces = { track = carriers name = SUBDOCTRINE_LIGHT_TASK_FORCES description = SUBDOCTRINE_LIGHT_TASK_FORCES_DESC icon = GFX_doctrine_subsidiary_carrier_role_medium xp_cost = 100 xp_type = navy ai_will_do = { base = 1 modifier = { factor = 25 original_tag = GER } modifier = { factor = 25 original_tag = ITA } modifier = { factor = 25 original_tag = SOV } } mastery = { multiplier = 2 sub_units = { carrier destroyer } } available = { always = yes } visible = { has_dlc = "No Compromise, No Surrender" } naval_retreat_speed_after_initial_combat = 0.2 rewards = { direct_fire_avoidance = { carrier = { naval_speed = 0.1 surface_visibility = -0.1 } } surface_fleets = { carrier = { surface_visibility = -0.10 } destroyer = { surface_visibility = -0.05 } } screen_raiders = { destroyer = { lg_attack = 0.2 lg_armor_piercing = 0.2 max_organisation = 20 } } evasive_engagements_focus = { carrier = { max_organisation = 30 } destroyer = { naval_speed = 0.2 surface_detection = 0.2 } } localized_sea_power = { strike_force_movement_org_loss = -0.3 naval_enemy_fleet_size_ratio_penalty_factor = 0.2 } } }