#Infantry Equipment Subdoctrines base_infantry_load = { track = infantry_weapons_type name = SUBDOCTRINE_EQUIPMENT_BASE_INFANTRY description = SUBDOCTRINE_EQUIPMENT_BASE_INFANTRY_DESC icon = GFX_doctrine_base_infantry_load xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = base_infantry_load } } ai_will_do = { base = 1 } # EFFECTS effect = { add_tech_bonus = { bonus = 0.5 uses = 1 category = CAT_inf_wep name = SUBDOCTRINE_EQUIPMENT_BASE_INFANTRY } } rewards = { grenade_launchers = { equipment_bonus = { infantry_weapons_type = { soft_attack = 0.1 breakthrough = 0.1 } } } heavy_anti_tank_weapons = { equipment_bonus = { L_AT_Equipment = { hard_attack = 0.1 ap_attack = 0.1 instant = yes } } } man_portable_mortars = { equipment_bonus = { infantry_weapons_type = { soft_attack = 0.1 defense = 0.1 } } } individual_first_aid_kit = { helicopter_combat_service_support = { casualty_trickleback = 0.3 } combat_service_support_company = { casualty_trickleback = 0.2 } } anti_aircraft_defence = { equipment_bonus = { AA_Equipment = { air_attack = 0.2 instant = yes } } } } mastery = { categories = { } equipment = { infantry motorized mechanized } } } light_infantry_load = { track = infantry_weapons_type name = SUBDOCTRINE_EQUIPMENT_LIGHT_INFANTRY description = SUBDOCTRINE_EQUIPMENT_LIGHT_INFANTRY_DESC icon = GFX_doctrine_light_infantry_load xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = light_infantry_load } } ai_will_do = { base = 1 } # EFFECTS category_foot_inf = { maximum_speed = 0.5 } rewards = { marksman_rifles = { category_foot_inf = { soft_attack = 0.1 breakthrough = 0.2 } } advanced_c2istar = { category_foot_inf = { default_morale = 0.2 } } dedicated_anti_tank_weapons = { category_foot_inf = { hard_attack = 0.1 ap_attack = 0.1 } } survival_gear = { category_foot_inf = { breakthrough = 0.2 maximum_speed = 0.5 } } breaching_equipment = { L_Inf_Bat = { fort = { attack = 0.3 } urban = { attack = 0.3 } supercity = { attack = 0.3 } } Militia_Bat = { fort = { attack = 0.3 } urban = { attack = 0.3 } supercity = { attack = 0.3 } } } } mastery = { categories = { } equipment = { infantry motorized mechanized } } } heavy_infantry_load = { track = infantry_weapons_type name = SUBDOCTRINE_EQUIPMENT_HEAVY_INFANTRY description = SUBDOCTRINE_EQUIPMENT_HEAVY_INFANTRY_DESC icon = GFX_doctrine_heavy_infantry_load xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = heavy_infantry_load } } ai_will_do = { base = 1 } # EFFECTS category_foot_inf = { hard_attack = 0.1 } rewards = { extra_anti_tank_weapons = { category_foot_inf = { hard_attack = 0.2 ap_attack = 0.2 } # L_Inf_Bat = { # need = { # L_AT_Equipment = 12 # } # } # Militia_Bat = { # need = { # L_AT_Equipment = 8 # } # } } heavy_mortars = { category_foot_inf = { defense = 0.2 } } entrenching_equipment = { category_foot_inf = { entrenchment = 0.1 } } extra_anti_aircraft_weapons = { category_foot_inf = { air_attack = 0.2 } # L_Inf_Bat = { # need = { # AA_Equipment = 8 # } # Militia_Bat = { # need = { # AA_Equipment = 6 # } } overmatch_rifles = { category_foot_inf = { soft_attack = 0.1 defense = 0.1 } } } mastery = { categories = { } equipment = { infantry motorized mechanized } } } #Motorized Equipment Subdoctrines basic_motorized_equipment = { track = motorized_equipment name = SUBDOCTRINE_EQUIPMENT_BASE_MOTORIZED description = SUBDOCTRINE_EQUIPMENT_BASE_MOTORIZED_DESC icon = GFX_doctrine_basic_motorized_equipment xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = basic_motorized_equipment } } ai_will_do = { base = 1 } # EFFECTS category_all_infantry = { soft_attack = 0.1 } rewards = { mounted_weapon_systems = { category_all_infantry = { hard_attack = 0.1 } } high_mobility_vehicles = { category_all_infantry = { maximum_speed = 0.1 } } expanded_cargo_space = { category_all_infantry = { supply_consumption = -0.1 } } medevac_vehicle_variants = { combat_service_support_company = { casualty_trickleback = 0.1 experience_loss_factor = -0.1 } } improved_engines = { category_all_infantry = { fuel_consumption = -0.1 } } } mastery = { categories = { } equipment = { motorized mechanized } } } light_motorized_equipment = { track = motorized_equipment name = SUBDOCTRINE_EQUIPMENT_LIGHT_MOTORIZED description = SUBDOCTRINE_EQUIPMENT_LIGHT_MOTORIZED_DESC icon = GFX_doctrine_light_motorized_equipment xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = light_motorized_equipment } } ai_will_do = { base = 1 } # EFFECTS equipment_bonus = { util_vehicle_type = { soft_attack = 0.2 maximum_speed = 0.1 instant = yes } } effect = { add_tech_bonus = { bonus = 0.5 uses = 1 category = CAT_util name = SUBDOCTRINE_EQUIPMENT_LIGHT_MOTORIZED } } rewards = { fuel_system_improvements = { equipment_bonus = { util_vehicle_type = { fuel_consumption = -0.1 maximum_speed = 0.1 instant = yes } } } light_chassis_design = { equipment_bonus = { util_vehicle_type = { soft_attack = 0.2 hardness = 0.4 instant = yes } } } improved_suspension = { Mot_Inf_Bat = { plains = { movement = 0.2 } hills = { movement = 0.2 } desert = { movement = 0.2 } mountain = { movement = 0.15 } forest = { movement = 0.15 } marsh = { movement = 0.1 } } Mot_Militia_Bat = { plains = { movement = 0.2 } hills = { movement = 0.2 } desert = { movement = 0.2 } mountain = { movement = 0.15 } forest = { movement = 0.15 } marsh = { movement = 0.1 } } } lightweight_command_vehicles = { equipment_bonus = { cnc_equipment_type = { max_organisation = 0.1 # C&C equipment required needs to be added instant = yes } } } improved_supply_space = { category_mot_inf = { supply_consumption_factor = -0.1 soft_attack = 0.1 } } } mastery = { categories = { } equipment = { motorized } } } heavy_motorized_equipment = { track = motorized_equipment name = SUBDOCTRINE_EQUIPMENT_HEAVY_MOTORIZED description = SUBDOCTRINE_EQUIPMENT_HEAVY_MOTORIZED_DESC icon = GFX_doctrine_heavy_motorized_equipment xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = heavy_motorized_equipment } } ai_will_do = { base = 1 } # EFFECTS equipment_bonus = { heavy_util_vehicle_type = { build_cost_ic = -0.05 maximum_speed = 0.1 instant = yes } } effect = { add_tech_bonus = { bonus = 0.5 uses = 1 category = CAT_util name = SUBDOCTRINE_EQUIPMENT_HEAVY_MOTORIZED } } rewards = { heavy_weapon_systems = { equipment_bonus = { heavy_util_vehicle_type = { soft_attack = 0.1 hard_attack = 0.1 instant = yes } } } uparmored_chassis = { equipment_bonus = { heavy_util_vehicle_type = { armor_value = 1 instant = yes } } } increased_anti_tank_assets = { equipment_bonus = { H_AT_Equipment = { hard_attack = 0.2 ap_attack = 0.2 instant = yes } } } extra_ammo_space = { equipment_bonus = { heavy_util_vehicle_type = { soft_attack = 0.1 hard_attack = 0.1 instant = yes } } } advanced_urban_protection = { Hvy_Mot_Inf_Bat = { urban = { attack = 0.1 defence = 0.2 } supercity = { attack = 0.1 defence = 0.2 } } } } mastery = { categories = { } equipment = { motorized } } } #Mechanized Equipment Subdoctrines mixed_mechanized_equipment = { track = mechanized_equipment name = SUBDOCTRINE_EQUIPMENT_MIXED_MECHANIZED description = SUBDOCTRINE_EQUIPMENT_MIXED_MECHANIZED_DESC icon = GFX_doctrine_mixed_mechanized_equipment xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = mixed_mechanized_equipment } } ai_will_do = { base = 3 modifier = { add = 3 num_of_military_factories < 25 } } # EFFECTS equipment_bonus = { medium_tank_amphibious_chassis = { build_cost_ic = -0.1 instant = yes } medium_tank_flame_chassis = { build_cost_ic = -0.1 instant = yes } } rewards = { high_mobility_systems = { Arm_Inf_Bat = { urban = { attack = 0.05 defence = 0.05 } } Mech_Inf_Bat = { urban = { attack = 0.05 defence = 0.05 } } } extended_ammo_capacity = { equipment_bonus = { medium_tank_amphibious_chassis = { soft_attack = 0.05 hard_attack = 0.05 instant = yes } medium_tank_flame_chassis = { soft_attack = 0.05 hard_attack = 0.05 instant = yes } } } crew_surviveability_upgrades = { category_apc = { experience_loss_factor = -0.1 } category_ifv = { experience_loss_factor = -0.1 } } enhanced_dismount_capacity = { equipment_bonus = { medium_tank_amphibious_chassis = { breakthrough = 0.1 defense = 0.1 instant = yes } medium_tank_flame_chassis = { breakthrough = 0.1 defense = 0.1 instant = yes } } } extra_anti_tank_ammo = { equipment_bonus = { medium_tank_amphibious_chassis = { hard_attack = 0.05 ap_attack = 0.1 instant = yes } medium_tank_flame_chassis = { hard_attack = 0.05 ap_attack = 0.1 instant = yes } } } } mastery = { multiplier = 1.4 categories = { } equipment = { mechanized } } } apc_mechanized_equipment = { track = mechanized_equipment name = SUBDOCTRINE_EQUIPMENT_APC_MECHANIZED description = SUBDOCTRINE_EQUIPMENT_APC_MECHANIZED_DESC icon = GFX_doctrine_apc_mechanized_equipment xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = apc_mechanized_equipment } } ai_will_do = { base = 1 modifier = { add = 8 has_government = communism } modifier = { add = 5 num_of_military_factories < 30 } modifier = { factor = 0 is_non_power = yes } } # EFFECTS equipment_bonus = { medium_tank_amphibious_chassis = { build_cost_ic = -0.2 instant = yes } medium_tank_flame_chassis = { build_cost_ic = 0.2 instant = yes } } rewards = { turbocharged_engines = { equipment_bonus = { medium_tank_amphibious_chassis = { maximum_speed = 0.25 fuel_consumption = 0.1 instant = yes } } } applique_armor = { equipment_bonus = { medium_tank_amphibious_chassis = { armor_value = 0.1 breakthrough = 0.05 instant = yes } } } upgraded_weapon_sights = { equipment_bonus = { medium_tank_amphibious_chassis = { soft_attack = 0.05 hard_attack = 0.05 instant = yes } } } smoke_dischargers = { equipment_bonus = { medium_tank_amphibious_chassis = { defense = 0.1 breakthrough = 0.05 instant = yes } } } enhanced_communications_equipment = { category_APC = { max_organisation = 1 } } } mastery = { multiplier = 1.25 categories = { } equipment = { mechanized } } } ifv_mechanized_equipment = { track = mechanized_equipment name = SUBDOCTRINE_EQUIPMENT_IFV_MECHANIZED description = SUBDOCTRINE_EQUIPMENT_IFV_MECHANIZED_DESC icon = GFX_doctrine_ifv_mechanized_equipment xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = ifv_mechanized_equipment } } ai_will_do = { base = 1 modifier = { add = 10 has_government = democratic num_of_military_factories > 35 } modifier = { add = 5 has_expansionist_government = yes num_of_military_factories > 35 } modifier = { factor = 0 num_of_military_factories < 25 } } # EFFECTS equipment_bonus = { medium_tank_amphibious_chassis = { build_cost_ic = 0.2 instant = yes } medium_tank_flame_chassis = { build_cost_ic = -0.2 instant = yes } } rewards = { durability_upgrades = { equipment_bonus = { medium_tank_flame_chassis = { reliability = 0.05 armor_value = 0.05 instant = yes } } } additional_atgm_storage = { equipment_bonus = { medium_tank_flame_chassis = { ap_attack = 0.1 hard_attack = 0.05 instant = yes } } } crew_compartment_improvements = { equipment_bonus = { medium_tank_flame_chassis = { max_strength = 0.1 armor_value = 0.05 instant = yes } } } integrated_operations = { equipment_bonus = { medium_tank_flame_chassis = { reliability = 0.05 breakthrough = 0.05 instant = yes } } } tank_escorts = { category_IFV = { max_organisation = 1 } } } mastery = { multiplier = 1.6 categories = { } equipment = { mechanized } } } #Armored Equipment Subdoctrines mbt_equipment = { track = tank_equipment name = SUBDOCTRINE_EQUIPMENT_MBT_TANK description = SUBDOCTRINE_EQUIPMENT_MBT_TANK_DESC icon = GFX_doctrine_mbt_equipment xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = mbt_equipment } } ai_will_do = { base = 3 modifier = { add = 3 is_major_power = yes } } # EFFECTS category_real_tanks = { breakthrough = 0.1 } category_asg = { breakthrough = 0.1 } rewards = { mbt_core = { category_real_tanks = { default_morale = 0.04 } category_asg = { default_morale = 0.04 } } armored_spearhead = { category_real_tanks = { breakthrough = 0.1 } category_asg = { breakthrough = 0.1 } } mobile_heavy_firepower = { category_real_tanks = { maximum_speed = 0.1 } category_asg = { maximum_speed = 0.1 } } enhanced_armor_packages = { category_real_tanks = { armor_value = 0.1 } category_asg = { armor_value = 0.1 } } steel_beasts = { category_real_tanks = { hard_attack = 0.1 } category_asg = { hard_attack = 0.1 } } } mastery = { multiplier = 2.5 categories = { } equipment = { } sub_units = { armor_Bat L_arm_Bat A_L_arm_Bat } } } light_tank_equipment = { track = arty_equipment # placed in the Artillery & Fire Support subdoctrine name = SUBDOCTRINE_EQUIPMENT_LIGHT_TANK description = SUBDOCTRINE_EQUIPMENT_LIGHT_TANK_DESC icon = GFX_doctrine_light_tank_equipment xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = light_tank_equipment } } ai_will_do = { base = 1 modifier = { add = 10 is_non_power = yes } modifier = { add = 8 is_minor_power = yes num_of_military_factories < 20 } modifier = { factor = 0 num_of_military_factories > 40 } } # EFFECTS equipment_bonus = { medium_tank_destroyer_chassis = { build_cost_ic = -0.1 instant = yes } } rewards = { high_mobility_guns = { equipment_bonus = { medium_tank_destroyer_chassis = { maximum_speed = 0.1 instant = yes } } } light_assault_tanks = { equipment_bonus = { medium_tank_destroyer_chassis = { breakthrough = 0.1 instant = yes } } } bunker_busters = { L_arm_Bat = { fort = { attack = 0.3 } urban = { attack = 0.2 } supercity = { attack = 0.2 } } A_L_arm_Bat = { fort = { attack = 0.3 } urban = { attack = 0.2 } supercity = { attack = 0.2 } } } close_in_support = { equipment_bonus = { medium_tank_destroyer_chassis = { hardness = 0.2 instant = yes } } } light_tank_killers = { equipment_bonus = { medium_tank_destroyer_chassis = { ap_attack = 0.2 instant = yes } } } } mastery = { multiplier = 2.5 categories = { } equipment = { } sub_units = { L_arm_Bat A_L_arm_Bat } } } superheavy_equipment = { track = tank_equipment name = SUBDOCTRINE_EQUIPMENT_SUPERHEAVY_TANK description = SUBDOCTRINE_EQUIPMENT_SUPERHEAVY_TANK_DESC icon = GFX_doctrine_superheavy_equipment xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = superheavy_equipment } } ai_will_do = { base = 1 modifier = { factor = 0 NOT = { is_major_power = yes } } modifier = { factor = 0 NOT = { num_of_military_factories > 50 } } } # EFFECTS equipment_bonus = { medium_tank_chassis = { armor_value = 0.1 reliability = -0.1 maximum_speed = -0.1 instant = yes } } equipment_bonus = { super_heavy_tank_chassis = { armor_value = 0.1 reliability = -0.1 maximum_speed = -0.1 instant = yes } } rewards = { steel_behemoths = { equipment_bonus = { medium_tank_chassis = { armor_value = 0.1 instant = yes } } equipment_bonus = { super_heavy_tank_chassis = { armor_value = 0.1 instant = yes } } } superheavy_guns = { equipment_bonus = { medium_tank_chassis = { ap_attack = 0.1 instant = yes } } equipment_bonus = { super_heavy_tank_chassis = { ap_attack = 0.1 instant = yes } } } engine_improvements = { equipment_bonus = { medium_tank_chassis = { maximum_speed = 0.1 fuel_consumption_factor = -0.1 instant = yes } } equipment_bonus = { super_heavy_tank_chassis = { maximum_speed = 0.1 fuel_consumption_factor = -0.1 instant = yes } } } advanced_armor_designs = { equipment_bonus = { medium_tank_chassis = { build_cost_ic = -0.05 reliability = 0.05 } } equipment_bonus = { super_heavy_tank_chassis = { build_cost_ic = -0.05 reliability = 0.05 } } } armored_overrun = { equipment_bonus = { medium_tank_chassis = { breakthrough = 0.1 } } equipment_bonus = { super_heavy_tank_chassis = { breakthrough = 0.1 } } } } mastery = { multiplier = 2.5 categories = { } equipment = { } sub_units = { armor_Bat light_walker_tank_battalion medium_walker_battalion heavy_walker_tank_battalion } } } walker_tank_equipment = { track = tank_equipment name = SUBDOCTRINE_EQUIPMENT_WALKER_TANK description = SUBDOCTRINE_EQUIPMENT_WALKER_TANK_DESC icon = GFX_doctrine_walker_equipment xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = walker_tank_equipment } is_special_project_completed = sp:sp_walker_tank_chassis } ai_will_do = { base = 1 } # EFFECTS category_walker_tanks = { breakthrough = 0.1 } rewards = { gait_optimization = { category_walker_tanks = { maximum_speed = 0.1 } } stabilized_firing_windows = { category_walker_tanks = { hard_attack = 0.1 } } leg_damage_protocols = { category_walker_tanks = { armor_value = 0.1 } } terrain_anchoring = { light_walker_tank_battalion = { river = { movement = 0.2 } marsh = { movement = 0.2 } mountain = { movement = 0.2 } } medium_walker_battalion = { river = { movement = 0.2 } marsh = { movement = 0.2 } mountain = { movement = 0.2 } } heavy_walker_tank_battalion = { river = { movement = 0.2 } marsh = { movement = 0.2 } mountain = { movement = 0.2 } } } combined_arms_walker_screen = { category_walker_tanks = { soft_attack = 0.1 } } } mastery = { categories = { } equipment = { } sub_units = { light_walker_tank_battalion medium_walker_battalion heavy_walker_tank_battalion } } } #Artillery Equipment Subdoctrines towed_gun_equipment = { track = arty_equipment name = SUBDOCTRINE_EQUIPMENT_TOWED_ARTILLERY description = SUBDOCTRINE_EQUIPMENT_TOWED_ARTILLERY_DESC icon = GFX_doctrine_towed_gun_equipment xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = towed_gun_equipment } } ai_will_do = { base = 1 modifier = { add = 8 num_of_military_factories < 20 } modifier = { add = 6 is_non_power = yes } modifier = { factor = 0 num_of_military_factories > 45 } } # EFFECTS equipment_bonus = { artillery_equipment = { ap_attack = 0.5 instant = yes } } rewards = { improved_gun_systems = { equipment_bonus = { artillery_equipment = { soft_attack = 0.2 instant = yes } } } coordinated_fires = { Arty_Bat = { defense = 0.2 } Arty_Battery = { breakthrough = 0.2 } } mobile_firing_teams = { equipment_bonus = { artillery_equipment = { maximum_speed = 0.2 } } } laser_guided_rounds = { equipment_bonus = { artillery_equipment = { ap_attack = 1 instant = yes } } } massed_artillery_positions = { Arty_Bat = { combat_width = -0.5 max_organisation = 1 } } } mastery = { multiplier = 2.5 categories = { category_artillery } equipment = { } sub_units = { Arty_Bat Arty_Battery } } } spart_equipment = { track = arty_equipment name = SUBDOCTRINE_EQUIPMENT_SP_ARTILLERY description = SUBDOCTRINE_EQUIPMENT_SP_ARTILLERY_DESC icon = GFX_doctrine_spart_equipment xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = spart_equipment } } ai_will_do = { base = 1 modifier = { add = 8 has_government = democratic num_of_military_factories > 30 } modifier = { add = 5 has_expansionist_government = yes num_of_military_factories > 35 } } # EFFECTS equipment_bonus = { medium_tank_artillery_chassis = { build_cost_ic = -0.1 instant = yes } } rewards = { mobile_gun_systems = { equipment_bonus = { medium_tank_artillery_chassis = { soft_attack = 0.1 maximum_speed = 0.1 instant = yes } } } shoot_and_scoot = { equipment_bonus = { medium_tank_artillery_chassis = { max_strength = 1 defense = 0.1 instant = yes } } } rapid_fire_missions = { category_spart = { soft_attack = 0.1 breakthrough = 0.1 } } dispersed_dispositions = { category_spart = { defense = 0.1 experience_loss_factor = -0.1 } } steel_rain = { equipment_bonus = { medium_tank_artillery_chassis = { ap_attack = 1.5 instant = yes } } } } mastery = { multiplier = 2.2 categories = { category_spart } equipment = { } sub_units = { SP_Arty_Bat SP_Arty_Battery } } } mlrs_equipment = { track = arty_equipment name = SUBDOCTRINE_EQUIPMENT_ROCKET_ARTILLERY description = SUBDOCTRINE_EQUIPMENT_ROCKET_ARTILLERY_DESC icon = GFX_doctrine_mlrs_equipment xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = mlrs_equipment } } ai_will_do = { base = 1 modifier = { add = 15 has_government = communism is_major_power = yes num_of_military_factories > 40 } modifier = { add = 8 has_expansionist_government = yes has_government = communism } } # EFFECTS equipment_bonus = { medium_tank_rocket_chassis = { soft_attack = 0.1 instant = yes } } rewards = { rocket_artillery = { equipment_bonus = { medium_tank_rocket_chassis = { soft_attack = 0.1 hard_attack = -0.1 instant = yes } } } super_long_range_fires = { category_mlrs = { defense = 0.1 supply_consumption_factor = 0.05 } } precision_rocket_fires = { category_mlrs = { breakthrough = 0.1 supply_consumption_factor = 0.05 } } high_mobility_rocket_systems = { equipment_bonus = { medium_tank_rocket_chassis = { maximum_speed = 0.2 instant = yes } } } thunder_from_the_sky = { category_mlrs = { soft_attack = 0.1 supply_consumption_factor = 0.05 } } } mastery = { multiplier = 2.2 categories = { category_mlrs } equipment = { } sub_units = { SP_R_Arty_Bat SP_R_Arty_Battery } } } drone_equipment = { track = arty_equipment name = SUBDOCTRINE_EQUIPMENT_DRONE description = SUBDOCTRINE_EQUIPMENT_DRONE_DESC icon = GFX_doctrine_mlrs_equipment xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = drone_equipment } is_special_project_completed = sp:sp_recon_land_drone } ai_will_do = { base = 1 } # EFFECTS equipment_bonus = { land_drone_equipment_type = { defense = 0.1 instant = yes } } rewards = { ew_resilient_link_discipline = { Drone_tactical_company = { battalion_mult = { category = category_front_line max_organisation = 0.02 } } Drone_Recce_Comp = { battalion_mult = { category = category_front_line max_organisation = 0.1 } } } sensor_to_shooter = { Drone_tactical_company = { battalion_mult = { category = category_front_line ap_attack = 0.02 } } Drone_Recce_Comp = { battalion_mult = { category = category_front_line ap_attack = 0.1 } } } swarm_deconfliction = { Drone_tactical_company = { battalion_mult = { category = category_front_line soft_attack = 0.02 } } Drone_Recce_Comp = { battalion_mult = { category = category_front_line soft_attack = 0.1 } } } low_signature_patterns = { equipment_bonus = { land_drone_equipment_type = { defense = 0.1 instant = yes } } } rapid_turnaround_ground_crew = { Drone_tactical_company = { battalion_mult = { category = category_front_line default_morale = 0.01 } } Drone_Recce_Comp = { battalion_mult = { category = category_front_line default_morale = 0.05 } } } } mastery = { multiplier = 1 categories = { } equipment = { } sub_units = { Drone_Recce_Comp drone_tactical_company } } } #Helicopter Equipment Subdoctrines atk_helo_equipment = { track = airmobile_equipment name = SUBDOCTRINE_EQUIPMENT_ATK_HELICOPTER description = SUBDOCTRINE_EQUIPMENT_ATK_HELICOPTER_DESC icon = GFX_doctrine_atk_helo_equipment xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = atk_helo_equipment } } ai_will_do = { base = 1 } # EFFECTS equipment_bonus = { heavy_tank_chassis = { fuel_consumption = -0.1 instant = yes } } rewards = { gunship_strike_team = { equipment_bonus = { heavy_tank_chassis = { breakthrough = 0.1 instant = yes } } } multi_weapon_pylons = { equipment_bonus = { heavy_tank_chassis = { hard_attack = 0.1 instant = yes } } } tank_hunter_focus = { equipment_bonus = { heavy_tank_chassis = { ap_attack = 0.2 instant = yes } } } eye_in_the_sky = { category_atk_helo = { recon = 0.1 fuel_consumption = -0.1 } } rapid_strike_teams = { equipment_bonus = { heavy_tank_chassis = { soft_attack = 0.1 instant = yes } } } } mastery = { multiplier = 3 categories = { category_atk_helo } equipment = { } sub_units = { attack_helo_bat attack_helo_comp } } } transport_helo_equipment = { track = airmobile_equipment name = SUBDOCTRINE_EQUIPMENT_TRANS_HELICOPTER description = SUBDOCTRINE_EQUIPMENT_TRANS_HELICOPTER_DESC icon = GFX_doctrine_transport_helo_equipment xp_cost = 75 xp_type = army available = { NOT = { has_doctrine = transport_helo_equipment } } ai_will_do = { base = 1 } # EFFECTS equipment_bonus = { heavy_tank_amphibious_chassis = { build_cost_ic = -0.1 instant = yes } } rewards = { hot_lz_training = { equipment_bonus = { heavy_tank_amphibious_chassis = { defense = 0.2 } } } hypermobility = { equipment_bonus = { heavy_tank_amphibious_chassis = { breakthrough = 0.1 } } } multi_stage_landings = { L_Air_assault_Bat = { fuel_consumption = -0.1 supply_consumption_factor = -0.05 } } assault_helicopter_training = { equipment_bonus = { heavy_tank_amphibious_chassis = { soft_attack = 0.1 } } } fastrope_assault_training = { L_Air_assault_Bat = { mountain = { attack = 0.1 movement = 0.1 } urban = { attack = 0.1 movement = 0.1 } supercity = { attack = 0.1 movement = 0.1 } } } } mastery = { categories = { category_air_aslt } equipment = { } sub_units = { L_Air_assault_Bat } } }