combined_arms = { folder = land name = GRAND_DOCTRINE_COMBINED_ARMS description = GRAND_DOCTRINE_COMBINED_ARMS_DESC icon = GFX_doctrine_combined_arms available = { always = yes } xp_cost = 100 xp_type = army ai_will_do = { base = 5 modifier = { factor = 1.5 is_major_power = yes } modifier = { factor = 1.5 is_minor_power = yes num_of_military_factories > 15 } modifier = { factor = 0.6 OR = { has_government = democratic has_government = communism } is_major_power = yes } modifier = { factor = 0.4 has_expansionist_government = yes is_major_power = yes } modifier = { factor = 0.3 is_non_power = yes } } tracks = { structure_doctrine operational_theory operational_theory training leadership technology } # EFFECTS army_strength_factor = 0.05 army_org_factor = 0.05 milestones = { { initiative_factor = 0.05 coordination_bonus = 0.05 } { planning_speed = 0.1 max_planning_factor = 0.05 } { cas_damage_reduction = 0.05 air_superiority_bonus_in_combat = 0.05 } { army_speed_factor = 0.05 army_defence_factor = 0.05 army_attack_factor = 0.05 } { army_org_regain = 0.05 breakthrough_factor = 0.05 } { org_loss_when_moving = -0.10 recon_factor = 0.1 } } } shock_and_awe = { folder = land name = GRAND_DOCTRINE_SHOCK_AND_AWE description = GRAND_DOCTRINE_SHOCK_AND_AWE_DESC icon = GFX_doctrine_shock_and_awe available = { always = yes } xp_cost = 100 xp_type = army ai_will_do = { base = 1 modifier = { factor = 0 NOT = { is_major_power = yes } } modifier = { factor = 0 NOT = { num_of_military_factories > 30 } } modifier = { add = 10 has_expansionist_government = yes is_major_power = yes num_of_military_factories > 35 } modifier = { add = 8 has_war = yes is_major_power = yes num_of_military_factories > 30 } modifier = { add = 6 is_faction_leader = yes has_government = democratic } modifier = { add = 8 has_government = democratic is_in_faction_with = USA num_of_military_factories > 35 } modifier = { add = 6 has_government = fascism is_major_power = yes } modifier = { factor = 0 has_government = communism } modifier = { factor = 0.3 NOT = { has_expansionist_government = yes } NOT = { has_war = yes } } } tracks = { structure_doctrine operational_theory dedicated_doctrine training leadership technology } # EFFECTS org_loss_when_moving = -0.15 army_speed_factor = 0.1 milestones = { { fortification_collateral_chance = 0.35 fortification_damage = 0.25 } { army_attack_factor = 0.05 army_attack_speed_factor = 0.1 } { air_superiority_bonus_in_combat = 0.05 coordination_bonus = 0.1 } { max_planning_factor = 0.05 initiative_factor = 0.1 } { planning_speed = 0.1 recon_factor = 0.1 } { breakthrough_factor = 0.05 army_morale_factor = 0.1 army_org_factor = 0.05 } } } defence_in_depth = { folder = land name = GRAND_DOCTRINE_DEFENCE_IN_DEPTH description = GRAND_DOCTRINE_DEFENCE_IN_DEPTH_DESC icon = GFX_doctrine_defence_in_depth available = { always = yes } xp_cost = 100 xp_type = army ai_will_do = { base = 1 modifier = { factor = 0 NOT = { is_major_power = yes } } modifier = { add = 15 has_government = communism is_major_power = yes } modifier = { add = 8 has_government = neutrality is_major_power = yes num_of_military_factories > 35 } modifier = { factor = 0.3 has_expansionist_government = yes is_in_faction_with = USA } modifier = { factor = 0.5 has_war = yes is_faction_leader = yes } modifier = { factor = 0 has_government = democratic is_in_faction_with = USA } modifier = { factor = 0.5 has_government = fascism } } tracks = { structure_doctrine operational_theory dedicated_doctrine training leadership technology } # EFFECTS land_bunker_effectiveness_factor = 0.05 production_speed_bunker_factor = 0.15 state_production_speed_coastal_bunker_factor = 0.15 milestones = { { #1 max_dig_in_factor = 0.15 dig_in_speed_factor = 0.15 } { #2 army_org_regain = 0.05 cas_damage_reduction = 0.1 } { #3 army_morale_factor = 0.1 army_core_defence_factor = 0.1 } { #4 army_defence_factor = 0.1 coordination_bonus = 0.05 } { category_front_line = { soft_attack = 0.1 hard_attack = 0.1 defense = 0.05 } } { recon_factor_while_entrenched = 0.15 org_loss_at_low_org_factor = -0.25 land_bunker_effectiveness_factor = 0.05 } } } mission_command = { folder = land name = GRAND_DOCTRINE_MISSION_COMMAND description = GRAND_DOCTRINE_MISSION_COMMAND_DESC icon = GFX_doctrine_mission_command available = { always = yes } xp_cost = 100 xp_type = army ai_will_do = { base = 1 modifier = { factor = 0 NOT = { is_major_power = yes } } modifier = { factor = 0 NOT = { num_of_military_factories > 30 } } modifier = { add = 15 has_government = democratic is_in_faction_with = USA } modifier = { add = 10 has_government = democratic num_of_military_factories > 45 } modifier = { add = 5 has_government = democratic num_of_military_factories > 25 } modifier = { add = 5 is_faction_leader = yes has_government = democratic } modifier = { add = 5 has_war = yes has_government = democratic is_major_power = yes } modifier = { factor = 0 has_government = communism } modifier = { factor = 0.5 has_government = fascism } } tracks = { structure_doctrine operational_theory training leadership leadership technology } # EFFECTS army_leader_start_level = 1 effect = { every_character = { limit = { is_army_leader = yes } add_unit_leader_trait = advanced_officer_training } } milestones = { { #1 grant_medal_cost_factor = -0.25 army_leader_start_level = 1 } { #2 army_leader_start_attack_level = 1 army_leader_start_defense_level = 1 } { #3 army_leader_start_planning_level = 1 army_leader_start_logistics_level = 1 } { #4 coordination_bonus = 0.1 army_org_regain = 0.05 } { experience_gain_army_unit_factor = 0.2 experience_loss_factor = -0.25 army_leader_start_level = 1 } { effect = { every_character = { limit = { is_army_leader = yes } add_unit_leader_trait = highly_trained_leaders } set_country_flag = completed_mission_command } } } } battlefield_support = { folder = land name = GRAND_DOCTRINE_BATTLEFIELD_SUPPORT description = GRAND_DOCTRINE_MISSION_COMMAND_DESC icon = GFX_doctrine_battlefield_support available = { always = yes } xp_cost = 100 xp_type = army ai_will_do = { base = 1 modifier = { factor = 0 NOT = { is_major_power = yes } } modifier = { add = 10 is_in_faction_with = USA NOT = { num_of_military_factories > 45 } } modifier = { add = 5 has_government = democratic num_of_military_factories > 20 NOT = { num_of_military_factories > 40 } } modifier = { factor = 0.5 has_expansionist_government = yes } modifier = { factor = 0 has_government = communism } } tracks = { structure_doctrine dedicated_doctrine dedicated_doctrine training leadership technology } # EFFECTS army_fuel_capacity_factor = 0.1 army_fuel_consumption_factor = -0.05 milestones = { { #1 no_supply_grace = 90 unit_upkeep_attrition_factor = -0.1 } { #2 truck_attrition_factor = -0.25 supply_consumption_factor = 0.1 } { #3 supply_combat_penalties_on_core_factor = -0.15 out_of_supply_factor = -0.05 } { #4 heat_attrition_factor = -0.10 winter_attrition_factor = -0.10 } { pocket_penalty = -0.15 land_reinforce_rate = 0.05 } { combat_service_support_company = { recovery = 0.1 equipment_capture_factor = 0.1 } helicopter_combat_service_support = { recovery = 0.1 equipment_capture_factor = 0.1 } } } } guerrilla_warfare = { folder = land name = GRAND_DOCTRINE_GUERRILLA_WARFARE description = GRAND_DOCTRINE_GUERRILLA_WARFARE_DESC icon = GFX_doctrine_guerrilla_warfare available = { always = yes } xp_cost = 100 xp_type = army ai_will_do = { base = 1 modifier = { add = 15 OR = { original_tag = HEZ original_tag = ISI original_tag = TAL original_tag = TTP original_tag = AQY original_tag = NUS original_tag = WAA original_tag = SHN original_tag = NHN original_tag = KAC original_tag = KAR original_tag = IEK # Zombie original_tag = ZOM } } modifier = { factor = 0 NOT = { OR = { original_tag = HEZ original_tag = ISI original_tag = TAL original_tag = TTP original_tag = AQY original_tag = NUS original_tag = WAA original_tag = SHN original_tag = NHN original_tag = KAC original_tag = KAR original_tag = IEK # Zombie original_tag = ZOM } } } } tracks = { structure_doctrine dedicated_doctrine operational_theory operational_theory leadership technology } # EFFECTS unit_Militia_Bat_design_cost_factor = -0.5 unit_Mot_Militia_Bat_design_cost_factor = -0.5 unit_Mech_Militia_Bat_design_cost_factor = -0.5 enable_tactic = tactic_recon_insurgency_attack enable_tactic = tactic_recon_insurgency_defender enable_tactic = tactic_insurgency_attacker enable_tactic = tactic_insurgency_defender milestones = { { #1 minimum_training_level = -0.5 recon_factor_while_entrenched = 0.05 enable_tactic = tactic_insurgent_raid enable_tactic = tactic_insurgent_convoy_ambush } { #2 enable_tactic = tactic_insurgent_ied_strike enable_tactic = tactic_insurgent_vbied category_militia = { hard_attack = 0.1 soft_attack = 0.1 ap_attack = 0.2 } } { #3 fortification_collateral_chance = 0.05 initiative_factor = 0.1 enable_tactic = tactic_insurgent_terror_strike } { #4 enable_tactic = tactic_insurgent_base_attack equipment_capture_factor = 0.2 supply_consumption_factor = -0.15 } { enable_tactic = tactic_insurgent_tunnel_strike enable_tactic = tactic_insurgent_tunnel_hiding dig_in_speed_factor = 0.2 effect = { every_character = { limit = { is_army_leader = yes } add_unit_leader_trait = dont_lose_dig_in } set_country_flag = dont_lose_dig_in } } { enable_tactic = tactic_insurgent_sniper_ops enable_tactic = tactic_insurgent_urban_hideouts land_reinforce_rate = 0.1 unit_upkeep_attrition_factor = 0.10 } } }