mountaineers_1 = { track = { special_forces_first special_forces_second } name = SUBDOCTRINE_MOUNTAINEERS_1 description = SUBDOCTRINE_MOUNTAINEERS_1_DESC icon = GFX_ski_troops_medium xp_cost = 60 xp_type = army xor = { mountaineers_2 } mastery = { multiplier = 6 categories = { category_mountaineers } } available = { has_tech = tech_mountaineers } visible = { has_dlc = "Arms Against Tyranny" } ai_will_do = { base = 1 modifier = { factor = 25 OR = { original_tag = SWE original_tag = FIN original_tag = NOR } } } # EFFECTS effect = { unlock_subunit = rangers_support } mountaineers_special_forces_contribution_factor = -0.25 rangers_support = { acclimatization_cold_climate_gain_factor = 0.25 snow = { attack = 0.15 defence = 0.15 movement = 0.15 } } rewards = { reward_1 = { mastery = 60 special_forces_out_of_supply_factor = -0.1 acclimatization_cold_climate_gain_factor = 0.1 category_special_forces = { max_organisation = 5 soft_attack = 0.05 } } reward_2 = { mastery = 60 special_forces_training_time_factor = -0.1 mountaineers_special_forces_contribution_factor = -0.25 } reward_3 = { mastery = 60 category_mountaineers = { defense = 0.10 } mountaineers = { combat_width = -0.2 } } reward_4 = { mastery = 60 category_mountaineers = { max_organisation = 10 } } reward_5 = { mastery = 60 category_mountaineers = { soft_attack = 0.1 } } } } mountaineers_2 = { track = { special_forces_first special_forces_second } name = SUBDOCTRINE_MOUNTAINEERS_2 description = SUBDOCTRINE_MOUNTAINEERS_2_DESC icon = GFX_special_forces_mountaineers_medium xp_cost = 60 xp_type = army xor = { mountaineers_1 } mastery = { multiplier = 6 categories = { category_mountaineers } } available = { has_tech = tech_mountaineers } visible = { has_dlc = "Arms Against Tyranny" } ai_will_do = { base = 1 modifier = { factor = 25 OR = { original_tag = GER original_tag = SOV original_tag = POL original_tag = ITA original_tag = BEL } } } # EFFECTS effect = { unlock_subunit = rangers_support } mountaineers_special_forces_contribution_factor = -0.25 rangers_support = { mountain = { attack = 0.10 defence = 0.10 movement = 0.10 } } rewards = { reward_1 = { mastery = 60 acclimatization_hot_climate_gain_factor = 0.10 acclimatization_cold_climate_gain_factor = 0.10 mountaineers = { forest = { movement = 0.05 } hills = { movement = 0.05 } mountain = { movement = 0.05 } desert = { movement = 0.05 } } } reward_2 = { mastery = 60 category_mountaineers = { initiative = 0.01 } unit_mountaineers_design_cost_factor = -0.50 unit_rangers_support_design_cost_factor = -0.50 } reward_3 = { mastery = 60 artillery = { battalion_mult = { category = category_mountaineers breakthrough = 0.15 } } rangers_support = { battalion_mult = { category = category_line_artillery soft_attack = 0.20 } } } reward_4 = { mastery = 60 mountaineers_special_forces_contribution_factor = -0.25 category_mountaineers = { supply_consumption = -0.02 max_organisation = 10 } } reward_5 = { mastery = 60 special_forces_attack_factor = 0.1 } } } marines_1 = { track = { special_forces_first special_forces_second } name = SUBDOCTRINE_MARINES_1 description = SUBDOCTRINE_MARINES_1_DESC icon = GFX_marines_commandoes_medium xp_cost = 60 xp_type = navy xor = { marines_2 } mastery = { multiplier = 6 categories = { category_marines_and_amphibious } } available = { has_tech = marines } visible = { has_dlc = "Arms Against Tyranny" } ai_will_do = { base = 1 modifier = { factor = 25 OR = { original_tag = ENG original_tag = CAN original_tag = AST original_tag = NZL original_tag = SAF } } } # EFFECTS effect = { unlock_subunit = pioneer_support } marines_special_forces_contribution_factor = -0.25 pioneer_support = { jungle = { attack = 0.10 defence = 0.10 movement = 0.10 } } rewards = { reward_1 = { mastery = 60 effect = { unlock_subunit = marine_commando custom_effect_tooltip = SF_MARINES_exfiltration_effect_tt } } reward_2 = { mastery = 60 unit_marine_design_cost_factor = -0.50 marine = { max_organisation = 5 } } reward_3 = { mastery = 60 marine_commando = { breakthrough = 0.15 } effect = { custom_effect_tooltip = SF_marine_demoliton_effect_TT } } reward_4 = { mastery = 60 naval_invasion_plan_cap = 2 marines_special_forces_contribution_factor = -0.25 } reward_5 = { mastery = 60 effect = { add_ideas = GEN_cheaper_amphib } amphibious_mechanized = { soft_attack = 0.1 breakthrough = 0.1 max_organisation = 5 } pioneer_support = { battalion_mult = { category = category_amphibious_tanks armor = 0.15 breakthrough = 0.15 } } } } } marines_2 = { track = { special_forces_first special_forces_second } name = SUBDOCTRINE_MARINES_2 description = SUBDOCTRINE_MARINES_2_DESC icon = GFX_marines_expeditionary_medium xp_cost = 60 xp_type = navy xor = { marines_1 } mastery = { multiplier = 6 categories = { category_marines_and_amphibious } } available = { has_tech = marines } visible = { has_dlc = "Arms Against Tyranny" } ai_will_do = { base = 1 modifier = { factor = 25 OR = { original_tag = JAP original_tag = USA } } } # EFFECTS effect = { unlock_subunit = pioneer_support } marines_special_forces_contribution_factor = -0.25 pioneer_support = { amphibious = { attack = 0.15 defence = 0.15 movement = 0.15 } } # # rewards = { reward_1 = { mastery = 60 naval_invasion_prep_days = -5 naval_invasion_division_cap = 2 naval_invasion_plan_cap = 1 marines_special_forces_contribution_factor = -0.25 } reward_2 = { mastery = 60 pioneer_support = { battalion_mult = { category = category_line_artillery max_organisation = 2 add = yes } } artillery = { battalion_mult = { category = category_marines defense = 0.05 } } anti_air = { battalion_mult = { category = category_marines defense = 0.05 } } anti_tank = { battalion_mult = { category = category_marines defense = 0.05 } } } reward_3 = { mastery = 60 marine = { max_organisation = 5 soft_attack = 0.05 } extra_marine_supply_grace = 36 } reward_4 = { mastery = 60 naval_invasion_planning_bonus_speed = 0.2 shore_bombardment_bonus = 0.15 army_bonus_air_superiority_factor = 0.10 } reward_5 = { mastery = 60 special_forces_attack_factor = 0.10 } } } paratroopers_1 = { track = { special_forces_first special_forces_second } name = SUBDOCTRINE_PARATROOPERS_1 description = SUBDOCTRINE_PARATROOPERS_1_DESC icon = GFX_paras_dispersed_drop_medium xp_cost = 60 xp_type = air xor = { paratroopers_2 } mastery = { multiplier = 6 categories = { category_paratroopers } } available = { has_tech = paratroopers } visible = { has_dlc = "Arms Against Tyranny" } ai_will_do = { base = 1 modifier = { factor = 15 OR = { original_tag = SOV original_tag = JAP original_tag = ITA } } } # EFFECTS effect = { unlock_subunit = airborne_light_armor } paratroopers_special_forces_contribution_factor = -0.25 signal_company = { battalion_mult = { category = category_paratroopers defense = 0.15 } } extra_paratrooper_supply_grace = 48 rewards = { reward_1 = { mastery = 60 transport_plane = { air_defence = 0.20 } effect = { # Display only — real effect fires in on_units_paradropped_in_state (00_on_actions.txt), gated on has_mastery_level of paratroopers_1 custom_effect_tooltip = SF_PARAS_sabotage_effect_tt } } reward_2 = { mastery = 60 category_paratroopers = { supply_consumption = -0.02 } acclimatization_hot_climate_gain_factor = 0.10 acclimatization_cold_climate_gain_factor = 0.10 } reward_3 = { mastery = 60 category_special_forces = { max_organisation = 10 soft_attack = 0.05 } } reward_4 = { mastery = 60 category_paratroopers = { default_morale = 0.15 } signal_company = { battalion_mult = { category = category_paratroopers max_strength = 0.1 } } } reward_5 = { mastery = 60 paratroopers_special_forces_contribution_factor = -0.25 category_paratroopers = { soft_attack = 0.15 breakthrough = 0.15 } } } } paratroopers_2 = { track = { special_forces_first special_forces_second } name = SUBDOCTRINE_PARATROOPERS_2 description = SUBDOCTRINE_PARATROOPERS_2_DESC icon = GFX_paras_combat_drop_medium xp_cost = 60 xp_type = air xor = { paratroopers_1 } mastery = { multiplier = 6 categories = { category_paratroopers } } available = { has_tech = paratroopers } visible = { has_dlc = "Arms Against Tyranny" } ai_will_do = { base = 1 modifier = { factor = 15 OR = { original_tag = GER original_tag = ENG original_tag = POL original_tag = USA } } } # EFFECTS effect = { unlock_subunit = airborne_light_armor } paratroopers_special_forces_contribution_factor = -0.25 field_hospital = { battalion_mult = { category = category_paratroopers default_morale = 0.15 } } paradrop_organization_factor = 0.5 rewards = { reward_1 = { mastery = 60 paratroopers_special_forces_contribution_factor = -0.25 effect = { # Display only — real effect fires in on_units_paradropped_in_state (00_on_actions.txt), gated on has_mastery_level of paratroopers_2 custom_effect_tooltip = SF_PARAS_combat_effect_tt } } reward_2 = { mastery = 60 special_forces_training_time_factor = -0.1 } reward_3 = { mastery = 60 field_hospital = { battalion_mult = { category = category_paratroopers max_organisation = 5 add = yes } } } reward_4 = { mastery = 60 paratrooper_weight_factor = -0.5 paratrooper_aa_defense = 0.1 } reward_5 = { mastery = 60 special_forces_attack_factor = 0.10 } } } rangers_1 = { track = { special_forces_first special_forces_second } name = SUBDOCTRINE_RANGERS_1 description = SUBDOCTRINE_RANGERS_1_DESC icon = GFX_rangers_jaegers_training_medium xp_cost = 60 xp_type = army xor = { rangers_2 } mastery = { multiplier = 6 categories = { category_rangers } } available = { has_tech = rangers_tech } visible = { has_dlc = "No Compromise, No Surrender" } ai_will_do = { base = 1 modifier = { factor = 25 OR = { original_tag = FIN original_tag = SWE original_tag = NOR original_tag = BEL } } } # EFFECTS effect = { unlock_subunit = rangers_support } rangers_special_forces_contribution_factor = -0.25 ranger_battalion = { acclimatization_cold_climate_gain_factor = 0.25 forest = { attack = 0.1 defence = 0.1 movement = 0.05 } } rewards = { reward_1 = { mastery = 60 category_rangers = { defense = 0.1 initiative = 0.01 maximum_speed = 0.1 } } reward_2 = { mastery = 60 category_special_forces = { soft_attack = 0.05 max_organisation = 5 } rangers_special_forces_contribution_factor = -0.25 } reward_3 = { mastery = 60 artillery = { battalion_mult = { category = category_rangers defense = 0.05 breakthrough = 0.05 } } rangers_support = { battalion_mult = { category = category_line_artillery defense = 0.15 breakthrough = 0.15 } } } reward_4 = { mastery = 60 category_rangers = { default_morale = 0.1 supply_consumption = -0.02 } ranger_battalion = { urban = { attack = 0.1 defence = 0.1 movement = 0.05 } } } reward_5 = { mastery = 60 ranger_battalion = { max_organisation = 10 soft_attack = 0.1 breakthrough = 0.1 } } } } rangers_2 = { track = { special_forces_first special_forces_second } name = SUBDOCTRINE_RANGERS_2 description = SUBDOCTRINE_RANGERS_2_DESC icon = GFX_rangers_jungle_training_medium xp_cost = 60 xp_type = army xor = { rangers_1 } mastery = { multiplier = 6 categories = { category_rangers } } available = { has_tech = rangers_tech } visible = { has_dlc = "No Compromise, No Surrender" } ai_will_do = { base = 1 modifier = { factor = 25 OR = { original_tag = SIA original_tag = RAJ original_tag = BRM } } } # EFFECTS effect = { unlock_subunit = rangers_support } rangers_special_forces_contribution_factor = -0.25 ranger_battalion = { acclimatization_hot_climate_gain_factor = 0.25 jungle = { attack = 0.1 defence = 0.1 movement = 0.05 } } rewards = { reward_1 = { mastery = 60 rangers_support = { jungle = { attack = 0.05 defence = 0.05 movement = 0.05 } forest = { attack = 0.05 defence = 0.05 movement = 0.05 } } } reward_2 = { mastery = 60 category_rangers = { soft_attack = 0.1 defense = 0.1 max_organisation = 5 } } reward_3 = { mastery = 60 ranger_battalion = { supply_consumption = -0.03 } special_forces_no_supply_grace = 36 } reward_4 = { mastery = 60 special_forces_training_time_factor = -0.1 rangers_special_forces_contribution_factor = -0.25 } reward_5 = { mastery = 60 special_forces_attack_factor = 0.1 } } }