#Air Operations centralized_air_command = { track = training_and_ops name = SUBDOCTRINE_OPERATIONS_CENTRAL_COMMAND description = SUBDOCTRINE_OPERATIONS_CENTRAL_COMMAND_DESC icon = GFX_doctrine_centralized_air_command xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = centralized_air_command } } ai_will_do = { base = 1 modifier = { add = 8 has_government = communism } modifier = { add = 5 has_expansionist_government = yes is_major_power = yes } } # EFFECTS air_mission_efficiency = 0.1 rewards = { coordinated_air_interception = { air_interception_detect_factor = 0.15 } escort_flights = { air_escort_efficiency = 0.1 } flight_operations_centers = { air_fuel_consumption_factor = -0.15 air_manpower_requirement_factor = -0.15 } flight_debriefing = { air_mission_xp_gain_factor = 0.15 } operational_training_exercises = { air_training_xp_gain_factor = 0.25 } } mastery = { multiplier = 2 } } detached_air_commands = { track = training_and_ops name = SUBDOCTRINE_OPERATIONS_DETACHED_COMMAND description = SUBDOCTRINE_OPERATIONS_DETACHED_COMMAND_DESC icon = GFX_doctrine_detached_air_commands xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = detached_air_commands } } ai_will_do = { base = 1 modifier = { add = 8 is_in_faction_with = USA } modifier = { add = 5 has_government = democratic is_major_power = yes } } # EFFECTS air_superiority_detect_factor = 0.1 rewards = { dispersed_leadership = { air_wing_xp_loss_when_killed_factor = -0.15 } localized_training = { air_untrained_pilots_penalty_factor = -0.15 } encouraged_independence = { ace_effectiveness_factor = 0.15 air_ace_bonuses_factor = 0.1 } experience_through_flight = { air_mission_xp_gain_factor = 0.15 } local_legends = { air_ace_generation_chance_factor = 0.25 } } mastery = { multiplier = 6 } } #For those who really, really, *really* want to try and do carrier air wings #Thats right Waller, it's a gift for HR. If you wanna try and just do carrier air #Go right ahead. I'll let you take a buff route for it #And then still slaughter your carrier fleet with 1000 naval bombers in the med #But maybe you'll get a kill this time. naval_air_command = { track = training_and_ops name = SUBDOCTRINE_OPERATIONS_NAVAL_AIR description = SUBDOCTRINE_OPERATIONS_NAVAL_AIR_DESC icon = GFX_doctrine_naval_air_command xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = naval_air_command } } ai_will_do = { base = 1 modifier = { add = 10 num_of_naval_factories > 4 } modifier = { add = 5 has_expansionist_government = yes num_of_naval_factories > 4 } modifier = { factor = 0 num_of_naval_factories < 2 } } # EFFECTS carrier_capacity_penalty_reduction = -0.25 rewards = { ship_based_guidance = { navy_carrier_air_agility_factor = 0.15 } airborne_warning = { navy_carrier_air_targetting_factor = 0.2 } massed_carrier_strikes = { navy_carrier_air_attack_factor = 0.15 } anti_ship_strikes = { naval_strike_targetting_factor = 0.25 } port_strike_missions = { port_strike = 0.3 } } mastery = { multiplier = 6 } } #Aircraft Design multirole_aircraft_designs = { track = aircraft_design name = SUBDOCTRINE_DESIGN_MULTIROLE description = SUBDOCTRINE_DESIGN_MULTIROLE_DESC icon = GFX_doctrine_multirole_aircraft_designs xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = multirole_aircraft_designs } } ai_will_do = { base = 1 modifier = { add = 10 is_in_faction_with = USA is_major_power = yes } modifier = { add = 6 has_government = democratic is_major_power = yes } } # EFFECTS equipment_bonus = { medium_plane_airframe = { air_attack = 0.025 instant = yes } small_plane_strike_airframe = { air_attack = 0.025 instant = yes } cv_medium_plane_airframe = { air_attack = 0.025 instant = yes } cv_small_plane_strike_airframe = { air_attack = 0.025 instant = yes } } rewards = { radar_improvements = { equipment_bonus = { medium_plane_airframe = { air_agility = 0.025 instant = yes } small_plane_strike_airframe = { air_agility = 0.025 instant = yes } cv_medium_plane_airframe = { air_agility = 0.025 instant = yes } cv_small_plane_strike_airframe = { air_agility = 0.025 instant = yes } } } datalink_systems = { equipment_bonus = { medium_plane_airframe = { air_superiority = 0.025 instant = yes } small_plane_strike_airframe = { air_superiority = 0.025 instant = yes } cv_medium_plane_airframe = { air_superiority = 0.025 instant = yes } cv_small_plane_strike_airframe = { air_superiority = 0.025 instant = yes } } } strike_package_payloads = { equipment_bonus = { medium_plane_airframe = { air_ground_attack = 0.05 instant = yes } small_plane_strike_airframe = { air_ground_attack = 0.025 instant = yes } cv_medium_plane_airframe = { air_ground_attack = 0.05 naval_strike_attack = 0.1 naval_strike_targetting = 0.05 instant = yes } cv_small_plane_strike_airframe = { air_ground_attack = 0.025 naval_strike_attack = 0.1 naval_strike_targetting = 0.05 instant = yes } } } long_range_flight_systems = { equipment_bonus = { medium_plane_airframe = { air_range = 0.075 instant = yes } small_plane_strike_airframe = { air_superiority = 0.025 instant = yes } cv_medium_plane_airframe = { air_range = 0.075 instant = yes } cv_small_plane_strike_airframe = { air_superiority = 0.025 instant = yes } } } dedicated_production_lines = { effect = { add_ideas = concentrated_aircraft_design_hidden_spirit } } } mastery = { multiplier = 6 } } dedicated_aircraft_designs = { track = aircraft_design name = SUBDOCTRINE_DESIGN_DEDICATED description = SUBDOCTRINE_DESIGN_DEDICATED_DESC icon = GFX_doctrine_dedicated_aircraft_designs xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = dedicated_aircraft_designs } } ai_will_do = { base = 1 modifier = { add = 10 has_government = communism is_major_power = yes } modifier = { add = 5 has_expansionist_government = yes num_of_military_factories > 35 } modifier = { factor = 0.5 has_government = democratic } } # EFFECTS equipment_bonus = { medium_plane_maritime_patrol_airframe = { naval_strike_attack = 0.025 instant = yes } small_plane_naval_bomber_airframe = { naval_strike_attack = 0.025 instant = yes } cv_medium_plane_maritime_patrol_airframe = { naval_strike_attack = 0.025 instant = yes } cv_small_plane_naval_bomber_airframe = { naval_strike_attack = 0.025 instant = yes } } rewards = { air_superiority_fighter_designs = { equipment_bonus = { medium_plane_fighter_airframe = { air_agility = 0.035 instant = yes } small_plane_airframe = { air_agility = 0.035 instant = yes } cv_medium_plane_fighter_airframe = { air_agility = 0.035 instant = yes } cv_small_plane_airframe = { air_agility = 0.035 instant = yes } } } close_air_support_designs = { equipment_bonus = { medium_plane_cas_airframe = { air_ground_attack = 0.05 instant = yes } small_plane_cas_airframe = { air_ground_attack = 0.05 instant = yes } cv_medium_plane_cas_airframe = { air_ground_attack = 0.05 instant = yes } cv_small_plane_cas_airframe = { air_ground_attack = 0.05 instant = yes } } } advanced_missile_defences = { equipment_bonus = { medium_plane_cas_airframe = { air_defence = 0.035 instant = yes } small_plane_cas_airframe = { air_defence = 0.035 instant = yes } cv_medium_plane_cas_airframe = { air_defence = 0.035 instant = yes } cv_small_plane_cas_airframe = { air_defence = 0.035 instant = yes } } } improved_missile_guidance_systems = { equipment_bonus = { medium_plane_fighter_airframe = { air_attack = 0.05 instant = yes } small_plane_airframe = { air_attack = 0.05 instant = yes } cv_medium_plane_fighter_airframe = { air_attack = 0.05 instant = yes } cv_small_plane_airframe = { air_attack = 0.05 instant = yes } } } multifocus_production_lines = { effect = { add_ideas = dispersed_aircraft_design_hidden_spirit } } } mastery = { multiplier = 6 } } heavy_aircraft_designs = { track = aircraft_design name = SUBDOCTRINE_DESIGN_HEAVY description = SUBDOCTRINE_DESIGN_HEAVY_DESC icon = GFX_doctrine_heavy_aircraft_designs xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = heavy_aircraft_designs } } ai_will_do = { base = 1 modifier = { add = 8 is_major_power = yes num_of_military_factories > 45 } modifier = { add = 5 has_expansionist_government = yes num_of_military_factories > 45 } modifier = { factor = 0 NOT = { is_major_power = yes } } } # EFFECTS equipment_bonus = { large_plane_airframe = { air_range = 0.15 instant = yes } } rewards = { increased_payload_capacity = { equipment_bonus = { large_plane_airframe = { air_bombing = 0.075 instant = yes } } } gunship_coordination = { equipment_bonus = { large_plane_cas_airframe = { air_ground_attack = 0.075 instant = yes } } } naval_strike_ships = { equipment_bonus = { large_plane_maritime_patrol_airframe = { air_ground_attack = 0.075 instant = yes } } } flying_radars = { equipment_bonus = { large_plane_awacs_airframe = { air_superiority = 0.1 instant = yes } } } heavy_aircraft_production = { effect = { add_ideas = heavy_aircraft_design_hidden_spirit } } } mastery = { multiplier = 6 } } drone_designs = { track = aircraft_design name = SUBDOCTRINE_DESIGN_DRONE description = SUBDOCTRINE_DESIGN_DRONE_DESC icon = GFX_doctrine_drone_designs xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = drone_designs } } ai_will_do = { base = 1 modifier = { add = 10 has_government = democratic num_of_military_factories > 40 } modifier = { add = 6 has_expansionist_government = yes num_of_military_factories > 40 } modifier = { factor = 0 is_non_power = yes } } # EFFECTS equipment_bonus = { small_plane_suicide_airframe = { build_cost_ic = -0.05 air_range = 0.1 instant = yes } cv_small_plane_suicide_airframe = { build_cost_ic = -0.05 air_range = 0.1 instant = yes } medium_plane_suicide_airframe = { build_cost_ic = -0.05 air_range = 0.1 instant = yes } } rewards = { improved_warning_systems = { equipment_bonus = { small_plane_suicide_airframe = { air_defence = 0.1 instant = yes } cv_small_plane_suicide_airframe = { air_defence = 0.1 instant = yes } } } improved_internal_radars = { equipment_bonus = { small_plane_suicide_airframe = { air_agility = 0.1 instant = yes } cv_small_plane_suicide_airframe = { air_agility = 0.1 instant = yes } } } ground_attack_munitions = { equipment_bonus = { small_plane_suicide_airframe = { air_ground_attack = 0.1 instant = yes } cv_small_plane_suicide_airframe = { air_ground_attack = 0.1 instant = yes } } } air_weapons_capabilities = { equipment_bonus = { small_plane_suicide_airframe = { air_attack = 0.1 instant = yes } cv_small_plane_suicide_airframe = { air_attack = 0.1 instant = yes } } } dedicated_production_lines = { effect = { add_ideas = drone_aircraft_design_hidden_spirit } } } mastery = { multiplier = 6 } } stealth_aircraft_designs = { track = aircraft_design name = SUBDOCTRINE_DESIGN_STEALTH description = SUBDOCTRINE_DESIGN_STEALTH_DESC icon = GFX_doctrine_heavy_aircraft_designs xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = stealth_aircraft_designs } } ai_will_do = { base = 1 modifier = { add = 8 is_major_power = yes num_of_military_factories > 50 } modifier = { add = 5 has_government = democratic is_major_power = yes } modifier = { factor = 0 is_non_power = yes } } # EFFECTS equipment_bonus = { small_plane_airframe = { air_defence = 0.025 instant = yes } medium_plane_airframe = { air_defence = 0.025 instant = yes } medium_plane_fighter_airframe = { air_defence = 0.025 instant = yes } cv_small_plane_airframe = { air_defence = 0.025 instant = yes } cv_medium_plane_airframe = { air_defence = 0.025 instant = yes } cv_medium_plane_fighter_airframe = { air_defence = 0.025 instant = yes } } rewards = { low_observable_coatings = { equipment_bonus = { small_plane_strike_airframe = { air_defence = 0.025 instant = yes } medium_plane_cas_airframe = { air_defence = 0.025 instant = yes } cv_small_plane_strike_airframe = { air_defence = 0.025 instant = yes } cv_medium_plane_cas_airframe = { air_defence = 0.025 instant = yes } } } reduced_rcs_design = { tech_air_damage_factor = -0.05 } ew_countermeasures = { enemy_army_bonus_air_superiority_factor = -0.05 } survivability_redundancy = { air_wing_xp_loss_when_killed_factor = -0.10 } stealth_production_lines = { effect = { add_ideas = stealth_aircraft_design_hidden_spirit } } } mastery = { multiplier = 6 } } electronic_warfare_designs = { track = aircraft_design name = SUBDOCTRINE_DESIGN_EW description = SUBDOCTRINE_DESIGN_EW_DESC icon = GFX_doctrine_centralized_air_command xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = electronic_warfare_designs } } ai_will_do = { base = 1 modifier = { add = 10 has_government = democratic is_major_power = yes } modifier = { add = 5 is_in_faction_with = USA is_major_power = yes } modifier = { factor = 0 is_non_power = yes } } # EFFECTS air_interception_detect_factor = 0.10 rewards = { active_jamming_pods = { enemy_army_bonus_air_superiority_factor = -0.075 } passive_sensor_arrays = { air_superiority_detect_factor = 0.10 } sead_mission_integration = { tech_air_damage_factor = -0.05 } electronic_countermeasures = { equipment_bonus = { medium_plane_fighter_airframe = { air_defence = 0.025 instant = yes } small_plane_airframe = { air_defence = 0.025 instant = yes } cv_medium_plane_fighter_airframe = { air_defence = 0.025 instant = yes } cv_small_plane_airframe = { air_defence = 0.025 instant = yes } } } ew_production_lines = { effect = { add_ideas = ew_aircraft_design_hidden_spirit } } } mastery = { multiplier = 6 } } modular_airframe_designs = { track = aircraft_design name = SUBDOCTRINE_DESIGN_MODULAR description = SUBDOCTRINE_DESIGN_MODULAR_DESC icon = GFX_doctrine_detached_air_commands xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = modular_airframe_designs } } ai_will_do = { base = 1 modifier = { add = 8 is_major_power = yes } modifier = { add = 6 is_minor_power = yes num_of_military_factories > 15 } } # EFFECTS air_fuel_consumption_factor = -0.10 rewards = { rapid_upgrade_cycles = { air_training_xp_gain_factor = 0.10 } open_architecture_avionics = { air_mission_xp_gain_factor = 0.10 } standardized_parts = { effect = { add_ideas = modular_aircraft_design_hidden_spirit } } plug_and_play_systems = { air_manpower_requirement_factor = -0.10 } flexible_production_lines = { air_training_xp_gain_factor = 0.10 air_mission_efficiency = 0.05 } } mastery = { multiplier = 6 } } #Heavy Aircraft strategic_bomber_command = { track = heavy_aircraft name = SUBDOCTRINE_HEAVY_STRATEGIC_BOMBER description = SUBDOCTRINE_HEAVY_STRATEGIC_BOMBER_DESC icon = GFX_doctrine_heavy_aircraft_designs xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = strategic_bomber_command } } ai_will_do = { base = 1 } # EFFECTS bba_strat_bomber = { air_bombing = 0.1 } rewards = { steath_raids = { strategic_bomb_visibility = -0.1 } night_bombing = { air_strategic_bomber_night_penalty = -0.1 } precision_bombing_missions = { air_bombing_targetting = 0.15 } high_efficiencey_bombing_raids = { air_strategic_bomber_bombing_factor = 0.1 } surviveability_trianing_time = { bba_strat_bomber = { air_agility = 0.05 air_defence = 0.1 } } } mastery = { multiplier = 6 } } naval_bombers = { track = heavy_aircraft name = SUBDOCTRINE_HEAVY_NAVAL_BOMBERS description = SUBDOCTRINE_HEAVY_NAVAL_BOMBERS_DESC icon = GFX_doctrine_naval_bombers xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = naval_bombers } } ai_will_do = { base = 1 } # EFFECTS large_maritime_patrol = { naval_strike_attack = 0.1 } rewards = { strikes_to_sea = { air_nav_efficiency = 0.1 } coordinated_ship_strikes = { naval_strike_targetting_factor = 0.1 } anti_submarine_patrols = { large_maritime_patrol = { sub_detection = 0.1 sub_attack = 0.15 } } all_weather_operations = { air_weather_penalty = -0.05 } improved_naval_strike_operations = { large_maritime_patrol = { air_agility = 0.1 air_defence = 0.15 } } } mastery = { multiplier = 6 } } heavy_gunships = { track = heavy_aircraft name = SUBDOCTRINE_HEAVY_GUNSHIPS description = SUBDOCTRINE_HEAVY_GUNSHIPS_DESC icon = GFX_doctrine_heavy_gunships xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = heavy_gunships } } ai_will_do = { base = 1 } # EFFECTS gunship = { air_ground_attack = 0.15 } rewards = { sky_artillery = { air_cas_present_factor = 0.05 } coordinated_support = { air_close_air_support_org_damage_factor = 0.05 } enhanced_defensive_measures = { tech_air_damage_factor = -0.05 } long_range_gunships = { gunship = { air_range = 0.15 } } high_intensity_gunship_ops = { gunship = { air_defence = 0.25 air_agility = 0.15 } } } mastery = { multiplier = 6 } } airborne_early_warning = { track = heavy_aircraft name = SUBDOCTRINE_HEAVY_AEW description = SUBDOCTRINE_HEAVY_AEW_DESC icon = GFX_doctrine_heavy_aircraft_designs xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = airborne_early_warning } } ai_will_do = { base = 1 modifier = { add = 8 is_major_power = yes num_of_military_factories > 40 } modifier = { add = 5 has_government = democratic is_major_power = yes } modifier = { factor = 0 is_non_power = yes } } # EFFECTS air_superiority_detect_factor = 0.10 air_interception_detect_factor = 0.075 rewards = { wide_area_surveillance = { air_interception_detect_factor = 0.10 } battle_management_links = { air_superiority_efficiency = 0.10 } jam_resistant_datalinks = { air_mission_efficiency = 0.05 } awacs_fighter_coordination = { air_escort_efficiency = 0.10 air_superiority_detect_factor = 0.05 } ground_surveillance_integration = { ground_attack_factor = 0.05 } } mastery = { multiplier = 6 } } strategic_airlift = { track = heavy_aircraft name = SUBDOCTRINE_HEAVY_AIRLIFT description = SUBDOCTRINE_HEAVY_AIRLIFT_DESC icon = GFX_doctrine_heavy_aircraft_designs xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = strategic_airlift } } ai_will_do = { base = 1 modifier = { add = 8 is_major_power = yes } modifier = { add = 5 has_government = democratic is_major_power = yes } modifier = { factor = 0 is_non_power = yes } } # EFFECTS equipment_bonus = { large_plane_air_transport_airframe = { air_range = 0.10 instant = yes } } rewards = { heavy_cargo_systems = { air_manpower_requirement_factor = -0.10 } rapid_deployment_doctrine = { air_mission_efficiency = 0.10 } paratroop_delivery_systems = { air_training_xp_gain_factor = 0.15 } aerial_refueling_receivers = { air_range_factor = 0.05 } austere_airfield_operations = { repair_speed_air_base_factor = 0.25 } } mastery = { multiplier = 6 } } aerial_refueling_operations = { track = heavy_aircraft name = SUBDOCTRINE_HEAVY_REFUELING description = SUBDOCTRINE_HEAVY_REFUELING_DESC icon = GFX_doctrine_heavy_aircraft_designs xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = aerial_refueling_operations } } ai_will_do = { base = 1 modifier = { add = 8 is_major_power = yes num_of_naval_factories > 3 } modifier = { add = 5 has_government = democratic num_of_naval_factories > 3 } modifier = { factor = 0 is_non_power = yes } } # EFFECTS air_range_factor = 0.075 rewards = { in_flight_refueling_doctrine = { air_range_factor = 0.05 } tanker_escort_protocols = { air_escort_efficiency = 0.10 } forward_basing_reduction = { air_fuel_consumption_factor = -0.10 } joint_tanker_training = { air_mission_xp_gain_factor = 0.10 } surge_tanker_ops = { air_mission_efficiency = 0.05 } } mastery = { multiplier = 6 } } #Multirole / Strike mixed_multirole_aircraft = { track = multirole_aircraft name = SUBDOCTRINE_MULTIROLE_MIXED description = SUBDOCTRINE_MULTIROLE_MIXED_DESC icon = GFX_doctrine_mixed_multirole_aircraft xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = mixed_multirole_aircraft } } ai_will_do = { base = 1 } # EFFECTS category_MR_fighter = { air_attack = 0.1 } rewards = { thunder_from_the_sky = { category_MR_fighter = { air_ground_attack = 0.15 } } deep_strike_fighters = { category_MR_fighter = { air_range = 0.1 air_bombing = 0.15 } } contested_airspace = { category_MR_fighter = { air_agility = 0.1 } } naval_strike_missions = { category_MR_fighter = { naval_strike_attack = 0.1 naval_strike_targetting = 0.05 } } fighter_surviveability = { category_MR_fighter = { air_agility = 0.05 air_defence = 0.1 } } } mastery = { multiplier = 6 } } strike_multirole_aircraft = { track = multirole_aircraft name = SUBDOCTRINE_MULTIROLE_STRIKE description = SUBDOCTRINE_MULTIROLE_STRIKE_DESC icon = GFX_doctrine_strike_multirole_aircraft xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = strike_multirole_aircraft } } ai_will_do = { base = 1 } # EFFECTS category_Strike_fighter = { air_attack = 0.1 } rewards = { thunder_from_the_sky = { category_Strike_fighter = { air_ground_attack = 0.15 } } deep_strike_fighters = { category_Strike_fighter = { air_range = 0.1 air_bombing = 0.15 } } contested_airspace = { category_Strike_fighter = { air_agility = 0.1 } } naval_strike_missions = { category_Strike_fighter = { naval_strike_attack = 0.1 naval_strike_targetting = 0.05 } } fighter_surviveability = { category_Strike_fighter = { air_agility = 0.05 air_defence = 0.1 } } } mastery = { multiplier = 6 } } multirole_air_operations = { track = multirole_aircraft name = SUBDOCTRINE_MULTIROLE_OPERATIONS description = SUBDOCTRINE_MULTIROLE_OPERATIONS_DESC icon = GFX_doctrine_multirole_aircraft_designs xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = multirole_air_operations } } ai_will_do = { base = 1 } # EFFECTS category_Strike_fighter = { air_bombing = 0.05 } category_MR_fighter = { air_bombing = 0.05 } rewards = { strike_weapons_school = { category_Strike_fighter = { air_ground_attack = 0.05 air_bombing = 0.05 } category_MR_fighter = { air_ground_attack = 0.05 air_bombing = 0.05 } } expanded_combat_tactics = { category_Strike_fighter = { air_attack = 0.025 air_defence = 0.05 } category_MR_fighter = { air_attack = 0.025 air_defence = 0.05 } } top_gun_and_red_flag = { category_Strike_fighter = { air_agility = 0.05 air_attack = 0.05 air_defence = 0.05 } category_MR_fighter = { air_agility = 0.05 air_attack = 0.05 air_defence = 0.05 } } dead_missions = { category_Strike_fighter = { air_bombing = 0.05 air_defence = 0.05 } category_MR_fighter = { air_bombing = 0.05 air_defence = 0.05 } tech_air_damage_factor = -0.10 } strike_fighter_dominance = { category_Strike_fighter = { air_bombing = 0.05 air_ground_attack = 0.15 } category_MR_fighter = { air_bombing = 0.05 air_ground_attack = 0.15 } } } mastery = { multiplier = 6 } } air_dominance_multirole = { track = multirole_aircraft name = SUBDOCTRINE_MULTIROLE_DOMINANCE description = SUBDOCTRINE_MULTIROLE_DOMINANCE_DESC icon = GFX_doctrine_mixed_multirole_aircraft xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = air_dominance_multirole } } ai_will_do = { base = 1 modifier = { add = 8 is_major_power = yes num_of_military_factories > 35 } modifier = { add = 5 has_expansionist_government = yes is_major_power = yes } } # EFFECTS category_MR_fighter = { air_superiority = 0.10 } rewards = { bvr_missile_integration = { category_MR_fighter = { air_attack = 0.075 } } fighter_sweep_tactics = { air_superiority_efficiency = 0.075 } contested_corridor_penetration = { category_MR_fighter = { air_agility = 0.05 air_defence = 0.05 } } dual_role_proficiency = { ace_effectiveness_factor = 0.10 air_ace_generation_chance_factor = 0.10 } air_dominance_training = { category_MR_fighter = { air_attack = 0.05 air_agility = 0.05 } } } mastery = { multiplier = 6 } } carrier_multirole_operations = { track = multirole_aircraft name = SUBDOCTRINE_MULTIROLE_CARRIER description = SUBDOCTRINE_MULTIROLE_CARRIER_DESC icon = GFX_doctrine_naval_air_command xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = carrier_multirole_operations } } ai_will_do = { base = 1 modifier = { add = 10 num_of_naval_factories > 4 is_major_power = yes } modifier = { add = 5 has_government = democratic num_of_naval_factories > 4 } modifier = { factor = 0 num_of_naval_factories < 2 } } # EFFECTS navy_carrier_air_attack_factor = 0.10 rewards = { deck_launched_intercept = { navy_carrier_air_agility_factor = 0.10 } carrier_strike_packages = { navy_carrier_air_attack_factor = 0.10 naval_strike_attack_factor = 0.05 } fleet_defense_coordination = { navy_carrier_air_targetting_factor = 0.15 } surge_operations = { air_mission_efficiency = 0.05 carrier_capacity_penalty_reduction = -0.10 } all_weather_carrier_ops = { air_weather_penalty = -0.05 air_night_penalty = -0.05 } } mastery = { multiplier = 6 } } #CAS / NAVAL cas_aircraft_operations = { track = strike_aircraft name = SUBDOCTRINE_STRIKE_CAS description = SUBDOCTRINE_STRIKE_CAS_DESC icon = GFX_doctrine_cas_aircraft_operations xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = cas_aircraft_operations } } ai_will_do = { base = 1 } # EFFECTS category_CAS = { air_ground_attack = 0.1 } rewards = { jsead = { tech_air_damage_factor = -0.10 } weapons_school = { category_CAS = { air_ground_attack = 0.05 air_bombing = 0.1 } } improved_aircraft_systems = { category_CAS = { air_agility = 0.1 } } expanded_combat_tactics = { category_CAS = { air_attack = 0.025 air_defence = 0.05 } } dynamic_strike_packages = { air_attack_factor = 0.02 air_defence_factor = 0.02 air_agility_factor = 0.02 } } mastery = { multiplier = 6 } } naval_strike_operations = { track = strike_aircraft name = SUBDOCTRINE_STRIKE_NAVAL description = SUBDOCTRINE_STRIKE_NAVAL_DESC icon = GFX_doctrine_naval_strike_operations xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = naval_strike_operations } } ai_will_do = { base = 1 } # EFFECTS air_nav_efficiency = 0.1 rewards = { extended_maritime_patrols = { category_nav_plane = { air_range = 0.1 } } deny_the_seas = { port_strike = 0.15 naval_strike_targetting_factor = 0.15 naval_strike_attack_factor = 0.10 } anti_shipping_operations = { air_nav_efficiency = 0.15 } massed_asm_strikes = { category_nav_plane = { naval_strike_attack = 0.1 naval_strike_targetting = 0.1 } } ship_hunter_flights = { category_nav_plane = { sub_detection = 0.15 sub_attack = 0.15 surface_detection = 0.1 } } } mastery = { multiplier = 6 } } munitions_and_support = { track = strike_aircraft name = SUBDOCTRINE_STRIKE_MUNITIONS description = SUBDOCTRINE_STRIKE_MUNITIONS_DESC icon = GFX_doctrine_munitions_and_support xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = munitions_and_support } } ai_will_do = { base = 1 } # EFFECTS air_cas_efficiency = 0.05 rewards = { forward_air_controllers = { ground_attack_factor = 0.05 air_cas_efficiency = 0.05 } data_linked_close_air_support = { air_close_air_support_org_damage_factor = 0.05 air_cas_present_factor = 0.05 } precision_strike_packages = { category_Air_UAV = { air_ground_attack = 0.10 air_bombing = 0.10 } category_cas = { air_ground_attack = 0.10 air_bombing = 0.10 } category_heavy_air = { air_ground_attack = 0.10 air_bombing = 0.10 } } extended_killbox_coordination = { air_cas_efficiency = 0.05 } standoff_strike_munitions = { tech_air_damage_factor = -0.05 air_bombing_targetting = 0.05 } } mastery = { multiplier = 6 } } sead_dead_operations = { track = strike_aircraft name = SUBDOCTRINE_STRIKE_SEAD description = SUBDOCTRINE_STRIKE_SEAD_DESC icon = GFX_doctrine_cas_aircraft_operations xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = sead_dead_operations } } ai_will_do = { base = 1 modifier = { add = 8 has_expansionist_government = yes is_major_power = yes } modifier = { add = 5 has_war = yes is_major_power = yes } modifier = { factor = 0 is_non_power = yes } } # EFFECTS tech_air_damage_factor = -0.10 rewards = { anti_radiation_missiles = { tech_air_damage_factor = -0.05 } radar_hunting_doctrine = { category_CAS = { air_defence = 0.05 } category_Strike_fighter = { air_defence = 0.05 } category_MR_fighter = { air_defence = 0.05 } } sead_escort_packages = { air_escort_efficiency = 0.10 } dead_strike_planning = { air_bombing_targetting = 0.10 } integrated_threat_suppression = { enemy_army_bonus_air_superiority_factor = -0.05 } } mastery = { multiplier = 6 } } deep_interdiction_doctrine = { track = strike_aircraft name = SUBDOCTRINE_STRIKE_INTERDICTION description = SUBDOCTRINE_STRIKE_INTERDICTION_DESC icon = GFX_doctrine_strike_multirole_aircraft xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = deep_interdiction_doctrine } } ai_will_do = { base = 1 modifier = { add = 8 is_major_power = yes num_of_military_factories > 40 } modifier = { add = 5 has_expansionist_government = yes num_of_military_factories > 35 } modifier = { factor = 0 is_non_power = yes } } # EFFECTS air_bombing_targetting = 0.10 rewards = { air_land_battle_integration = { ground_attack_factor = 0.05 } precision_guided_munitions = { category_Strike_fighter = { air_bombing = 0.05 } category_MR_fighter = { air_bombing = 0.05 } } stand_off_weapons = { category_Strike_fighter = { air_range = 0.1 } category_MR_fighter = { air_range = 0.1 } } target_folder_planning = { air_bombing_targetting = 0.05 } killchain_coordination = { tech_air_damage_factor = -0.05 air_mission_efficiency = 0.05 } } mastery = { multiplier = 6 } } air_interdiction_campaign = { track = strike_aircraft name = SUBDOCTRINE_STRIKE_CAMPAIGN description = SUBDOCTRINE_STRIKE_CAMPAIGN_DESC icon = GFX_doctrine_munitions_and_support xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = air_interdiction_campaign } } ai_will_do = { base = 1 modifier = { add = 8 has_government = democratic has_war = yes } modifier = { add = 5 has_expansionist_government = yes num_of_military_factories > 30 } } # EFFECTS air_cas_present_factor = 0.05 air_cas_efficiency = 0.05 rewards = { sensor_to_shooter_links = { air_close_air_support_org_damage_factor = 0.05 } loiter_strike_profiles = { category_CAS = { air_range = 0.10 } } joint_terminal_attack = { ground_attack_factor = 0.05 air_cas_efficiency = 0.1 } target_rich_environment = { category_CAS = { air_ground_attack = 0.1 } } sustained_interdiction = { air_mission_efficiency = 0.05 air_fuel_consumption_factor = -0.05 } } mastery = { multiplier = 6 } } #Fighters light_fighters = { track = fighter_aircraft name = SUBDOCTRINE_FIGHTER_LIGHT description = SUBDOCTRINE_FIGHTER_LIGHT_DESC icon = GFX_doctrine_light_fighters xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = light_fighters } } ai_will_do = { base = 1 modifier = { add = 10 is_non_power = yes } modifier = { add = 6 is_minor_power = yes } modifier = { factor = 0.4 num_of_military_factories > 40 } } # EFFECTS category_light_fighter = { air_superiority = 0.175 air_attack = 0.05 } rewards = { high_speed_interceptor_designs = { category_light_fighter = { maximum_speed = 0.05 air_attack = 0.075 air_agility = 0.025 } } high_risk_interceptions = { enemy_army_bonus_air_superiority_factor = -0.075 air_intercept_efficiency = 0.075 } gci_management = { air_superiority_detect_factor = 0.1 air_superiority_efficiency = 0.075 } heavy_payload_fighters = { category_light_fighter = { air_attack = 0.075 } } rush_to_the_fight = { category_light_fighter = { air_attack = 0.075 maximum_speed = 0.05 } } } mastery = { multiplier = 6 } } air_superiority_fighters = { track = fighter_aircraft name = SUBDOCTRINE_FIGHTER_AIR_SUP description = SUBDOCTRINE_FIGHTER_AIR_SUP_DESC icon = GFX_doctrine_air_superiority_fighters xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = air_superiority_fighters } } ai_will_do = { base = 1 modifier = { add = 8 is_major_power = yes num_of_military_factories > 40 } modifier = { add = 5 has_expansionist_government = yes is_major_power = yes } modifier = { factor = 0 is_non_power = yes } } # EFFECTS category_AS_fighter = { air_attack = 0.1 air_agility = 0.1 } rewards = { offensive_counter_air = { category_AS_fighter = { air_attack = 0.075 air_agility = 0.025 } } total_air_superiority = { air_superiority_efficiency = 0.15 air_superiority_detect_factor = 0.15 } fighter_sweeps = { category_AS_fighter = { air_attack = 0.10 air_agility = 0.05 } } high_altitude_fighter_escorts = { air_escort_efficiency = 0.15 air_superiority_efficiency = 0.05 } high_efficiency_fighter_flights = { air_intercept_efficiency = 0.15 air_escort_efficiency = 0.15 } } mastery = { multiplier = 6 } } bvr_combat_doctrine = { track = fighter_aircraft name = SUBDOCTRINE_FIGHTER_BVR description = SUBDOCTRINE_FIGHTER_BVR_DESC icon = GFX_doctrine_air_superiority_fighters xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = bvr_combat_doctrine } } ai_will_do = { base = 1 modifier = { add = 8 is_major_power = yes num_of_military_factories > 35 } modifier = { add = 5 has_government = democratic is_major_power = yes } modifier = { factor = 0 is_non_power = yes } } # EFFECTS category_AS_fighter = { air_attack = 0.075 } category_light_fighter = { air_attack = 0.075 } air_superiority_efficiency = 0.05 rewards = { radar_guided_missiles = { category_AS_fighter = { air_attack = 0.05 } } fire_and_forget_doctrine = { air_superiority_efficiency = 0.075 } multi_target_engagement = { category_light_fighter = { air_attack = 0.05 } } long_range_radar_integration = { air_interception_detect_factor = 0.10 } bvr_training_program = { air_superiority_detect_factor = 0.10 air_mission_xp_gain_factor = 0.10 } } mastery = { multiplier = 6 } } wvr_dogfighting_doctrine = { track = fighter_aircraft name = SUBDOCTRINE_FIGHTER_WVR description = SUBDOCTRINE_FIGHTER_WVR_DESC icon = GFX_doctrine_light_fighters xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = wvr_dogfighting_doctrine } } ai_will_do = { base = 1 modifier = { add = 10 is_non_power = yes } modifier = { add = 6 is_minor_power = yes } modifier = { factor = 0.4 num_of_military_factories > 40 } } # EFFECTS category_light_fighter = { air_agility = 0.075 } rewards = { high_g_maneuver_training = { category_light_fighter = { air_agility = 0.05 maximum_speed = 0.025 } } guns_kills_doctrine = { ace_effectiveness_factor = 0.15 } aggressor_training_schools = { air_ace_generation_chance_factor = 0.15 air_ace_bonuses_factor = 0.10 } energy_maneuverability_theory = { category_light_fighter = { air_agility = 0.05 air_defence = 0.025 } } instinctive_fighter_tactics = { air_wing_xp_loss_when_killed_factor = -0.15 } } mastery = { multiplier = 6 } } stealth_fighter_doctrine = { track = fighter_aircraft name = SUBDOCTRINE_FIGHTER_STEALTH description = SUBDOCTRINE_FIGHTER_STEALTH_DESC icon = GFX_doctrine_air_superiority_fighters xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = stealth_fighter_doctrine } } ai_will_do = { base = 1 modifier = { add = 10 has_government = democratic is_major_power = yes num_of_military_factories > 50 } modifier = { add = 5 is_in_faction_with = USA is_major_power = yes } modifier = { factor = 0 is_non_power = yes } } # EFFECTS category_AS_fighter = { air_defence = 0.05 } tech_air_damage_factor = -0.05 rewards = { low_probability_of_intercept_radar = { air_superiority_detect_factor = 0.10 } internal_weapons_carriage = { category_AS_fighter = { air_attack = 0.05 air_agility = 0.025 } } a2ad_penetration_tactics = { enemy_army_bonus_air_superiority_factor = -0.075 } first_look_first_shot = { air_intercept_efficiency = 0.10 } fifth_gen_integration = { category_AS_fighter = { air_agility = 0.05 air_defence = 0.05 } } } mastery = { multiplier = 6 } } dedicated_interceptor_doctrine = { track = fighter_aircraft name = SUBDOCTRINE_FIGHTER_INTERCEPTOR description = SUBDOCTRINE_FIGHTER_INTERCEPTOR_DESC icon = GFX_doctrine_light_fighters xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = dedicated_interceptor_doctrine } } ai_will_do = { base = 1 modifier = { add = 10 has_government = communism is_major_power = yes } modifier = { add = 8 is_in_faction_with = USA has_government = democratic } modifier = { add = 5 has_country_flag = asian_nation_flag is_major_power = yes } modifier = { factor = 0 is_non_power = yes } } # EFFECTS air_intercept_efficiency = 0.15 rewards = { scramble_protocols = { air_intercept_efficiency = 0.075 } ground_controlled_intercept = { air_superiority_detect_factor = 0.10 air_interception_detect_factor = 0.10 } zone_defense_sectors = { air_home_defence_factor = 0.10 } high_altitude_intercept = { category_light_fighter = { air_superiority = 0.10 } category_AS_fighter = { air_superiority = 0.10 } } continuous_alert_posture = { enemy_army_bonus_air_superiority_factor = -0.075 } } mastery = { multiplier = 6 } } #Drone Warfare male_ucav_operations = { track = drone_warfare name = SUBDOCTRINE_DRONE_MALE description = SUBDOCTRINE_DRONE_MALE_DESC icon = GFX_doctrine_drone_designs xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = male_ucav_operations } } ai_will_do = { base = 1 modifier = { add = 8 is_major_power = yes num_of_military_factories > 35 } modifier = { add = 5 has_government = democratic is_major_power = yes } modifier = { factor = 0 is_non_power = yes } } # EFFECTS equipment_bonus = { small_plane_suicide_airframe = { air_range = 0.15 air_ground_attack = 0.05 instant = yes } } rewards = { persistent_isr_strikes = { equipment_bonus = { small_plane_suicide_airframe = { air_ground_attack = 0.1 instant = yes } } } remote_pilot_networks = { air_manpower_requirement_factor = -0.10 } sensor_fusion_targeting = { air_bombing_targetting = 0.10 } strike_coordination = { air_close_air_support_org_damage_factor = 0.1 } hunter_killer_pairs = { equipment_bonus = { small_plane_suicide_airframe = { air_attack = 0.05 air_ground_attack = 0.05 air_bombing = 0.05 instant = yes } } } } mastery = { multiplier = 6 } } ucas_carrier_strike = { track = drone_warfare name = SUBDOCTRINE_DRONE_UCAS description = SUBDOCTRINE_DRONE_UCAS_DESC icon = GFX_doctrine_naval_air_command xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = ucas_carrier_strike } } ai_will_do = { base = 1 modifier = { add = 10 num_of_naval_factories > 4 is_major_power = yes } modifier = { add = 5 has_government = democratic num_of_naval_factories > 4 } modifier = { factor = 0 num_of_naval_factories < 2 } } # EFFECTS equipment_bonus = { cv_small_plane_suicide_airframe = { air_range = 0.10 instant = yes } } navy_carrier_air_attack_factor = 0.05 rewards = { autonomous_carrier_ops = { carrier_capacity_penalty_reduction = -0.15 } stealth_strike_profiles = { equipment_bonus = { cv_small_plane_suicide_airframe = { air_ground_attack = 0.10 instant = yes } } } carrier_refuel_systems = { equipment_bonus = { cv_small_plane_suicide_airframe = { air_range = 0.10 instant = yes } } } unmanned_fighter_escort = { navy_carrier_air_agility_factor = 0.10 } drone_carrier_integration = { navy_carrier_air_attack_factor = 0.10 port_strike = 0.10 } } mastery = { multiplier = 6 } } loitering_munitions_doctrine = { track = drone_warfare name = SUBDOCTRINE_DRONE_LOITERING description = SUBDOCTRINE_DRONE_LOITERING_DESC icon = GFX_doctrine_drone_designs xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = loitering_munitions_doctrine } } ai_will_do = { base = 1 modifier = { add = 8 is_non_power = yes } modifier = { add = 5 is_minor_power = yes } modifier = { add = 6 is_major_power = yes num_of_military_factories > 30 } } # EFFECTS equipment_bonus = { medium_plane_suicide_airframe = { air_bombing = 0.10 instant = yes } } rewards = { saturation_strikes = { equipment_bonus = { medium_plane_suicide_airframe = { air_attack = 0.05 air_ground_attack = 0.05 instant = yes } } } anti_armor_warheads = { equipment_bonus = { medium_plane_suicide_airframe = { air_ground_attack = 0.10 instant = yes } } } man_portable_launch = { air_manpower_requirement_factor = -0.1 } wave_attack_doctrine = { equipment_bonus = { medium_plane_suicide_airframe = { air_agility = 0.05 air_defence = 0.05 instant = yes } } } dual_mode_guidance = { air_bombing_targetting = 0.10 } } mastery = { multiplier = 6 } } counter_drone_operations = { track = drone_warfare name = SUBDOCTRINE_DRONE_COUNTER description = SUBDOCTRINE_DRONE_COUNTER_DESC icon = GFX_doctrine_centralized_air_command xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = counter_drone_operations } } ai_will_do = { base = 1 modifier = { add = 6 is_major_power = yes } modifier = { add = 4 has_government = democratic } modifier = { add = 4 has_government = communism is_major_power = yes } } # EFFECTS static_anti_air_hit_chance_factor = 0.10 rewards = { electronic_drone_jamming = { enemy_army_bonus_air_superiority_factor = -0.05 } dedicated_intercept_drones = { air_intercept_efficiency = 0.10 } low_altitude_radar = { air_superiority_detect_factor = 0.10 } c_uas_networks = { static_anti_air_damage_factor = 0.10 } layered_air_defense = { air_home_defence_factor = 0.10 industry_air_damage_factor = -0.10 } } mastery = { multiplier = 6 } } drone_swarm_integration = { track = drone_warfare name = SUBDOCTRINE_DRONE_SWARM description = SUBDOCTRINE_DRONE_SWARM_DESC icon = GFX_doctrine_drone_designs xp_cost = 75 xp_type = air available = { NOT = { has_doctrine = drone_swarm_integration } } ai_will_do = { base = 1 modifier = { add = 10 has_government = democratic is_major_power = yes num_of_military_factories > 40 } modifier = { add = 6 has_expansionist_government = yes num_of_military_factories > 40 } modifier = { factor = 0 is_non_power = yes } } # EFFECTS equipment_bonus = { small_plane_suicide_airframe = { build_cost_ic = -0.1 instant = yes } cv_small_plane_suicide_airframe = { build_cost_ic = -0.1 instant = yes } medium_plane_suicide_airframe = { build_cost_ic = -0.1 instant = yes } } rewards = { wingman_drone_programs = { equipment_bonus = { small_plane_suicide_airframe = { air_attack = 0.1 instant = yes } cv_small_plane_suicide_airframe = { air_attack = 0.1 instant = yes } } } autonomous_swarm_tactics = { equipment_bonus = { small_plane_suicide_airframe = { air_agility = 0.05 air_defence = 0.05 instant = yes } medium_plane_suicide_airframe = { air_agility = 0.05 air_defence = 0.05 instant = yes } } } distributed_ai_targeting = { air_mission_efficiency = 0.05 air_bombing_targetting = 0.05 air_close_air_support_org_damage_factor = 0.05 } attritable_air_power = { air_wing_xp_loss_when_killed_factor = -0.20 air_manpower_requirement_factor = -0.1 } swarm_production_lines = { effect = { add_ideas = drone_swarm_hidden_spirit } } } mastery = { multiplier = 6 } }