#Dedicated Doctrines #COIN / Volunteer Doctrines dedicated_volunteer_fighting_force = { track = dedicated_doctrine name = SUBDOCTRINE_OPERATION_VOLUNTEER description = SUBDOCTRINE_OPERATION_VOLUNTEER_DESC icon = GFX_doctrine_adedicated_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 = 0.019 army_defence_factor = 0.038 } 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 dedicated_deep_battle = { track = dedicated_doctrine name = SUBDOCTRINE_OPERATION_DEEP_BATTLE description = SUBDOCTRINE_OPERATION_DEEP_BATTLE_DESC icon = GFX_doctrine_dedicated_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 } } } dedicated_thunder_run = { track = dedicated_doctrine 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 } } } dedicated_light_infantry_warfare = { track = dedicated_doctrine 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 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 } } } } dedicated_guerrilla_fighters = { track = dedicated_doctrine 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 dedicated_static_defense = { track = dedicated_doctrine 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 } 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 } } } dedicated_elastic_defense = { track = dedicated_doctrine 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 } } } dedicated_mobile_defense = { track = dedicated_doctrine 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 num_of_military_factories < 15 } } # EFFECTS dig_in_speed_factor = 0.15 army_defence_factor = 0.05 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 } } } dedicated_insurgent_operations = { track = dedicated_doctrine 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 } } } dedicated_counter_insurgency_ops = { track = dedicated_doctrine 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 } } } dedicated_urban_warfare_ops = { track = dedicated_doctrine 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 } } }