mixed_equipment = { folder = equipment name = GRAND_DOCTRINE_EQUIPMENT_MIXED description = GRAND_DOCTRINE_EQUIPMENT_MIXED_DESC icon = GFX_doctrine_mixed_equipment available = { always = yes } xp_cost = 100 xp_type = army ai_will_do = { base = 4 modifier = { factor = 1.5 is_minor_power = yes num_of_military_factories > 15 } modifier = { factor = 1.5 is_major_power = yes NOT = { num_of_military_factories > 40 } } modifier = { factor = 0.5 num_of_military_factories > 50 } modifier = { factor = 0.3 is_non_power = yes } modifier = { factor = 0.7 has_expansionist_government = yes is_major_power = yes } } tracks = { infantry_weapons_type motorized_equipment mechanized_equipment tank_equipment arty_equipment airmobile_equipment } # EFFECTS army_attack_factor = 0.05 army_defence_factor = 0.05 army_strength_factor = 0.1 milestones = { { category_all_infantry = { soft_attack = 0.1 hard_attack = 0.1 entrenchment = 0.2 } } { category_mot_inf = { defense = 0.2 soft_attack = 0.1 } } { category_apc = { soft_attack = 0.1 armor_value = 0.1 } category_IFV = { soft_attack = 0.1 armor_value = 0.1 } } { category_tanks = { soft_attack = 0.1 armor_value = 0.1 ap_attack = 0.1 } } { category_artillery = { soft_attack = 0.1 hard_attack = 0.1 ap_attack = 0.1 } } { category_air_aslt = { soft_attack = 0.1 hard_attack = 0.1 ap_attack = 0.1 } } } } light_equipment = { folder = equipment name = GRAND_DOCTRINE_EQUIPMENT_LIGHT description = GRAND_DOCTRINE_EQUIPMENT_LIGHT_DESC icon = GFX_doctrine_light_equipment available = { always = yes } xp_cost = 75 xp_type = army ai_will_do = { base = 2 modifier = { factor = 4 is_non_power = yes } modifier = { factor = 3 NOT = { num_of_military_factories > 10 } } modifier = { factor = 2 is_minor_power = yes NOT = { num_of_military_factories > 20 } } modifier = { factor = 0 num_of_military_factories > 35 } modifier = { factor = 0 is_major_power = yes } modifier = { factor = 1.5 has_expansionist_government = yes NOT = { num_of_military_factories > 15 } } } tracks = { infantry_weapons_type infantry_weapons_type motorized_equipment motorized_equipment arty_equipment } # EFFECTS category_light_infantry = { experience_loss_factor = -0.2 } category_mot_inf = { experience_loss_factor = -0.2 } army_infantry_defence_factor = 0.2 experience_gain_L_Inf_Bat_combat_factor = 0.05 experience_gain_L_Inf_Bat_training_factor = 0.05 experience_gain_Mot_Inf_Bat_combat_factor = 0.05 experience_gain_Mot_Inf_Bat_training_factor = 0.05 experience_gain_Militia_Bat_combat_factor = 0.05 experience_gain_Militia_Bat_training_factor = 0.05 experience_gain_Mot_Militia_Bat_combat_factor = 0.05 experience_gain_Mot_Militia_Bat_training_factor = 0.05 milestones = { { category_light_infantry = { soft_attack = 0.3 hard_attack = 0.3 } } { category_mot_inf = { soft_attack = 0.3 hard_attack = 0.3 } } { category_light_infantry = { defense = 0.2 ap_attack = 0.2 } } { category_mot_inf = { breakthrough = 0.2 ap_attack = 0.2 } } { category_light_infantry = { max_organisation = 2 } category_mot_inf = { max_organisation = 1 maximum_speed = 0.1 } } } } heavy_equipment = { folder = equipment name = GRAND_DOCTRINE_EQUIPMENT_HEAVY description = GRAND_DOCTRINE_EQUIPMENT_HEAVY_DESC icon = GFX_doctrine_heavy_equipment available = { always = yes } xp_cost = 150 xp_type = army ai_will_do = { base = 1 modifier = { factor = 0 NOT = { num_of_military_factories > 35 } } modifier = { factor = 0 NOT = { is_major_power = yes } } modifier = { add = 12 has_government = communism num_of_military_factories > 40 } modifier = { add = 8 has_government = democratic num_of_military_factories > 45 has_country_flag = european_nation_flag } modifier = { add = 6 has_government = democratic num_of_military_factories > 40 } modifier = { add = 5 has_government = fascism is_major_power = yes } modifier = { add = 8 has_expansionist_government = yes num_of_military_factories > 40 } modifier = { add = 6 has_war = yes is_major_power = yes num_of_military_factories > 35 } } tracks = { infantry_weapons_type mechanized_equipment mechanized_equipment tank_equipment tank_equipment arty_equipment } # EFFECTS army_armor_attack_factor = 0.1 breakthrough_factor = 0.1 experience_gain_armor_Bat_combat_factor = 0.05 experience_gain_armor_Bat_training_factor = 0.05 experience_gain_L_arm_Bat_combat_factor = 0.05 experience_gain_L_arm_Bat_training_factor = 0.05 milestones = { { category_all_infantry = { soft_attack = 0.1 hard_attack = 0.1 } } { category_APC = { supply_consumption = -0.01 armor_value = 0.1 } category_IFV = { supply_consumption = -0.01 armor_value = 0.1 } } { category_APC = { hard_attack = 0.1 ap_attack = 0.1 } category_IFV = { hard_attack = 0.1 ap_attack = 0.1 } } { category_tanks = { supply_consumption = -0.01 armor_value = 0.1 } } { category_tanks = { hard_attack = 0.1 ap_attack = 0.1 } } { category_tanks = { max_strength = 0.1 } category_IFV = { max_strength = 0.1 } category_APC = { max_strength = 0.1 } } } } mobile_equipment = { folder = equipment name = GRAND_DOCTRINE_EQUIPMENT_MOBILE description = GRAND_DOCTRINE_EQUIPMENT_MOBILE_DESC icon = GFX_doctrine_mobile_equipment available = { always = yes } xp_cost = 125 xp_type = army ai_will_do = { base = 1 modifier = { factor = 0 NOT = { is_major_power = yes } } modifier = { factor = 0 NOT = { num_of_military_factories > 35 } } modifier = { add = 12 has_government = democratic num_of_military_factories > 50 num_of_naval_factories > 3 } modifier = { add = 8 has_government = democratic is_in_faction_with = USA num_of_military_factories > 40 } modifier = { add = 8 is_faction_leader = yes has_government = democratic num_of_military_factories > 40 } modifier = { add = 5 num_subjects > 2 num_of_military_factories > 35 } modifier = { factor = 0 has_government = communism } } tracks = { infantry_weapons_type motorized_equipment motorized_equipment airmobile_equipment airmobile_equipment } # EFFECTS org_loss_when_moving = -0.15 experience_gain_Mot_Inf_Bat_combat_factor = 0.05 experience_gain_Mot_Inf_Bat_training_factor = 0.05 experience_gain_attack_helo_bat_combat_factor = 0.05 experience_gain_attack_helo_bat_training_factor = 0.05 experience_gain_L_Air_assault_Bat_combat_factor = 0.05 experience_gain_L_Air_assault_Bat_training_factor = 0.05 milestones = { { #1 army_speed_factor = 0.05 land_reinforce_rate = 0.05 } { category_all_infantry = { defense = 0.2 soft_attack = 0.1 } } { #3 equipment_bonus = { heavy_tank_chassis = { ap_attack = 0.1 build_cost_ic = -0.1 } } } { #4 equipment_bonus = { heavy_tank_amphibious_chassis = { build_cost_ic = -0.1 soft_attack = 0.1 } } } { #5 org_loss_when_moving = -0.2 army_speed_factor = 0.05 } } } fires_equipment = { folder = equipment name = GRAND_DOCTRINE_EQUIPMENT_FIRES description = GRAND_DOCTRINE_EQUIPMENT_FIRES_DESC icon = GFX_doctrine_fires_equipment 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 > 35 } } modifier = { add = 15 has_government = communism num_of_military_factories > 45 } modifier = { add = 8 has_government = communism num_of_military_factories > 35 } modifier = { add = 5 has_government = neutrality num_of_military_factories > 40 has_country_flag = asian_nation_flag } modifier = { add = 6 has_expansionist_government = yes has_government = communism is_major_power = yes } modifier = { factor = 0 has_government = democratic is_in_faction_with = USA } } tracks = { infantry_weapons_type motorized_equipment mechanized_equipment arty_equipment arty_equipment } # EFFECTS army_artillery_attack_factor = 0.2 army_armor_attack_factor = 0.2 experience_gain_SP_Arty_Bat_combat_factor = 0.05 experience_gain_SP_Arty_Bat_training_factor = 0.05 experience_gain_SP_R_Arty_Bat_combat_factor = 0.05 experience_gain_SP_R_Arty_Bat_training_factor = 0.05 experience_gain_Arty_Bat_combat_factor = 0.05 experience_gain_Arty_Bat_training_factor = 0.05 experience_gain_L_arm_Bat_combat_factor = 0.05 experience_gain_L_arm_Bat_training_factor = 0.05 milestones = { { category_artillery = { breakthrough = 0.1 defense = 0.1 } } { #3 category_artillery = { combat_width = -0.5 supply_consumption = -0.01 } } { category_asg = { breakthrough = 0.1 armor_value = 0.1 } } { category_asg = { max_organisation = 3 hard_attack = 0.1 } category_asg = { combat_width = -0.5 supply_consumption = -0.01 } } { category_artillery = { max_organisation = 2 soft_attack = 0.1 } } } } full_equipment = { folder = equipment name = GRAND_DOCTRINE_EQUIPMENT_FULL description = GRAND_DOCTRINE_EQUIPMENT_FULL_DESC icon = GFX_doctrine_full_equipment available = { always = yes } xp_cost = 200 xp_type = army ai_will_do = { base = 1 modifier = { factor = 0 NOT = { num_of_military_factories > 55 } } modifier = { factor = 0 NOT = { is_major_power = yes } } modifier = { add = 10 num_of_military_factories > 60 } modifier = { add = 5 num_of_military_factories > 70 } modifier = { add = 5 has_expansionist_government = yes num_of_military_factories > 60 } } tracks = { infantry_weapons_type infantry_weapons_type motorized_equipment motorized_equipment mechanized_equipment mechanized_equipment tank_equipment tank_equipment arty_equipment arty_equipment airmobile_equipment airmobile_equipment } # EFFECTS industrial_capacity_factory = -0.15 planning_speed = -0.05 experience_gain_army_factor = 0.05 milestones = { { #1 industrial_capacity_factory = 0.02 planning_speed = 0.02 } { #2 industrial_capacity_factory = 0.02 equipment_bonus = { infantry = { build_cost_ic = -0.1 instant = yes } } } { #1 industrial_capacity_factory = 0.02 planning_speed = 0.02 } { #2 industrial_capacity_factory = 0.02 equipment_bonus = { motorized = { build_cost_ic = -0.1 instant = yes } } } { #1 industrial_capacity_factory = 0.02 planning_speed = 0.02 } { #2 industrial_capacity_factory = 0.02 equipment_bonus = { mechanized = { build_cost_ic = -0.1 instant = yes } } } { #1 industrial_capacity_factory = 0.02 planning_speed = 0.02 } { #2 industrial_capacity_factory = 0.02 equipment_bonus = { armor = { build_cost_ic = -0.1 instant = yes } } } { #1 industrial_capacity_factory = 0.02 planning_speed = 0.02 } { #2 industrial_capacity_factory = 0.02 equipment_bonus = { artillery = { build_cost_ic = -0.1 instant = yes } } } { #1 industrial_capacity_factory = 0.02 planning_speed = 0.02 } { #2 industrial_capacity_factory = 0.02 planning_speed = 0.02 } } } spearhead_operations = { folder = equipment name = GRAND_DOCTRINE_EQUIPMENT_SPEARHEAD description = GRAND_DOCTRINE_EQUIPMENT_SPEARHEAD_DESC icon = GFX_doctrine_spearhead_operations available = { always = yes } xp_cost = 100 xp_type = army ai_will_do = { base = 1 modifier = { factor = 0 NOT = { num_of_military_factories > 25 } } modifier = { factor = 0 is_non_power = yes } modifier = { add = 8 is_major_power = yes num_of_military_factories > 35 } modifier = { add = 5 is_minor_power = yes num_of_military_factories > 25 } modifier = { add = 4 has_expansionist_government = yes num_of_military_factories > 30 } modifier = { add = 3 has_war = yes num_of_military_factories > 25 } modifier = { factor = 0.5 num_of_military_factories > 55 } } tracks = { infantry_weapons_type mechanized_equipment mechanized_equipment tank_equipment arty_equipment airmobile_equipment } # EFFECTS breakthrough_factor = 0.1 org_loss_when_moving = -0.1 army_infantry_defence_factor = -0.05 experience_gain_Mech_Inf_Bat_combat_factor = 0.05 experience_gain_Mech_Inf_Bat_training_factor = 0.05 experience_gain_Arm_Inf_Bat_combat_factor = 0.05 experience_gain_Arm_Inf_Bat_training_factor = 0.05 experience_gain_armor_Bat_combat_factor = 0.05 experience_gain_armor_Bat_training_factor = 0.05 milestones = { { category_all_infantry = { breakthrough = 0.1 maximum_speed = 0.1 } } { category_apc = { hard_attack = 0.1 armor_value = 0.1 } category_IFV = { hard_attack = 0.1 armor_value = 0.1 } } { category_apc = { soft_attack = 0.1 max_organisation = 1 } category_IFV = { soft_attack = 0.1 max_organisation = 1 } } { category_tanks = { breakthrough = 0.1 armor_value = 0.1 maximum_speed = 0.1 } } { category_artillery = { breakthrough = 0.1 soft_attack = 0.1 hard_attack = 0.1 } } { category_air_aslt = { breakthrough = 0.1 hard_attack = 0.1 max_organisation = 1 } } } }