#Operational Doctrines #Structure Doctrines centralized_command = { track = structure_doctrine name = SUBDOCTRINE_STRUCTURE_CENTRAL_COMMAND description = SUBDOCTRINE_STRUCTURE_CENTRAL_COMMAND_DESC icon = GFX_doctrine_centralized_command xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = centralized_command } } ai_will_do = { base = 1 # Large nations benefit most from extra division slots modifier = { add = 14 num_of_military_factories > 45 has_manpower > 1000000 } # Small nations cannot sustain large divisions modifier = { factor = 0 OR = { num_of_military_factories < 20 has_manpower < 400000 } } # USA + NATO historically adopted BCT-style organisation modifier = { factor = 0 is_in_faction_with = USA } # Communist states centralize command structure modifier = { add = 10 has_government = communism is_major_power = yes } modifier = { add = 6 has_government = communism is_minor_power = yes } modifier = { add = 5 has_government = neutrality num_of_military_factories > 30 } # Expansionist autocracies centralize command to execute rapid campaigns modifier = { add = 5 has_expansionist_government = yes is_major_power = yes NOT = { has_government = democratic } } } # EFFECTS max_planning = 0.05 planning_speed = 0.01 additional_brigade_column_size = 1 rewards = { division_structure = { additional_brigade_column_size = 1 } high_level_command_initiative = { planning_speed = 0.1 max_planning_factor = 0.05 coordination_bonus = 0.1 } company_level_maneuver = { org_loss_when_moving = -0.05 army_attack_factor = 0.1 } expanded_battalion_maneuver = { combat_width_factor = -0.2 } central_command_planning = { max_planning_factor = 0.5 planning_decay_rate_factor = -0.25 } } } decentralized_command = { track = structure_doctrine name = SUBDOCTRINE_STRUCTURE_DECENTRAL_COMMAND description = SUBDOCTRINE_STRUCTURE_DECENTRAL_COMMAND_DESC icon = GFX_doctrine_decentralized_command xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = decentralized_command } } ai_will_do = { base = 1 # Middle-ground nations get a bonus here modifier = { add = 6 num_of_military_factories > 20 num_of_military_factories < 60 has_manpower > 400000 } # Large nations should pick centralized_command modifier = { factor = 0 num_of_military_factories > 45 has_manpower > 1000000 } # Small nations should pick battalion_combat_teams modifier = { factor = 0 OR = { num_of_military_factories < 15 has_manpower < 250000 } } # USA + NATO use BCT organisation modifier = { factor = 0 is_in_faction_with = USA } } # EFFECTS additional_brigade_column_size = 1 planning_speed = 0.05 initiative_factor = 0.05 rewards = { brigade_structure = { category_army = { max_organisation = 5 soft_attack = 0.1 hard_attack = 0.1 breakthrough = 0.1 defense = 0.1 } coordination_bonus = 0.1 } mid_level_command_initiative = { initiative_factor = 0.05 max_planning_factor = 0.05 coordination_bonus = 0.1 } company_level_maneuver = { org_loss_when_moving = -0.05 army_attack_factor = 0.1 } armored_formations = { army_armor_attack_factor = 0.1 experience_gain_armor_Bat_combat_factor = 0.2 experience_gain_L_arm_Bat_combat_factor = 0.2 } dispersed_level_planning = { max_planning_factor = 0.05 planning_speed = 0.05 planning_decay_rate_factor = -0.15 } } } battalion_combat_teams = { track = structure_doctrine name = SUBDOCTRINE_STRUCTURE_BCT description = SUBDOCTRINE_STRUCTURE_BCT_DESC icon = GFX_doctrine_battalion_combat_teams xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = battalion_combat_teams } } ai_will_do = { base = 1 # Small nations benefit most — unit buffs compensate for fewer slots modifier = { add = 14 OR = { num_of_military_factories < 20 has_manpower < 400000 } } # Large nations should use centralized_command instead modifier = { factor = 0 num_of_military_factories > 45 has_manpower > 1000000 } # Western alignment: BCT is the democratic professional army doctrine # Placed after factor = 0 so add restores the score for these nations modifier = { add = 14 is_in_faction_with = USA } modifier = { add = 8 has_government = democratic is_major_power = yes NOT = { is_in_faction_with = USA } } modifier = { add = 5 has_government = democratic is_minor_power = yes num_of_military_factories > 15 } modifier = { factor = 0 has_government = communism } modifier = { factor = 0 is_non_power = yes } } # EFFECTS max_planning_factor = -0.1 planning_speed = 0.1 initiative_factor = 0.1 rewards = { battalion_structure = { category_army = { max_organisation = 3 soft_attack = 0.15 hard_attack = 0.1 breakthrough = 0.15 defense = 0.15 } coordination_bonus = 0.1 } low_level_command_initiative = { initiative_factor = 0.1 recon_factor = 0.1 coordination_bonus = 0.05 } platoon_level_maneuver = { coordination_bonus = 0.1 army_attack_factor = 0.05 } combined_arms_formations = { mechanized_attack_factor = 0.1 experience_gain_Mech_Inf_Bat_combat_factor = 0.15 experience_gain_Arm_Inf_Bat_combat_factor = 0.15 } company_level_planning = { initiative_factor = 0.1 planning_speed = 0.05 planning_decay_rate_factor = -0.05 } } } #Logistics Doctrines decentralized_supply_theory = { track = operational_theory name = SUBDOCTRINE_OPERATION_DECENTRALIZED_SUPPLY description = SUBDOCTRINE_OPERATION_DECENTRALIZED_SUPPLY_DESC icon = GFX_doctrine_decentralized_supply_theory xp_cost = 75 xp_type = army available = { does_not_have_supply_doctrine = yes } ai_will_do = { base = 1 modifier = { add = 8 is_non_power = yes } modifier = { add = 6 NOT = { num_of_military_factories > 12 } } modifier = { add = 5 has_government = communism is_minor_power = yes } } # EFFECTS no_supply_grace = 90 army_fuel_capacity_factor = 0.05 rewards = { dispersed_supply_depots = { out_of_supply_factor = -0.05 cas_damage_reduction = 0.1 } combat_supply_theory = { supply_consumption_factor = -0.05 } decentralized_maintenance = { category_front_line = { reliability_factor = 0.015 } } unit_level_supply = { army_fuel_capacity_factor = 0.1 max_fuel_factor = -0.10 } permit_scavenging = { equipment_capture_factor = 0.1 } } } centralized_supply_theory = { track = operational_theory name = SUBDOCTRINE_OPERATION_CENTRALIZED_SUPPLY description = SUBDOCTRINE_OPERATION_CENTRALIZED_SUPPLY_DESC icon = GFX_doctrine_centralized_supply_theory xp_cost = 75 xp_type = army available = { does_not_have_supply_doctrine = yes } ai_will_do = { base = 1 modifier = { add = 10 num_of_military_factories > 35 } modifier = { add = 6 is_major_power = yes num_of_military_factories > 25 } modifier = { factor = 0 NOT = { num_of_military_factories > 15 } } } # EFFECTS no_supply_grace = 72 army_fuel_capacity_factor = 0.1 rewards = { concentrated_supply_depots = { army_fuel_capacity_factor = 0.1 max_planning = 0.05 } combat_supply_theory = { supply_consumption_factor = -0.05 } centralized_maintenance = { combat_service_support_company = { recovery = 0.1 } helicopter_combat_service_support = { recovery = 0.1 } } joint_supply_theory = { army_fuel_capacity_factor = -0.10 max_fuel_factor = 0.1 } discourage_scavenging = { equipment_capture_factor = -0.10 no_supply_grace = 72 } } } scavenging_supply_theory = { track = operational_theory name = SUBDOCTRINE_OPERATION_SCAVENGING_SUPPLY description = SUBDOCTRINE_OPERATION_SCAVENGING_SUPPLY_DESC icon = GFX_doctrine_scavenging_supply_theory xp_cost = 75 xp_type = army available = { does_not_have_supply_doctrine = yes } ai_will_do = { base = 1 modifier = { factor = 3 NOT = { num_of_military_factories > 8 } } modifier = { factor = 0 num_of_military_factories > 20 } } # EFFECTS no_supply_grace = 96 rewards = { battlefield_recovery_efforts = { combat_service_support_company = { recovery = 0.15 } helicopter_combat_service_support = { recovery = 0.15 } } equipment_capture_training = { combat_service_support_company = { equipment_capture_factor = 0.1 } helicopter_combat_service_support = { equipment_capture_factor = 0.1 } } isolated_supply_missions = { pocket_penalty = -0.25 } low_supply_needs = { supply_consumption_factor = -0.10 } with_sticks_and_stones = { out_of_supply_factor = -0.15 } } } #COIN / Volunteer Doctrines volunteer_fighting_force = { track = operational_theory name = SUBDOCTRINE_OPERATION_VOLUNTEER description = SUBDOCTRINE_OPERATION_VOLUNTEER_DESC icon = GFX_doctrine_volunteer_fighting_force xp_cost = 75 xp_type = army available = { does_not_have_volunteer_force = yes } ai_will_do = { base = 1 } # EFFECTS send_volunteer_divisions_required = -0.5 rewards = { shield_the_innocent = { army_attack_factor = 0.05 army_defence_factor = 0.05 } expanded_allied_missions = { lend_lease_tension = -0.5 } peace_through_firepower = { send_volunteer_size = 4 air_volunteer_cap = 2 } limited_air_support = { air_volunteer_cap = 2 } special_forces_advisors = { air_volunteer_cap = 2 send_volunteer_size = 4 } } } #Offensive Doctrines deep_battle = { track = operational_theory name = SUBDOCTRINE_OPERATION_DEEP_BATTLE description = SUBDOCTRINE_OPERATION_DEEP_BATTLE_DESC icon = GFX_doctrine_deep_battle xp_cost = 75 xp_type = army available = { does_not_have_deep_battle_doctrine = yes } ai_will_do = { base = 1 modifier = { add = 15 has_government = communism is_major_power = yes num_of_military_factories > 35 } modifier = { add = 8 has_government = communism is_major_power = yes } modifier = { add = 8 has_war = yes has_government = communism is_major_power = yes } modifier = { add = 5 has_expansionist_government = yes has_government = communism } modifier = { factor = 0 has_government = democratic is_in_faction_with = USA } modifier = { factor = 0 is_non_power = yes } } # EFFECTS enable_tactic = tactic_deep_battle_push enable_tactic = tactic_deep_battle_assault enable_tactic = tactic_deep_battle_encirclement enable_tactic = tactic_breakthrough no_supply_grace = 45 org_loss_when_moving = -0.05 rewards = { massed_force_assaults = { army_armor_attack_factor = 0.05 army_armor_speed_factor = 0.05 army_strength_factor = 0.1 } probing_attacks = { recon_factor = 0.05 } recon_in_force = { intel_from_combat_factor = 0.1 } offensive_fires = { breakthrough_factor = 0.05 enable_tactic = tactic_suppression_advance_recon } massed_penetration_missions = { breakthrough_factor = 0.05 enable_tactic = tactic_deep_battle_rush } } } thunder_run = { track = operational_theory name = SUBDOCTRINE_OPERATION_THUNDER_RUN description = SUBDOCTRINE_OPERATION_THUNDER_RUN_DESC icon = GFX_doctrine_thunder_run xp_cost = 75 xp_type = army available = { does_not_have_thunder_run_doctrine = yes } ai_will_do = { base = 1 modifier = { add = 12 has_government = democratic num_of_military_factories > 45 is_major_power = yes } modifier = { add = 8 has_government = democratic num_of_military_factories > 35 } modifier = { add = 6 has_government = fascism is_major_power = yes } 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 = { factor = 0 has_government = communism } modifier = { factor = 0 is_non_power = yes } modifier = { factor = 0.3 NOT = { has_expansionist_government = yes } NOT = { has_war = yes } } } # EFFECTS enable_tactic = tactic_thunder_run_breakthrough enable_tactic = tactic_breakthrough org_loss_when_moving = -0.15 army_fuel_consumption_factor = -0.15 rewards = { rapid_attacks = { army_speed_factor = 0.05 land_night_attack = 0.05 enable_tactic = tactic_thunder_run enable_tactic = tactic_thunder_run_push enable_tactic = tactic_thunder_run_maneuver } probing_attacks = { initiative_factor = 0.1 } force_reconassiance = { recon_factor = 0.1 enable_tactic = tactic_pincer_recon } offensive_fires = { breakthrough_factor = 0.05 } rapid_maneuver_force = { army_speed_factor = 0.05 army_org_factor = 0.05 army_org_regain = 0.05 } } } light_infantry_warfare = { track = operational_theory name = SUBDOCTRINE_OPERATION_LIGHT_INFANTRY description = SUBDOCTRINE_OPERATION_LIGHT_INFANTRY_DESC icon = GFX_doctrine_light_infantry_warfare xp_cost = 75 xp_type = army available = { does_not_have_light_infantry_warfare_doctrine = yes } ai_will_do = { base = 1 modifier = { add = 10 is_non_power = yes } modifier = { add = 8 NOT = { num_of_military_factories > 12 } } modifier = { add = 5 has_country_flag = asian_nation_flag is_minor_power = yes } modifier = { add = 5 has_country_flag = african_nation_flag NOT = { is_major_power = yes } } modifier = { add = 5 has_country_flag = middle_east_nation_flag NOT = { is_major_power = yes } } modifier = { factor = 0.4 is_major_power = yes num_of_military_factories > 40 } } # EFFECTS category_foot_inf = { soft_attack = 0.1 hard_attack = 0.05 } category_mot_inf = { soft_attack = 0.1 hard_attack = 0.05 } rewards = { infiltration_groups = { recon_factor = 0.1 initiative_factor = 0.1 enable_tactic = tactic_mobile_recon } coordinated_pre_mission_bombardments = { Arty_Battery = { battalion_mult = { category = category_foot_inf breakthrough = 0.03 soft_attack = 0.02 } } SP_Arty_Battery = { battalion_mult = { category = category_mot_inf breakthrough = 0.02 soft_attack = 0.01 } } SP_R_Arty_Battery = { battalion_mult = { category = category_mot_inf breakthrough = 0.02 soft_attack = 0.01 } } } dedicated_tank_hunters = { category_foot_inf = { hard_attack = 0.1 ap_attack = 0.1 } category_mot_inf = { hard_attack = 0.1 ap_attack = 0.1 } } urban_combat_operations = { L_Inf_Bat = { urban = { attack = 0.1 defence = 0.1 } supercity = { attack = 0.1 defence = 0.1 } } Mot_Inf_Bat = { urban = { attack = 0.1 defence = 0.1 } supercity = { attack = 0.1 defence = 0.1 } } Militia_Bat = { urban = { attack = 0.1 defence = 0.1 } supercity = { attack = 0.1 defence = 0.1 } } Mot_Militia_Bat = { urban = { attack = 0.1 defence = 0.1 } supercity = { attack = 0.1 defence = 0.1 } } } massed_infantry_assaults = { category_foot_inf = { soft_attack = 0.1 hard_attack = 0.1 breakthrough = 0.15 } category_mot_inf = { soft_attack = 0.1 hard_attack = 0.1 breakthrough = 0.15 } } } } guerrilla_fighters = { track = operational_theory name = SUBDOCTRINE_OPERATION_GUERRILLA description = SUBDOCTRINE_OPERATION_GUERRILLA_DESC icon = GFX_doctrine_guerrilla_fighters xp_cost = 75 xp_type = army available = { does_not_have_guerrilla_fighters_doctrine = yes } ai_will_do = { base = 1 } effect = { set_technology = { mech_militia = 1 popup = no } } # EFFECTS army_infantry_attack_factor = 0.1 rewards = { hit_and_run_raids = { army_attack_speed_factor = 0.15 army_speed_factor = 0.1 } close_observation = { intel_from_combat_factor = 0.15 } propaganda_campaigns = { recruitable_population_factor = 0.15 } city_offensive_operations = { L_Inf_Bat = { urban = { movement = 0.2 attack = 0.15 } supercity = { movement = 0.15 attack = 0.15 } } Militia_Bat = { urban = { movement = 0.25 attack = 0.2 } supercity = { movement = 0.2 attack = 0.15 } } Mot_Inf_Bat = { urban = { movement = 0.2 attack = 0.1 } supercity = { movement = 0.1 attack = 0.15 } } Mot_Militia_Bat = { urban = { movement = 0.15 attack = 0.15 } supercity = { movement = 0.2 attack = 0.1 } } Mech_Militia_Bat = { urban = { movement = 0.15 attack = 0.15 } supercity = { movement = 0.2 attack = 0.1 } } } lay_of_the_land = { terrain_penalty_reduction = 0.15 } } } #Defensive Doctrines static_defense = { track = operational_theory name = SUBDOCTRINE_OPERATION_STATIC_DEFENSE description = SUBDOCTRINE_OPERATION_STATIC_DEFENSE_DESC icon = GFX_doctrine_static_defense xp_cost = 75 xp_type = army available = { does_not_have_static_defense_doctrine = yes } ai_will_do = { base = 1 modifier = { add = 12 has_government = communism NOT = { is_major_power = yes } NOT = { num_of_military_factories > 25 } } modifier = { add = 8 has_government = neutrality NOT = { is_major_power = yes } } modifier = { add = 5 is_non_power = yes has_country_flag = asian_nation_flag } modifier = { factor = 0.2 has_expansionist_government = yes } modifier = { factor = 0.2 has_war = yes is_faction_leader = yes } modifier = { factor = 0 has_government = democratic is_in_faction_with = USA } modifier = { factor = 0 num_of_military_factories > 50 } } # EFFECTS max_dig_in_factor = 0.15 recon_factor_while_entrenched = 0.15 rewards = { forward_defensive_deployments = { max_dig_in = 2 dig_in_speed_factor = 0.1 enable_tactic = tactic_delay } anti_tank_ambushes = { category_front_line = { hard_attack = 0.05 ap_attack = 0.05 } category_all_infantry = { ap_attack = 0.05 } } defensive_position_exploitation = { max_dig_in_factor = 0.05 L_Inf_Bat = { fort = { defence = 0.1 } } Mot_Inf_Bat = { fort = { defence = 0.1 } } Hvy_Mot_Inf_Bat = { fort = { defence = 0.1 } } Mech_Inf_Bat = { fort = { defence = 0.1 } } Arm_Inf_Bat = { fort = { defence = 0.1 } } } minefield_defences = { army_defence_factor = 0.1 enable_tactic = tactic_dedicated_emplacements } defence_in_depth = { army_core_defence_factor = 0.1 } } } elastic_defense = { track = operational_theory name = SUBDOCTRINE_OPERATION_ELASTIC_DEFENSE description = SUBDOCTRINE_OPERATION_ELASTIC_DEFENSE_DESC icon = GFX_doctrine_elastic_defense xp_cost = 75 xp_type = army available = { does_not_have_elastic_defense_doctrine = yes } ai_will_do = { base = 1 modifier = { add = 8 has_government = communism is_major_power = yes } modifier = { add = 6 has_government = democratic is_major_power = yes NOT = { is_in_faction_with = USA } } modifier = { add = 5 is_minor_power = yes num_of_military_factories > 15 } } # EFFECTS max_dig_in_factor = 0.1 dig_in_speed_factor = 0.1 rewards = { static_to_kinetic = { max_dig_in_factor = 0.05 org_loss_when_moving = -0.05 enable_tactic = tactic_flexible_lines } rapid_force_relocation = { army_retreat_speed_factor = 0.1 } pocket_defence = { pocket_penalty = -0.40 } kill_boxes = { army_core_defence_factor = 0.15 army_core_attack_factor = 0.15 } flexible_defensive_lines = { org_loss_at_low_org_factor = -0.15 org_loss_when_moving = -0.15 } } } mobile_defense = { track = operational_theory name = SUBDOCTRINE_OPERATION_MOBILE_DEFENSE description = SUBDOCTRINE_OPERATION_MOBILE_DEFENSE_DESC icon = GFX_doctrine_mobile_defense xp_cost = 75 xp_type = army available = { does_not_have_mobile_defense_doctrine = yes } ai_will_do = { base = 1 modifier = { add = 10 has_government = democratic num_of_military_factories > 40 is_major_power = yes } modifier = { add = 8 is_in_faction_with = USA is_major_power = yes } modifier = { add = 5 has_country_flag = middle_east_nation_flag is_major_power = yes } modifier = { add = 6 has_expansionist_government = yes is_major_power = yes num_of_military_factories > 35 } modifier = { add = 5 has_war = yes is_major_power = yes num_of_military_factories > 30 } modifier = { factor = 0 is_non_power = yes } modifier = { factor = 0 NOT = { num_of_military_factories > 15 } } } # EFFECTS dig_in_speed_factor = 0.188 army_defence_factor = 0.019 rewards = { fire_brigades = { land_night_attack = 0.05 org_loss_when_moving = -0.1 } delay = { cas_damage_reduction = 0.1 coordination_bonus = 0.1 max_dig_in_factor = 0.05 } freedom_of_maneuver = { army_speed_factor = 0.05 initiative_factor = 0.05 } counter_punch = { land_night_attack = 0.05 army_core_attack_factor = 0.1 } collapsing_defense = { army_speed_factor = 0.05 land_reinforce_rate = 0.05 army_core_defence_factor = 0.05 } } } insurgent_operations = { track = operational_theory name = SUBDOCTRINE_OPERATION_INSURGENT description = SUBDOCTRINE_OPERATION_INSURGENT_DESC icon = GFX_doctrine_insurgent_operations xp_cost = 75 xp_type = army available = { does_not_have_insurgent_operations_doctrine = yes } ai_will_do = { base = 1 } # EFFECTS army_infantry_defence_factor = 0.1 rewards = { urban_insurgent_ops = { L_Inf_Bat = { urban = { movement = 0.2 defence = 0.15 } supercity = { movement = 0.15 defence = 0.15 } } Militia_Bat = { urban = { movement = 0.2 defence = 0.2 } supercity = { movement = 0.2 defence = 0.2 } } Mot_Inf_Bat = { urban = { movement = 0.1 defence = 0.1 } supercity = { movement = 0.1 defence = 0.1 } } Mot_Militia_Bat = { urban = { movement = 0.15 defence = 0.15 } supercity = { movement = 0.15 defence = 0.15 } } Mech_Militia_Bat = { urban = { movement = 0.15 defence = 0.15 } supercity = { movement = 0.15 defence = 0.15 } } } repair_and_replace = { equipment_capture_factor = 0.2 category_militia = { recovery = 0.3 } } asture_insurgent_ops = { L_Inf_Bat = { mountain = { movement = 0.2 defence = 0.15 } hills = { movement = 0.15 defence = 0.15 } jungle = { movement = 0.15 defence = 0.15 } } Militia_Bat = { mountain = { movement = 0.25 defence = 0.2 } hills = { movement = 0.2 defence = 0.15 } jungle = { movement = 0.2 defence = 0.2 } } Mot_Inf_Bat = { mountain = { movement = 0.2 defence = 0.1 } hills = { movement = 0.1 defence = 0.15 } jungle = { movement = 0.2 defence = 0.1 } } Mot_Militia_Bat = { mountain = { movement = 0.15 defence = 0.15 } hills = { movement = 0.2 defence = 0.1 } jungle = { movement = 0.15 defence = 0.15 } } Mech_Militia_Bat = { mountain = { movement = 0.15 defence = 0.15 } hills = { movement = 0.2 defence = 0.1 } jungle = { movement = 0.15 defence = 0.15 } } } dedicated_hideouts = { cas_damage_reduction = 0.15 max_dig_in_factor = 0.15 } hit_and_run_defence = { army_retreat_speed_factor = 0.3 } } } counter_insurgency_ops = { track = operational_theory name = SUBDOCTRINE_OPERATION_COIN description = SUBDOCTRINE_OPERATION_COIN_DESC icon = GFX_doctrine_insurgent_operations xp_cost = 75 xp_type = army available = { does_not_have_counter_insurgency_ops_doctrine = yes } ai_will_do = { base = 1 modifier = { add = 15 has_government = democratic is_major_power = yes } modifier = { add = 8 is_in_faction_with = USA } modifier = { add = 5 has_government = democratic is_minor_power = yes } modifier = { factor = 0 has_doctrine = guerrilla_warfare } modifier = { factor = 0 is_non_power = yes } } # EFFECTS enable_tactic = tactic_counter_cordon_search army_infantry_defence_factor = 0.05 resistance_target = -0.05 rewards = { population_control = { recon_factor = 0.1 initiative_factor = 0.05 } direct_action_raids = { enable_tactic = tactic_counter_stronghold_raid coordination_bonus = 0.1 } rapid_response_forces = { enable_tactic = tactic_counter_fireforce army_speed_factor = 0.05 army_retreat_speed_factor = 0.1 } civil_military_operations = { stability_factor = 0.05 recruitable_population_factor = 0.05 } persistent_presence = { cas_damage_reduction = 0.1 max_dig_in_factor = 0.1 } } } urban_warfare_ops = { track = operational_theory name = SUBDOCTRINE_OPERATION_URBAN_WARFARE description = SUBDOCTRINE_OPERATION_URBAN_WARFARE_DESC icon = GFX_doctrine_light_infantry_warfare xp_cost = 75 xp_type = army available = { does_not_have_urban_warfare_ops_doctrine = yes } ai_will_do = { base = 1 modifier = { add = 12 is_major_power = yes num_of_military_factories > 30 } modifier = { add = 8 has_government = democratic is_major_power = yes } modifier = { add = 5 has_country_flag = middle_east_nation_flag is_major_power = yes } modifier = { factor = 0 is_non_power = yes NOT = { num_of_military_factories > 8 } } } # EFFECTS enable_tactic = tactic_city_node_attack enable_tactic = tactic_city_all_round_defense L_Inf_Bat = { urban = { attack = 0.05 defence = 0.05 } supercity = { attack = 0.05 defence = 0.05 } } Mot_Inf_Bat = { urban = { attack = 0.05 defence = 0.05 } supercity = { attack = 0.05 defence = 0.05 } } Hvy_Mot_Inf_Bat = { urban = { attack = 0.05 defence = 0.05 } supercity = { attack = 0.05 defence = 0.05 } } Militia_Bat = { urban = { attack = 0.05 defence = 0.05 } supercity = { attack = 0.05 defence = 0.05 } } Mot_Militia_Bat = { urban = { attack = 0.05 defence = 0.05 } supercity = { attack = 0.05 defence = 0.05 } } rewards = { breaching_tactics = { enable_tactic = tactic_city_infiltration_attack L_Inf_Bat = { urban = { attack = 0.1 } supercity = { attack = 0.1 } } Mot_Inf_Bat = { urban = { attack = 0.1 } supercity = { attack = 0.1 } } Hvy_Mot_Inf_Bat = { urban = { attack = 0.1 } supercity = { attack = 0.1 } } Militia_Bat = { urban = { attack = 0.1 } supercity = { attack = 0.1 } } Mot_Militia_Bat = { urban = { attack = 0.1 } supercity = { attack = 0.1 } } } interlocking_fields_of_fire = { enable_tactic = tactic_city_crossfire_defense L_Inf_Bat = { urban = { defence = 0.1 } supercity = { defence = 0.1 } } Mot_Inf_Bat = { urban = { defence = 0.1 } supercity = { defence = 0.1 } } Hvy_Mot_Inf_Bat = { urban = { defence = 0.1 } supercity = { defence = 0.1 } } Militia_Bat = { urban = { defence = 0.1 } supercity = { defence = 0.1 } } Mot_Militia_Bat = { urban = { defence = 0.1 } supercity = { defence = 0.1 } } } sector_clearance = { coordination_bonus = 0.1 initiative_factor = 0.05 } street_level_intelligence = { recon_factor = 0.1 intel_from_combat_factor = 0.1 } combined_arms_urban = { army_infantry_attack_factor = 0.05 breakthrough_factor = 0.05 } } } #Special Operational Doctrines adverse_condition_ops = { track = operational_theory name = SUBDOCTRINE_OPERATION_ADVERSE description = SUBDOCTRINE_OPERATION_ADVERSE_DESC icon = GFX_doctrine_adverse_condition_ops xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = adverse_condition_ops } } ai_will_do = { base = 1 modifier = { add = 12 has_country_flag = european_nation_flag has_government = communism is_major_power = yes } modifier = { add = 8 has_country_flag = european_nation_flag } modifier = { add = 8 has_country_flag = middle_east_nation_flag is_major_power = yes } modifier = { add = 5 has_country_flag = asian_nation_flag is_major_power = yes } modifier = { factor = 0 is_non_power = yes NOT = { num_of_military_factories > 8 } } } # EFFECTS org_loss_when_moving = -0.15 org_loss_at_low_org_factor = -0.05 rewards = { night_operations = { land_night_attack = 0.1 } under_hostile_skies = { cas_damage_reduction = 0.15 } adverse_terrain_training = { terrain_penalty_reduction = 0.1 } high_experience_units = { experience_gain_army_unit_factor = 0.1 experience_loss_factor = -0.15 } coordinated_missions = { coordination_bonus = 0.1 } } }