#Technology Doctrines high_technology_army = { track = technology name = SUBDOCTRINE_TECHNOLOGY_HIGH description = SUBDOCTRINE_TECHNOLOGY_HIGH_DESC icon = GFX_doctrine_high_technology_army xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = high_technology_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 = democratic num_of_military_factories > 45 } modifier = { add = 8 has_government = democratic num_of_military_factories > 35 } modifier = { add = 5 is_in_faction_with = USA num_of_military_factories > 35 } modifier = { factor = 0.6 has_government = communism } } # EFFECTS equipment_cost_multiplier_modifier = 0.15 army_org_factor = 0.03 army_intel_to_others = -10 rewards = { blue_force_tracker = { coordination_bonus = 0.05 land_night_attack = 0.05 equipment_cost_multiplier_modifier = 0.15 } digital_assisted_warfare = { land_reinforce_rate = 0.05 equipment_cost_multiplier_modifier = 0.05 } cross_com_deployment = { recon_factor = 0.1 recon_factor_while_entrenched = 0.1 coordination_bonus = 0.1 } advanced_unit_drones = { initiative_factor = 0.05 terrain_penalty_reduction = 0.1 equipment_cost_multiplier_modifier = 0.15 } ai_assisted_planning = { planning_speed = 0.1 max_planning_factor = 0.05 equipment_cost_multiplier_modifier = 0.10 } } } common_technology_army = { track = technology name = SUBDOCTRINE_TECHNOLOGY_COMMON description = SUBDOCTRINE_TECHNOLOGY_COMMON_DESC icon = GFX_doctrine_common_technology_army xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = common_technology_army } } ai_will_do = { base = 3 modifier = { factor = 1.5 is_major_power = yes num_of_military_factories > 25 NOT = { num_of_military_factories > 50 } } modifier = { factor = 1.5 is_minor_power = yes num_of_military_factories > 15 } modifier = { add = 6 has_government = communism is_major_power = yes } modifier = { factor = 0.4 NOT = { num_of_military_factories > 10 } } modifier = { factor = 0.5 num_of_military_factories > 55 } } # EFFECTS max_planning = 0.05 planning_speed = 0.05 rewards = { modernized_tech = { coordination_bonus = 0.05 land_reinforce_rate = 0.05 } modern_gps = { army_org_factor = 0.05 army_speed_factor = 0.05 army_attack_speed_factor = 0.05 } satcom = { army_intel_to_others = -5 recon_factor = 0.05 planning_speed = 0.05 } advanced_comm_encryption = { army_intel_to_others = -5 encryption_factor = 0.05 max_planning_factor = 0.05 } long_range_transmitters = { planning_speed = 0.05 encryption_factor = 0.05 initiative_factor = 0.05 } } } low_technology_army = { track = technology name = SUBDOCTRINE_TECHNOLOGY_LOW description = SUBDOCTRINE_TECHNOLOGY_LOW_DESC icon = GFX_doctrine_low_technology_army xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = low_technology_army } } ai_will_do = { base = 2 modifier = { factor = 3 NOT = { num_of_military_factories > 8 } } modifier = { factor = 2 is_non_power = yes } modifier = { factor = 0 num_of_military_factories > 30 } modifier = { factor = 0 is_major_power = yes } } # EFFECTS recon_factor = 0.05 initiative_factor = 0.05 rewards = { burner_phones = { coordination_bonus = 0.05 recon_factor = 0.05 army_intel_to_others = -5 } encoded_messages = { army_intel_to_others = -5 max_planning_factor = 0.05 } vpn_usage = { army_intel_to_others = -5 planning_speed = 0.05 max_planning_factor = 0.05 } hand_delivered_messages = { army_intel_to_others = -10 max_planning_factor = 0.05 } compartmentalized_comms = { initiative_factor = 0.05 army_intel_to_others = -5 recon_factor = 0.05 army_attack_speed_factor = 0.05 } } } #Training Doctrines #reduced_training = { # track = training # name = SUBDOCTRINE_TRAINING_REDUCED # description = SUBDOCTRINE_TRAINING_REDUCED_DESC # icon = GFX_doctrine_reduced_training # # xp_cost = 50 # xp_type = army # # available = { # NOT = { has_doctrine = reduced_training } # } # # ai_will_do = { # base = 1 # } # # EFFECTS # max_training = -0.2 # minimum_training_level = -0.1 # army_personnel_cost_multiplier_modifier = -0.02 # # rewards = { # short_basic_training = { # training_time_army_factor = -0.1 # army_personnel_cost_multiplier_modifier = -0.02 # } # quick_training_turnaround = { # minimum_training_level = -0.05 # army_personnel_cost_multiplier_modifier = -0.02 # } # no_enlistment_bonus = { # experience_gain_army_factor = -0.1 # army_personnel_cost_multiplier_modifier = -0.05 # } # rapid_mobilization = { # mobilization_speed = 0.15 # army_personnel_cost_multiplier_modifier = -0.02 # } # rapid_training_cycles = { # training_time_army_factor = -0.1 # army_personnel_cost_multiplier_modifier = -0.02 # } # } #} #advanced_training = { # track = training # name = SUBDOCTRINE_TRAINING_ADVANCED # description = SUBDOCTRINE_TRAINING_ADVANCED_DESC # icon = GFX_doctrine_advanced_training # # xp_cost = 75 # xp_type = army # # available = { # NOT = { has_doctrine = advanced_training } # } # # ai_will_do = { # base = 1 # } # # EFFECTS # max_training = 1 # training_time_army_factor = 0.25 # army_personnel_cost_multiplier_modifier = 0.05 # # rewards = { # enhanced_basic_training = { # army_personnel_cost_multiplier_modifier = 0.025 # experience_gain_army_factor = 0.05 # } # advanced_individual_training = { # army_personnel_cost_multiplier_modifier = 0.025 # mobilization_speed = 0.05 # } # dedicated_training_centers = { # army_personnel_cost_multiplier_modifier = 0.025 # experience_gain_army_unit_factor = 0.05 # } # tradoc = { # army_personnel_cost_multiplier_modifier = 0.025 # army_attack_factor = 0.05 # army_defence_factor = 0.05 # } # army_personnel_cost_multiplier_modifier = 0.025 # max_training = 1 # training_time_army_factor = 0.25 # } # } #} skill_school_focus = { track = training name = SUBDOCTRINE_TRAINING_SKILLS description = SUBDOCTRINE_TRAINING_SKILLS_DESC icon = GFX_doctrine_skill_school_focus xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = skill_school_focus } } ai_will_do = { base = 1 modifier = { add = 10 has_government = democratic num_of_military_factories > 35 is_major_power = yes } modifier = { add = 8 has_government = democratic is_in_faction_with = USA } modifier = { add = 6 has_government = democratic is_major_power = yes } modifier = { add = 4 has_government = democratic is_minor_power = yes num_of_military_factories > 20 } modifier = { factor = 0.6 has_government = communism } modifier = { factor = 0.4 is_non_power = yes } } # EFFECTS max_training = 0.5 rewards = { tactics_schools = { offence = 0.05 defence = 0.05 army_personnel_cost_multiplier_modifier = 0.05 } infantry_weapons_school = { category_all_infantry = { ap_attack = 0.1 soft_attack = 0.1 hard_attack = 0.1 } army_personnel_cost_multiplier_modifier = 0.05 } squad_level_tactics = { army_attack_factor = 0.015 army_defence_factor = 0.015 army_personnel_cost_multiplier_modifier = 0.075 } joint_fires_school = { air_superiority_bonus_in_combat = 0.1 Arty_Battery = { battalion_mult = { category = category_all_infantry soft_attack = 0.05 hard_attack = 0.05 defence = 0.05 } battalion_mult = { category = category_all_armor soft_attack = 0.05 hard_attack = 0.05 breakthrough = 0.05 } } SP_Arty_Battery = { battalion_mult = { category = category_all_infantry soft_attack = 0.05 hard_attack = 0.05 defence = 0.05 } battalion_mult = { category = category_all_armor soft_attack = 0.05 hard_attack = 0.05 breakthrough = 0.05 } } army_personnel_cost_multiplier_modifier = 0.05 } sapper_school = { L_Engi_Comp = { fort = { attack = 0.1 defence = 0.1 movement = 0.05 } } H_Engi_Comp = { fort = { attack = 0.1 defence = 0.1 movement = 0.05 } } terrain_penalty_reduction = 0.05 army_personnel_cost_multiplier_modifier = 0.05 } } } survival_school_focus = { track = training name = SUBDOCTRINE_TRAINING_SURVIVAL description = SUBDOCTRINE_TRAINING_SURVIVA_DESC icon = GFX_doctrine_survival_school_focus xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = survival_school_focus } } ai_will_do = { base = 1 modifier = { add = 12 has_government = communism is_major_power = yes } modifier = { add = 8 has_government = communism is_minor_power = yes } modifier = { add = 8 has_country_flag = european_nation_flag NOT = { has_government = democratic } } modifier = { add = 6 has_country_flag = asian_nation_flag NOT = { is_major_power = yes } } modifier = { add = 6 has_country_flag = african_nation_flag } modifier = { add = 5 has_country_flag = middle_east_nation_flag NOT = { is_major_power = yes } } modifier = { factor = 0.5 has_government = democratic is_in_faction_with = USA } } # EFFECTS attrition = -0.1 rewards = { mountain_school = { winter_attrition_factor = -0.15 acclimatization_cold_climate_gain_factor = 0.15 L_Inf_Bat = { mountain = { attack = 0.1 defence = 0.2 movement = 0.3 } } Mot_Inf_Bat = { mountain = { attack = 0.1 defence = 0.2 movement = 0.3 } } army_personnel_cost_multiplier_modifier = 0.05 } jungle_school = { heat_attrition_factor = -0.15 acclimatization_hot_climate_gain_factor = 0.15 L_Inf_Bat = { jungle = { defence = 0.1 attack = 0.1 movement = 0.3 } } Mot_Inf_Bat = { jungle = { defence = 0.1 attack = 0.1 movement = 0.3 } } army_personnel_cost_multiplier_modifier = 0.05 } arctic_school = { winter_attrition_factor = -0.30 acclimatization_cold_climate_gain_factor = 0.30 army_personnel_cost_multiplier_modifier = 0.05 } desert_school = { heat_attrition_factor = -0.30 acclimatization_hot_climate_gain_factor = 0.30 army_personnel_cost_multiplier_modifier = 0.05 } combat_endurance_training = { supply_consumption_factor = -0.05 attrition = -0.05 army_personnel_cost_multiplier_modifier = 0.05 } } } #Leadership Doctrines officer_training_focus = { track = leadership name = SUBDOCTRINE_LEADERSHIP_OFFICER description = SUBDOCTRINE_LEADERSHIP_OFFICER_DESC icon = GFX_doctrine_officer_training_focus xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = officer_training_focus } } ai_will_do = { base = 1 modifier = { add = 10 has_government = democratic num_of_military_factories > 30 is_major_power = yes } modifier = { add = 8 has_government = democratic is_in_faction_with = USA } modifier = { add = 6 has_government = democratic is_major_power = yes } modifier = { add = 4 has_government = democratic is_minor_power = yes num_of_military_factories > 15 } modifier = { factor = 0.5 has_government = communism } modifier = { factor = 0.3 is_non_power = yes } } # EFFECTS army_morale_factor = 0.019 rewards = { basic_officer_training = { training_time_army_factor = 0.1 army_org_regain = 0.05 army_leader_start_level = 1 army_personnel_cost_multiplier_modifier = 0.05 } officer_field_training = { max_planning_factor = 0.15 planning_speed = 0.1 army_personnel_cost_multiplier_modifier = 0.05 } officer_specalization = { skill_bonus_factor = 0.15 army_leader_start_attack_level = 1 army_leader_start_defense_level = 1 promote_cost_factor = 0.15 army_personnel_cost_multiplier_modifier = 0.05 } inter_branch_officer_training = { planning_decay_rate_factor = -0.25 army_leader_start_planning_level = 1 army_leader_start_logistics_level = 1 army_personnel_cost_multiplier_modifier = 0.05 } advanced_military_education = { army_org_regain = 0.05 max_organisation = 0.05 army_personnel_cost_multiplier_modifier = 0.10 } } } nco_training_focus = { track = leadership name = SUBDOCTRINE_LEADERSHIP_NCO description = SUBDOCTRINE_LEADERSHIP_NCO_DESC icon = GFX_doctrine_nco_training_focus xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = nco_training_focus } } ai_will_do = { base = 2 modifier = { add = 12 has_government = communism is_major_power = yes } modifier = { add = 8 has_government = communism is_minor_power = yes } modifier = { add = 6 has_government = neutrality is_major_power = yes } modifier = { add = 5 is_minor_power = yes num_of_military_factories > 15 } modifier = { factor = 0.6 has_government = democratic is_in_faction_with = USA } } # EFFECTS army_morale_factor = 0.038 rewards = { basic_nco_training = { army_attack_speed_factor = 0.05 army_retreat_speed_factor = 0.05 army_personnel_cost_multiplier_modifier = 0.05 } advanced_nco_training = { army_morale_factor = 0.05 training_time_army_factor = 0.10 } nco_career_path = { experience_loss_factor = -0.25 army_personnel_cost_multiplier_modifier = 0.05 } snco_focus = { experience_gain_army_factor = 0.15 experience_gain_army_unit_factor = 0.1 } nco_academy = { army_org_regain = 0.05 max_organisation = 0.05 army_personnel_cost_multiplier_modifier = 0.05 } } } reduced_leadership_standards = { track = leadership name = SUBDOCTRINE_LEADERSHIP_REDUCED description = SUBDOCTRINE_LEADERSHIP_REDUCED_DESC icon = GFX_doctrine_reduced_leadership_standards xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = reduced_leadership_standards } } ai_will_do = { base = 1 modifier = { factor = 4 is_non_power = yes } modifier = { factor = 3 NOT = { num_of_military_factories > 8 } } modifier = { factor = 2 is_minor_power = yes NOT = { num_of_military_factories > 12 } } modifier = { factor = 0 num_of_military_factories > 25 } modifier = { factor = 0 is_major_power = yes } } # EFFECTS army_morale_factor = -0.025 army_personnel_cost_multiplier_modifier = -0.05 rewards = { low_initiative_ncos = { experience_loss_factor = 0.15 unit_medal_effectiveness = -0.15 army_strength_factor = -0.15 army_personnel_cost_multiplier_modifier = -0.05 } cheap_training_pipelines = { training_time_army_factor = -0.1 army_personnel_cost_multiplier_modifier = -0.05 } politically_connected_officers = { skill_bonus_factor = -0.25 automatic_grant_medal_chance = 0.75 army_personnel_cost_multiplier_modifier = -0.05 } higher_command_doctrine = { max_planning_factor = 0.25 planning_speed = -0.25 army_personnel_cost_multiplier_modifier = -0.05 } field_promotions = { training_time_army_factor = -0.2 max_organisation = -0.05 army_personnel_cost_multiplier_modifier = -0.05 } } }