#Carriers carrier_operations = { track = capital_ships name = SUBDOCTRINE_CAPITAL_CARRIER description = SUBDOCTRINE_CAPITAL_CARRIER_DESC icon = GFX_doctrine_carrier_operations xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = carrier_operations } } ai_will_do = { base = 1 modifier = { factor = 0 num_of_naval_factories < 4 } modifier = { add = 12 has_government = democratic num_of_naval_factories > 6 } modifier = { add = 8 is_faction_leader = yes num_of_naval_factories > 5 } modifier = { add = 6 has_expansionist_government = yes num_of_naval_factories > 5 } modifier = { add = 12 original_tag = CHI num_of_naval_factories > 4 } } # EFFECTS equipment_bonus = { carrier = { build_cost_ic = -0.1 instant = yes } } rewards = { carrier_controlled_airspace = { navy_carrier_air_agility_factor = 0.15 } strike_targeting_command = { navy_carrier_air_targetting_factor = 0.25 } high_traffic_operations = { carrier_traffic = 0.5 } fighter_scramble_operations = { fighter_sortie_efficiency = 0.25 } night_operations = { air_carrier_night_penalty_reduction_factor = 0.5 } } mastery = { multiplier = 1 sub_units = { carrier } } } helicopter_landing_ships = { track = capital_ships name = SUBDOCTRINE_CAPITAL_HLS description = SUBDOCTRINE_CAPITAL_HLS_DESC icon = GFX_doctrine_helicopter_landing_ships xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = helicopter_landing_ships } } ai_will_do = { base = 1 modifier = { factor = 0 num_of_naval_factories < 1 } modifier = { add = 8 has_government = democratic num_of_naval_factories > 4 } modifier = { add = 5 has_expansionist_government = yes num_of_naval_factories > 4 } } # EFFECTS equipment_bonus = { helicopter_operator = { build_cost_ic = -0.2 instant = yes } } rewards = { amphibious_landing_forces = { amphibious_invasion = 0.25 } expanded_landing_capacity = { naval_invasion_capacity = 4 } coordinated_landing_fires = { equipment_bonus = { helicopter_operator = { lg_attack = 0.25 instant = yes } } } heavy_bombardments = { shore_bombardment_collateral_damage_factor = 0.25 } advanced_landing_operations = { naval_invasion_penalty = -0.25 } } mastery = { multiplier = 1 sub_units = { helicopter_operator } } } escort_carriers = { track = capital_ships name = SUBDOCTRINE_CAPITAL_ESCORT_CARRIER description = SUBDOCTRINE_CAPITAL_ESCORT_CARRIER_DESC icon = GFX_doctrine_escort_carriers xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = escort_carriers } } ai_will_do = { base = 1 #dont waste time here if you don't have naval factories modifier = { factor = 0 num_of_naval_factories < 1 } } # EFFECTS equipment_bonus = { helicopter_operator = { carrier_size = 1 max_strength = -0.1 build_cost_ic = 0.1 instant = yes } } rewards = { tight_deck_operations = { carrier_capacity_penalty_reduction = -0.25 } escort_operations = { convoy_escort_efficiency = 0.1 } rapid_sortie_operations = { sortie_efficiency = 0.25 } high_traffic_operations = { carrier_traffic = 0.25 } strike_coordination = { navy_carrier_air_targetting_factor = 0.15 } } mastery = { multiplier = 1 sub_units = { helicopter_operator } } } #Capitals lords_of_the_sea = { track = capital_ships name = SUBDOCTRINE_CAPITAL_LOTS description = SUBDOCTRINE_CAPITAL_LOTS_DESC icon = GFX_doctrine_lords_of_the_sea xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = lords_of_the_sea } } ai_will_do = { base = 1 modifier = { factor = 0 num_of_naval_factories < 3 } modifier = { add = 8 has_government = communism is_major_power = yes num_of_naval_factories > 3 } } # EFFECTS battleship = { max_organisation = 0.15 } battle_cruiser = { max_organisation = 0.15 } rewards = { enhanced_missile_salvos = { battleship = { hg_attack = 0.15 } battle_cruiser = { hg_attack = 0.15 } } improved_firing_systems = { equipment_bonus = { battleship_hull_0 = { lg_attack = 0.15 } battle_cruiser = { lg_attack = 0.1 } } } seek_strike_destroy = { battleship = { surface_detection = 0.1 surface_visibility = -0.05 } battle_cruiser = { surface_detection = 0.15 surface_visibility = -0.1 } } enhanced_missile_defense = { battleship = { armor_value = 0.15 anti_air_attack = 0.025 } battle_cruiser = { armor_value = 0.05 anti_air_attack = 0.15 } } strike_coordination = { equipment_bonus = { battleship_hull_0 = { naval_heavy_gun_hit_chance_factor = 0.15 instant = yes } battle_cruiser = { naval_heavy_gun_hit_chance_factor = 0.15 instant = yes } } } } mastery = { multiplier = 1 sub_units = { battleship battle_cruiser } } } carrier_escorts = { track = capital_ships name = SUBDOCTRINE_CAPITAL_CARRIER_ESCORTS description = SUBDOCTRINE_CAPITAL_CARRIER_ESCORTS_DESC icon = GFX_doctrine_carrier_escorts xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = carrier_escorts } } ai_will_do = { base = 1 #dont waste time here if you don't have naval factories modifier = { factor = 0 num_of_naval_factories < 1 } } # EFFECTS destroyer = { surface_detection = 0.05 } cruiser = { surface_detection = 0.05 } battle_cruiser = { surface_detection = 0.05 } rewards = { anti_aircraft_batteries = { destroyer = { anti_air_attack = 0.075 } cruiser = { anti_air_attack = 0.075 } battle_cruiser = { anti_air_attack = 0.075 } } long_range_performance_upgrades = { destroyer = { fuel_consumption = -0.1 } cruiser = { fuel_consumption = -0.1 } battle_cruiser = { fuel_consumption = -0.1 } } early_warning_systems = { destroyer = { max_organisation = 5 surface_detection = 0.075 } cruiser = { max_organisation = 5 surface_detection = 0.075 } battle_cruiser = { max_organisation = 5 surface_detection = 0.075 } } rapid_response_training = { destroyer = { naval_speed = 0.15 } cruiser = { naval_speed = 0.15 } battle_cruiser = { naval_speed = 0.15 } } anti_submarine_efforts = { destroyer = { sub_detection = 0.15 } cruiser = { sub_detection = 0.15 } } } mastery = { multiplier = 1 sub_units = { cruiser battle_cruiser destroyer screen_destroyer } equipment = { } } } fleet_cruisers = { track = capital_ships name = SUBDOCTRINE_CAPITAL_FLEET_CRUISERS description = SUBDOCTRINE_CAPITAL_FLEET_CRUISERS_DESC icon = GFX_doctrine_fleet_cruisers xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = fleet_cruisers } } ai_will_do = { base = 1 #dont waste time here if you don't have naval factories modifier = { factor = 0 num_of_naval_factories < 1 } modifier = { add = 12 original_tag = CHI num_of_naval_factories > 3 } } # EFFECTS cruiser = { max_organisation = 5 } battle_cruiser = { max_organisation = 5 } rewards = { fleet_command_ships = { equipment_bonus = { cruiser = { hg_attack = 0.05 search_and_destroy_coordination = 0.05 instant = yes } battle_cruiser = { hg_attack = 0.05 search_and_destroy_coordination = 0.05 instant = yes } } } coordinated_missile_strikes = { cruiser = { hg_attack = 0.1 hg_armor_piercing = 0.1 } battle_cruiser = { hg_attack = 0.1 hg_armor_piercing = 0.1 } } long_range_radars = { cruiser = { surface_detection = 0.15 } battle_cruiser = { surface_detection = 0.15 } } advanced_air_defenses = { cruiser = { anti_air_attack = 0.25 armor_value = 0.1 } battle_cruiser = { anti_air_attack = 0.25 armor_value = 0.1 } } high_speed_hull_designs = { equipment_bonus = { cruiser = { naval_speed = 0.1 } battle_cruiser = { naval_speed = 0.05 } } } } mastery = { multiplier = 1 sub_units = { cruiser battle_cruiser } } } destroyer_fleet = { track = capital_ships name = SUBDOCTRINE_CAPITAL_DESTROYER_FLEET description = SUBDOCTRINE_CAPITAL_DESTROYER_FLEET_DESC icon = GFX_doctrine_destroyer_fleet xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = destroyer_fleet } } ai_will_do = { base = 1 modifier = { factor = 0 num_of_naval_factories < 1 } modifier = { add = 8 is_minor_power = yes num_of_naval_factories > 1 } modifier = { add = 5 NOT = { has_expansionist_government = yes } is_minor_power = yes num_of_naval_factories > 1 } } # EFFECTS destroyer = { surface_visibility = -0.05 } stealth_destroyer = { surface_visibility = -0.075 } rewards = { engine_upgrades = { equipment_bonus = { destroyer = { naval_speed = 0.1 instant = yes } stealth_destroyer = { naval_speed = 0.1 instant = yes } } } enhanced_radar_systems = { equipment_bonus = { destroyer = { surface_detection = 0.15 instant = yes } stealth_destroyer = { surface_detection = 0.1 instant = yes } } } expanded_missile_silos = { destroyer = { hg_attack = 0.05 } stealth_destroyer = { hg_attack = 0.025 } } missile_guidance_systems = { equipment_bonus = { destroyer = { naval_heavy_gun_hit_chance_factor = 0.075 instant = yes } stealth_destroyer = { naval_heavy_gun_hit_chance_factor = 0.05 instant = yes } } } damage_control_drills = { equipment_bonus = { destroyer = { naval_torpedo_damage_reduction_factor = 0.075 instant = yes } stealth_destroyer = { naval_torpedo_damage_reduction_factor = 0.05 instant = yes } } } } mastery = { multiplier = 1 sub_units = { destroyer screen_destroyer stealth_destroyer } equipment = { } } } support_destroyers = { track = capital_ships name = SUBDOCTRINE_CAPITAL_SUPPORT_DESTROYERS description = SUBDOCTRINE_CAPITAL_SUPPORT_DESTROYERS_DESC icon = GFX_doctrine_support_destroyers xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = support_destroyers } } ai_will_do = { base = 1 #dont waste time here if you don't have naval factories modifier = { factor = 0 num_of_naval_factories < 1 } } # EFFECTS destroyer = { naval_range = 0.1 } stealth_destroyer = { naval_range = 0.1 } rewards = { convoy_escort_ships = { convoy_escort_efficiency = 0.15 } anti_submarine_warfare = { equipment_bonus = { destroyer = { sub_detection = 0.15 sub_attack = 0.05 instant = yes } stealth_destroyer = { sub_detection = 0.1 sub_attack = 0.025 instant = yes } } } fleet_protectors = { screening_efficiency = 0.15 } fleet_air_defense = { equipment_bonus = { destroyer = { anti_air_attack = 0.075 instant = yes } stealth_destroyer = { anti_air_attack = 0.075 instant = yes } } } early_warning_patrols = { equipment_bonus = { destroyer = { surface_detection = 0.075 instant = yes } stealth_destroyer = { surface_detection = 0.125 instant = yes } } } } mastery = { multiplier = 1 sub_units = { destroyer screen_destroyer stealth_destroyer } equipment = { } } } frigate_capitals = { track = capital_ships name = SUBDOCTRINE_CAPITAL_FRIGATE_CAPITAL description = SUBDOCTRINE_CAPITAL_FRIGATE_CAPITAL_DESC icon = GFX_doctrine_frigate_capitals xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = frigate_capitals } } ai_will_do = { base = 1 #dont waste time here if you don't have naval factories modifier = { factor = 0 num_of_naval_factories < 1 } } # EFFECTS heavy_frigate = { water_deep_ocean = { attack = 0.075 movement = 0.15 } } effect = { set_technology = { heavy_frigate = 1 } } rewards = { punching_up = { equipment_bonus = { heavy_frigate = { hg_attack = 0.1 naval_heavy_gun_hit_chance_factor = 0.1 instant = yes } } } enhanced_missile_defenses = { equipment_bonus = { heavy_frigate = { armor_value = 0.1 max_strength = 0.1 } } } improved_ship_systems = { heavy_frigate = { max_organisation = 0.1 surface_detection = 0.1 } } improved_gun_systems = { equipment_bonus = { heavy_frigate = { lg_attack = 0.1 naval_light_gun_hit_chance_factor = 0.05 instant = yes } } } electronic_warfare_systems = { equipment_bonus = { heavy_frigate = { armor_value = 0.1 max_strength = 0.1 } } } } mastery = { multiplier = 1 sub_units = { heavy_frigate } } } #Screens multirole_frigates = { track = escort_ships name = SUBDOCTRINE_ESCORT_MULTIROLE_FRIGATE description = SUBDOCTRINE_ESCORT_MULTIROLE_FRIGATE_DESC icon = GFX_doctrine_multirole_frigates xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = multirole_frigates } } ai_will_do = { base = 1 #dont waste time here if you don't have naval factories modifier = { factor = 0 num_of_naval_factories < 1 } } # EFFECTS frigate = { naval_range = 0.15 } stealth_frigate = { naval_range = 0.15 } rewards = { rapid_response_ships = { equipment_bonus = { frigate = { naval_speed = 0.15 instant = yes } stealth_frigate = { naval_speed = 0.15 instant = yes } } } anti_submarine_warfare = { equipment_bonus = { frigate = { sub_detection = 0.15 sub_attack = 0.05 instant = yes } stealth_frigate = { sub_detection = 0.1 sub_attack = 0.025 instant = yes } } } close_in_protection = { equipment_bonus = { frigate = { armor_value = 0.05 instant = yes } stealth_frigate = { armor_value = 0.05 instant = yes } } } anti_aircraft_systems = { equipment_bonus = { frigate = { anti_air_attack = 0.075 instant = yes } stealth_frigate = { anti_air_attack = 0.075 instant = yes } } } light_scouts = { equipment_bonus = { frigate = { surface_detection = 0.1 instant = yes } stealth_frigate = { surface_detection = 0.15 instant = yes } } } } mastery = { multiplier = 1 sub_units = { stealth_frigate frigate heavy_frigate } equipment = { } } } anti_sub_corvette = { track = escort_ships name = SUBDOCTRINE_ESCORT_ANTI_SUB_CORVETTE description = SUBDOCTRINE_ESCORT_ANTI_SUB_CORVETTE_DESC icon = GFX_doctrine_anti_sub_corvette xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = anti_sub_corvette } } ai_will_do = { base = 1 #dont waste time here if you don't have naval factories modifier = { factor = 0 num_of_naval_factories < 1 } } # EFFECTS corvette = { naval_range = 0.075 naval_speed = 0.05 } stealth_corvette = { naval_range = 0.075 naval_speed = 0.05 } rewards = { advanced_sonar_systems = { equipment_bonus = { corvette = { sub_detection = 0.15 instant = yes } stealth_corvette = { sub_detection = 0.15 instant = yes } } } anti_submarine_warfare = { equipment_bonus = { corvette = { sub_attack = 0.05 instant = yes } stealth_corvette = { sub_attack = 0.025 instant = yes } } } torpedo_evasion_training = { equipment_bonus = { corvette = { naval_torpedo_damage_reduction_factor = 0.05 instant = yes } stealth_corvette = { naval_torpedo_damage_reduction_factor = 0.05 instant = yes } } } torpedo_protection_systems = { equipment_bonus = { corvette = { naval_torpedo_enemy_critical_chance_factor = 0.075 instant = yes } stealth_corvette = { naval_torpedo_enemy_critical_chance_factor = 0.075 instant = yes } } } deep_water_patrol_capabilities = { corvette = { ocean = { attack = 0.15 movement = 0.15 } water_deep_ocean = { attack = 0.15 movement = 0.15 } } stealth_corvette = { ocean = { attack = 0.15 movement = 0.15 } water_deep_ocean = { attack = 0.15 movement = 0.15 } } } } mastery = { multiplier = 1 sub_units = { corvette stealth_corvette } } } anti_air_corvette = { track = escort_ships name = SUBDOCTRINE_ESCORT_ANTI_AIR_CORVETTE description = SUBDOCTRINE_ESCORT_ANTI_AIR_CORVETTE_DESC icon = GFX_doctrine_anti_air_corvette xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = anti_air_corvette } } ai_will_do = { base = 1 #dont waste time here if you don't have naval factories modifier = { factor = 0 num_of_naval_factories < 1 } } # EFFECTS corvette = { surface_detection = 0.05 surface_visibility = -0.05 } stealth_corvette = { surface_detection = 0.05 surface_visibility = -0.05 } rewards = { improved_surface_operations = { corvette = { ocean = { attack = 0.15 movement = 0.15 } water_deep_ocean = { attack = 0.15 movement = 0.15 } } stealth_corvette = { ocean = { attack = 0.15 movement = 0.15 } water_deep_ocean = { attack = 0.15 movement = 0.15 } } } air_defense_network = { equipment_bonus = { corvette = { anti_air_attack = 0.15 instant = yes } stealth_corvette = { anti_air_attack = 0.1 instant = yes } } } cwis_package = { equipment_bonus = { corvette = { armor_value = 0.05 instant = yes } stealth_corvette = { armor_value = 0.05 instant = yes } } } bolted_on_aa = { equipment_bonus = { corvette = { anti_air_attack = 0.075 instant = yes } stealth_corvette = { anti_air_attack = 0.075 instant = yes } } } early_warning_ships = { equipment_bonus = { corvette = { surface_detection = 0.1 instant = yes } stealth_corvette = { surface_detection = 0.15 instant = yes } } } } mastery = { multiplier = 1 sub_units = { corvette stealth_corvette } } } stealth_escorts = { track = escort_ships name = SUBDOCTRINE_ESCORT_STEALTH_ESCORTS description = SUBDOCTRINE_ESCORT_STEALTH_ESCORTS_DESC icon = GFX_doctrine_stealth_escorts xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = stealth_escorts } } ai_will_do = { base = 1 #dont waste time here if you don't have naval factories modifier = { factor = 0 num_of_naval_factories < 1 } } # EFFECTS stealth_destroyer = { naval_range = 0.05 naval_speed = 0.05 } stealth_corvette = { naval_range = 0.05 naval_speed = 0.05 } stealth_frigate = { naval_range = 0.05 naval_speed = 0.05 } rewards = { advanced_radar_systems = { equipment_bonus = { stealth_destroyer = { surface_detection = 0.10 instant = yes } stealth_frigate = { surface_detection = 0.10 instant = yes } stealth_corvette = { surface_detection = 0.10 instant = yes } } } stealth_coatings = { equipment_bonus = { stealth_destroyer = { surface_visibility = -0.10 instant = yes } stealth_frigate = { surface_visibility = -0.10 instant = yes } stealth_corvette = { surface_visibility = -0.10 instant = yes } } } electronic_warfare_training = { equipment_bonus = { stealth_destroyer = { armor_value = 0.1 instant = yes } stealth_frigate = { armor_value = 0.1 instant = yes } stealth_corvette = { armor_value = 0.1 instant = yes } } } strike_from_nowhere = { equipment_bonus = { stealth_destroyer = { hg_attack = 0.1 hg_armor_piercing = 0.05 instant = yes } stealth_frigate = { hg_attack = 0.1 hg_armor_piercing = 0.05 instant = yes } stealth_corvette = { hg_attack = 0.1 hg_armor_piercing = 0.05 instant = yes } } } high_coordinated_strikes = { stealth_destroyer = { max_organisation = 1 } stealth_frigate = { max_organisation = 1 } stealth_corvette = { max_organisation = 1 } } } mastery = { multiplier = 1 sub_units = { stealth_destroyer stealth_frigate stealth_corvette } } } #Submarines escort_attack_subs = { track = submarines name = SUBDOCTRINE_SUBMARINE_ESCORT_ATTACK description = SUBDOCTRINE_SUBMARINE_ESCORT_ATTACK_DESC icon = GFX_doctrine_escort_attack_subs xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = escort_attack_subs } } ai_will_do = { base = 1 modifier = { factor = 0 num_of_naval_factories < 1 } modifier = { add = 10 has_government = democratic is_major_power = yes } } # EFFECTS attack_submarine = { sub_attack = 0.1 sub_detection = 0.1 } rewards = { anti_submarine_subs = { attack_submarine = { sub_attack = 0.2 } } towed_array_sonars = { attack_submarine = { sub_detection = 0.25 } } stealth_torpedo_strike = { naval_torpedo_reveal_chance_factor = -0.15 } improved_firing_solutions = { equipment_bonus = { attack_submarine = { naval_torpedo_hit_chance_factor = 0.15 } } } escort_escape_coverage = { sub_retreat_speed = 0.15 } } mastery = { multiplier = 1 sub_units = { attack_submarine } } } hunter_killer_subs = { track = submarines name = SUBDOCTRINE_SUBMARINE_HUNTER_KILLER description = SUBDOCTRINE_SUBMARINE_HUNTER_KILLER_DESC icon = GFX_doctrine_hunter_killer_subs xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = hunter_killer_subs } } ai_will_do = { base = 1 modifier = { factor = 0 num_of_naval_factories < 1 } modifier = { add = 10 has_government = communism is_major_power = yes } modifier = { add = 5 has_expansionist_government = yes has_government = communism is_major_power = yes } } # EFFECTS attack_submarine = { hg_attack = 0.1 hg_armor_piercing = 0.1 } rewards = { rapid_torpedo_reloads = { naval_torpedo_cooldown_factor = -0.15 } large_ship_hunters = { naval_torpedo_screen_penetration_factor = 0.15 } asm_strikes = { equipment_bonus = { attack_submarine = { hg_attack = 0.1 hg_armor_piercing = 0.25 sub_visibility = 0.05 } } } precision_strikes = { equipment_bonus = { attack_submarine = { naval_heavy_gun_hit_chance_factor = 0.15 } } } attack_submarine_missions = { submarine_attack = 1 } } mastery = { multiplier = 1 sub_units = { attack_submarine } } } missile_boats = { track = submarines name = SUBDOCTRINE_SUBMARINE_MISSILE_BOATS description = SUBDOCTRINE_SUBMARINE_MISSILE_BOATS_DESC icon = GFX_doctrine_missile_boats xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = missile_boats } } ai_will_do = { base = 1 modifier = { factor = 0 num_of_naval_factories < 1 } modifier = { add = 8 NOT = { is_major_power = yes } num_of_naval_factories > 1 } modifier = { add = 6 has_expansionist_government = yes NOT = { is_major_power = yes } num_of_naval_factories > 1 } } # EFFECTS missile_submarine = { naval_range = 0.25 lg_attack = 0.15 } rewards = { land_attack_missiles = { missile_submarine = { lg_attack = 0.15 } } silent_running = { equipment_bonus = { missile_submarine = { sub_visibility = -0.15 instant = yes } } } rapid_disengagement = { sub_retreat_speed = 0.15 } rapid_torpedo_attacks = { equipment_bonus = { missile_submarine = { torpedo_attack = 0.15 instant = yes } } } advanced_weapon_guidance = { equipment_bonus = { missile_submarine = { naval_torpedo_hit_chance_factor = 0.15 naval_heavy_gun_hit_chance_factor = 0.15 } } } } mastery = { multiplier = 1 sub_units = { missile_submarine } } } #Operations raiding_fleets = { track = operations name = SUBDOCTRINE_OPERATIONS_RAIDING_FLEETS description = SUBDOCTRINE_OPERATIONS_RAIDING_FLEETS_DESC icon = GFX_doctrine_raiding_fleets xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = raiding_fleets } } ai_will_do = { base = 1 modifier = { factor = 0 num_of_naval_factories < 1 } modifier = { add = 8 NOT = { is_major_power = yes } num_of_naval_factories > 1 } modifier = { add = 6 has_expansionist_government = yes NOT = { is_major_power = yes } } } # EFFECTS convoy_raiding_efficiency_factor = 0.15 rewards = { submarine_convoy_hunters = { attack_submarine = { convoy_raiding_coordination = 0.1 } } light_raiding_ships = { corvette = { convoy_raiding_coordination = 0.15 } stealth_corvette = { convoy_raiding_coordination = 0.15 } frigate = { convoy_raiding_coordination = 0.15 } stealth_frigate = { convoy_raiding_coordination = 0.15 } } capital_raiders = { destroyer = { convoy_raiding_coordination = 0.15 } stealth_destroyer = { convoy_raiding_coordination = 0.15 } heavy_frigate = { convoy_raiding_coordination = 0.15 } } coordinated_raiding_operations = { naval_coordination = 0.15 } rapid_running_raiders = { naval_enemy_retreat_chance = -0.25 } } } naval_supremacy = { track = operations name = SUBDOCTRINE_OPERATIONS_NAVAL_SUPREMACY description = SUBDOCTRINE_OPERATIONS_NAVAL_SUPREMACY_DESC icon = GFX_doctrine_naval_supremacy xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = naval_supremacy } } ai_will_do = { base = 1 modifier = { factor = 0 num_of_naval_factories < 1 } modifier = { add = 10 is_major_power = yes num_of_naval_factories > 5 } modifier = { add = 6 is_faction_leader = yes num_of_naval_factories > 4 } } # EFFECTS naval_coordination = 0.15 rewards = { constant_engagement = { naval_enemy_retreat_chance = -0.25 } high_coordinated_ships = { navy_org_factor = 0.05 } long_range_long_reach = { navy_max_range_factor = 0.1 } high_power_capitals = { navy_capital_ship_attack_factor = 0.05 navy_capital_ship_defence_factor = 0.05 } adverse_weather_operations = { navy_weather_penalty = -0.1 night_spotting_chance = 0.15 } } } coastal_defense = { track = operations name = SUBDOCTRINE_OPERATIONS_COSTAL_DEFENSE description = SUBDOCTRINE_OPERATIONS_COSTAL_DEFENSE_DESC icon = GFX_doctrine_coastal_defense xp_cost = 75 xp_type = navy available = { NOT = { has_doctrine = coastal_defense } } ai_will_do = { base = 1 modifier = { factor = 0 num_of_naval_factories < 1 } modifier = { add = 8 is_minor_power = yes num_of_naval_factories > 1 } modifier = { add = 5 has_country_flag = european_nation_flag NOT = { is_major_power = yes } } modifier = { factor = 0.4 has_expansionist_government = yes } } # EFFECTS screening_efficiency = 0.15 rewards = { hit_and_run = { naval_retreat_chance_after_initial_combat = 0.25 } night_fighting = { naval_night_attack = 0.15 } rapid_recovery = { naval_morale_factor = 0.25 } costal_waters_defense = { destroyer = { water_shallow_sea = { attack = 0.1 movement = 0.1 } water_littoral = { attack = 0.1 movement = 0.1 } } frigate = { water_shallow_sea = { attack = 0.15 movement = 0.15 } water_littoral = { attack = 0.15 movement = 0.15 } water_fjords = { attack = 0.1 movement = 0.1 } } stealth_frigate = { water_shallow_sea = { attack = 0.15 movement = 0.15 } water_littoral = { attack = 0.15 movement = 0.15 } water_fjords = { attack = 0.1 movement = 0.1 } } corvette = { water_shallow_sea = { attack = 0.1 movement = 0.1 } water_littoral = { attack = 0.25 movement = 0.25 } water_fjords = { attack = 0.15 movement = 0.15 } } stealth_corvette = { water_shallow_sea = { attack = 0.1 movement = 0.1 } water_littoral = { attack = 0.25 movement = 0.25 } water_fjords = { attack = 0.15 movement = 0.15 } } patrol_boat = { water_shallow_sea = { attack = 0.1 movement = 0.1 } water_littoral = { attack = 0.2 movement = 0.2 } water_fjords = { attack = 0.3 movement = 0.3 } } } escort_ship_attacks = { navy_screen_attack_factor = 0.15 navy_screen_defence_factor = 0.15 } } }