rapid_amphibious_assault_mar_rng = { track = ranger_marine_mixed name = MARINE_SPECIAL_FORCES description = MARINE_SPECIAL_FORCES_DESC icon = GFX_doctrine_elite_marines xp_cost = 100 xp_type = navy ai_will_do = { base = 1 } rewards = { light_marine_battalions = { L_Marine_Bat = { max_organisation = 3 max_strength = 0.05 maximum_speed = 0.05 } L_Marine_Cdo_Bat = { max_organisation = 3 max_strength = 0.05 maximum_speed = 0.05 } } rapid_landing = { amphibious_invasion = 0.10 naval_invasion_prep_speed = 0.15 } river_crossing_training = { L_Marine_Bat = { river = { attack = 0.15 movement = 0.20 defence = 0.10 } } L_Marine_Cdo_Bat = { river = { attack = 0.15 movement = 0.20 defence = 0.10 } } } climate_training = { heat_attrition_factor = -0.15 winter_attrition_factor = -0.15 } commando_breakthrough = { category_inf_amphib = { breakthrough = 0.05 default_morale = 0.05 } } light_recovery = { L_Marine_Bat = { supply_consumption_factor = -0.05 recon = 0.02 } L_Marine_Cdo_Bat = { supply_consumption_factor = -0.05 recon = 0.02 } } shore_bombardment_support = { shore_bombardment_bonus = 0.15 } } mastery = { categories = { category_inf_amphib } } } massed_landing_forces_mar_rng = { track = ranger_marine_mixed name = MARINE_MASSIVE_FORCES description = MARINE_SPECIAL_FORCES_MASSIVE_DESC icon = GFX_doctrine_massive_marines xp_cost = 100 xp_type = navy ai_will_do = { base = 1 } rewards = { mass_marine_battalions = { L_Marine_Bat = { max_organisation = 3 max_strength = 0.05 } Mot_Marine_Bat = { max_organisation = 3 max_strength = 0.05 } } marine_capacity = { special_forces_cap = 0.05 special_forces_training_time_factor = -0.05 marines_special_forces_contribution_factor = -0.1 } mass_landing_capacity = { naval_invasion_capacity = 10 naval_invasion_prep_speed = 0.10 } marine_entrenchment_training = { category_inf_amphib = { entrenchment = 0.05 } category_mot_amphib = { entrenchment = 0.05 } H_Engi_Comp = { entrenchment = 0.05 } } motorized_marine_mobility = { Mot_Marine_Bat = { maximum_speed = 0.05 max_organisation = 2 river = { attack = 0.05 movement = 0.20 defence = 0.05 } } } marine_support_training = { experience_gain_L_Marine_Bat_combat_factor = 0.15 experience_gain_Mot_Marine_Bat_combat_factor = 0.15 } invasion_artillery = { category_inf_amphib = { default_morale = 0.08 } category_mot_amphib = { default_morale = 0.08 } Arty_Battery = { battalion_mult = { category = category_artillery soft_attack = 0.10 } } } mass_breakthrough = { category_inf_amphib = { breakthrough = 0.05 } category_mot_amphib = { breakthrough = 0.05 } } } mastery = { categories = { category_inf_amphib category_mot_amphib } } } elite_raiders_mar_rng = { track = ranger_marine_mixed name = MARINE_ELITE_RAIDERS description = MARINE_ELITE_RAIDERS_DESC icon = GFX_doctrine_massive_marines xp_cost = 100 xp_type = navy ai_will_do = { base = 1 } effect = { set_technology = { marine_commandos = 1 popup = no } } rewards = { raider_infiltration = { L_Marine_Cdo_Bat = { maximum_speed = 0.05 soft_attack = 0.05 } effect = { set_technology = { marine_raider_groups = 1 popup = no } } } night_landings = { shore_bombardment_bonus = 0.05 L_Marine_Cdo_Bat = { default_morale = 0.05 } } lean_logistics = { special_forces_out_of_supply_factor = -0.10 L_Marine_Cdo_Bat = { supply_consumption_factor = -0.01 } } small_boat_doctrine = { naval_invasion_capacity = 5 special_forces_cap = 0.02 } coastal_demolitions = { L_Marine_Cdo_Bat = { fort = { attack = 0.15 defence = 0.15 } breakthrough = 0.03 } effect = { set_technology = { beachhead_raiding_parties = 1 popup = no } } } raider_recovery = { L_Marine_Cdo_Bat = { max_strength = 0.05 fuel_consumption_factor = -0.02 } } } mastery = { categories = { category_all_amphibous category_inf_amphib } } } armored_beachhead_mar_rng = { track = ranger_marine_mixed name = MARINE_ARMORED_BEACHHEAD description = MARINE_ARMORED_BEACHHEAD_DESC icon = GFX_doctrine_massive_marines xp_cost = 100 xp_type = navy ai_will_do = { base = 1 } rewards = { beachhead_armor = { category_arm_amphib = { breakthrough = 0.10 armor_value = 0.05 } } mechanized_landing = { category_arm_amphib = { max_organisation = 3 hard_attack = 0.05 } } amphib_fire_support = { Arty_Battery = { battalion_mult = { category = category_all_amphibous soft_attack = 0.10 } } } breakout_tempo = { category_all_amphibous = { maximum_speed = 0.05 default_morale = 0.05 } } beach_recovery = { category_arm_amphib = { fuel_consumption_factor = -0.05 supply_consumption_factor = -0.05 } } } mastery = { categories = { category_arm_amphib category_mot_amphib } } } rapid_amphibious_assault_mar_abn = { track = marine_airborne_mixed name = MARINE_SPECIAL_FORCES description = MARINE_SPECIAL_FORCES_DESC icon = GFX_doctrine_elite_marines xp_cost = 100 xp_type = navy ai_will_do = { base = 1 } rewards = { light_marine_battalions = { L_Marine_Bat = { max_organisation = 3 max_strength = 0.05 maximum_speed = 0.05 } L_Marine_Cdo_Bat = { max_organisation = 3 max_strength = 0.05 maximum_speed = 0.05 } } rapid_landing = { amphibious_invasion = 0.10 naval_invasion_prep_speed = 0.15 } river_crossing_training = { L_Marine_Bat = { river = { attack = 0.15 movement = 0.20 defence = 0.10 } } L_Marine_Cdo_Bat = { river = { attack = 0.15 movement = 0.20 defence = 0.10 } } } climate_training = { heat_attrition_factor = -0.15 winter_attrition_factor = -0.15 } commando_breakthrough = { category_inf_amphib = { breakthrough = 0.05 default_morale = 0.05 } } light_recovery = { L_Marine_Bat = { supply_consumption_factor = -0.05 recon = 0.02 } L_Marine_Cdo_Bat = { supply_consumption_factor = -0.05 recon = 0.02 } } shore_bombardment_support = { shore_bombardment_bonus = 0.15 } } mastery = { categories = { category_inf_amphib } } } massed_landing_forces_mar_abn = { track = marine_airborne_mixed name = MARINE_MASSIVE_FORCES description = MARINE_SPECIAL_FORCES_MASSIVE_DESC icon = GFX_doctrine_massive_marines xp_cost = 100 xp_type = navy ai_will_do = { base = 1 } rewards = { mass_marine_battalions = { L_Marine_Bat = { max_organisation = 3 max_strength = 0.05 } Mot_Marine_Bat = { max_organisation = 3 max_strength = 0.05 } } marine_capacity = { special_forces_cap = 0.05 special_forces_training_time_factor = -0.05 marines_special_forces_contribution_factor = -0.1 } mass_landing_capacity = { naval_invasion_capacity = 10 naval_invasion_prep_speed = 0.10 } marine_entrenchment_training = { category_inf_amphib = { entrenchment = 0.05 } category_mot_amphib = { entrenchment = 0.05 } H_Engi_Comp = { entrenchment = 0.05 } } motorized_marine_mobility = { Mot_Marine_Bat = { maximum_speed = 0.05 max_organisation = 2 river = { attack = 0.05 movement = 0.20 defence = 0.05 } } } marine_support_training = { experience_gain_L_Marine_Bat_combat_factor = 0.15 experience_gain_Mot_Marine_Bat_combat_factor = 0.15 } invasion_artillery = { category_inf_amphib = { default_morale = 0.08 } category_mot_amphib = { default_morale = 0.08 } Arty_Battery = { battalion_mult = { category = category_artillery soft_attack = 0.10 } } } mass_breakthrough = { category_inf_amphib = { breakthrough = 0.05 } category_mot_amphib = { breakthrough = 0.05 } } } mastery = { categories = { category_inf_amphib category_mot_amphib } } } elite_raiders_mar_abn = { track = marine_airborne_mixed name = MARINE_ELITE_RAIDERS description = MARINE_ELITE_RAIDERS_DESC icon = GFX_doctrine_massive_marines xp_cost = 100 xp_type = navy ai_will_do = { base = 1 } effect = { set_technology = { marine_commandos = 1 popup = no } } rewards = { raider_infiltration = { L_Marine_Cdo_Bat = { maximum_speed = 0.05 soft_attack = 0.05 } effect = { set_technology = { marine_raider_groups = 1 popup = no } } } night_landings = { shore_bombardment_bonus = 0.05 L_Marine_Cdo_Bat = { default_morale = 0.05 } } lean_logistics = { special_forces_out_of_supply_factor = -0.10 L_Marine_Cdo_Bat = { supply_consumption_factor = -0.01 } } small_boat_doctrine = { naval_invasion_capacity = 5 special_forces_cap = 0.02 } coastal_demolitions = { L_Marine_Cdo_Bat = { fort = { attack = 0.15 defence = 0.15 } breakthrough = 0.03 } effect = { set_technology = { beachhead_raiding_parties = 1 popup = no } } } raider_recovery = { L_Marine_Cdo_Bat = { max_strength = 0.05 fuel_consumption_factor = -0.02 } } } mastery = { categories = { category_all_amphibous category_inf_amphib } } } armored_beachhead_mar_abn = { track = marine_airborne_mixed name = MARINE_ARMORED_BEACHHEAD description = MARINE_ARMORED_BEACHHEAD_DESC icon = GFX_doctrine_massive_marines xp_cost = 100 xp_type = navy ai_will_do = { base = 1 } rewards = { beachhead_armor = { category_arm_amphib = { breakthrough = 0.10 armor_value = 0.05 } } mechanized_landing = { category_arm_amphib = { max_organisation = 3 hard_attack = 0.05 } } amphib_fire_support = { Arty_Battery = { battalion_mult = { category = category_all_amphibous soft_attack = 0.10 } } } breakout_tempo = { category_all_amphibous = { maximum_speed = 0.05 default_morale = 0.05 } } beach_recovery = { category_arm_amphib = { fuel_consumption_factor = -0.05 supply_consumption_factor = -0.05 } } } mastery = { categories = { category_arm_amphib category_mot_amphib } } } #Airborne Doctrines air_assault_doctrine_abn_mar = { track = marine_airborne_mixed name = AIRBORN_AIR_ASSAULT description = AIRBORN_AIR_ASSAULT_DESC icon = GFX_doctrine_airborne_forces_operations xp_cost = 100 xp_type = air ai_will_do = { base = 1 } effect = { set_technology = { air_assault_artillery = 1 popup = no } } rewards = { vertical_envelopment = { category_air_aslt = { maximum_speed = 0.05 breakthrough = 0.05 } } heliborne_assault = { L_Air_assault_Bat = { soft_attack = 0.05 max_organisation = 3 } } rotary_logistics = { helicopter_combat_service_support = { battalion_mult = { category = category_air_aslt max_strength = 0.05 experience_loss_factor = -0.10 } } } assault_fire_support = { category_inf_aslt = { soft_attack = 0.05 hard_attack = 0.03 } } quick_reaction = { special_forces_training_time_factor = -0.10 special_forces_out_of_supply_factor = -0.10 } assault_morale = { category_air_aslt = { default_morale = 0.05 entrenchment = 0.05 } } } mastery = { categories = { category_air_aslt category_inf_aslt } } } armored_airborne_abn_mar = { track = marine_airborne_mixed name = AIRBORN_ARMORED_DROP description = AIRBORN_ARMORED_DROP_DESC icon = GFX_doctrine_airborne_forces_subdoctrine xp_cost = 100 xp_type = air ai_will_do = { base = 1 } effect = { set_technology = { airborne_armor = 1 popup = no } } rewards = { heavy_drop = { category_arm_airborne = { max_organisation = 2.5 breakthrough = 0.05 } } mechanized_paradrop = { Mech_Air_Inf_Bat = { soft_attack = 0.03 hard_attack = 0.03 } Arm_Air_Inf_Bat = { hard_attack = 0.03 } } drop_zone_supply = { extra_paratrooper_supply_grace = 50 special_forces_out_of_supply_factor = -0.10 } armored_drop_readiness = { category_arm_airborne = { default_morale = 0.05 max_strength = 0.05 } } heavy_drop_recovery = { category_mot_airborne = { fuel_consumption_factor = -0.05 supply_consumption_factor = -0.05 } } } mastery = { categories = { category_arm_airborne category_mot_airborne } } } airborne_interdiction_abn_mar = { track = marine_airborne_mixed name = AIRBORN_INTERDICTION description = AIRBORN_INTERDICTION_DESC icon = GFX_doctrine_airborne_forces_subdoctrine xp_cost = 100 xp_type = air ai_will_do = { base = 1 } effect = { set_technology = { pathfinders = 1 popup = no } } rewards = { pathfinder_insertion = { pathfinder_company = { battalion_mult = { category = category_all_airborne recon = 0.25 maximum_speed = 0.05 } } } silent_infiltration = { special_forces_out_of_supply_factor = -0.20 extra_paratrooper_supply_grace = 50 } demolition_teams = { equipment_capture_factor = 0.05 L_Air_Inf_Bat = { fort = { attack = 0.10 } breakthrough = 0.05 } } interdiction_raids = { special_forces_training_time_factor = -0.10 category_inf_airborne = { soft_attack = 0.05 } effect = { set_technology = { dedicated_saboteurs = 1 popup = no } } } evasion_and_delay = { category_inf_airborne = { defense = 0.10 entrenchment = 0.05 } L_Air_Inf_Bat = { forest = { defence = 0.10 } urban = { defence = 0.05 } } } pathfinder_overwatch = { special_forces_cap = 0.02 pathfinder_company = { battalion_mult = { category = category_inf_airborne soft_attack = 0.05 } } } } mastery = { categories = { category_inf_airborne } } } airborne_airhead_assault_abn_mar = { track = marine_airborne_mixed name = AIRBORN_AIRHEAD_ASSAULT description = AIRBORN_AIRHEAD_ASSAULT_DESC icon = GFX_doctrine_airborne_forces_operations xp_cost = 100 xp_type = air ai_will_do = { base = 1 } effect = { set_technology = { pathfinders = 1 popup = no } } rewards = { mass_drop = { paradrop_organization_factor = 0.20 special_forces_cap = 0.05 } combat_jump = { extra_paratrooper_supply_grace = 100 category_all_airborne = { default_morale = 0.05 } effect = { set_technology = { coordinated_combat_jumps = 1 popup = no } } } seize_the_ground = { category_inf_airborne = { soft_attack = 0.05 breakthrough = 0.05 } category_mot_airborne = { soft_attack = 0.05 breakthrough = 0.05 } } hold_until_relief = { category_all_airborne = { defense = 0.10 entrenchment = 0.05 max_organisation = 2 } } rapid_reinforcement = { special_forces_training_time_factor = -0.10 paratroopers_special_forces_contribution_factor = -0.05 } motorized_exploitation = { category_mot_airborne = { max_strength = 0.05 } Mot_Air_Inf_Bat = { maximum_speed = 0.05 hard_attack = 0.03 } } } mastery = { categories = { category_inf_airborne category_mot_airborne } } } air_assault_doctrine_abn_rng = { track = ranger_airborne_mixed name = AIRBORN_AIR_ASSAULT description = AIRBORN_AIR_ASSAULT_DESC icon = GFX_doctrine_airborne_forces_operations xp_cost = 100 xp_type = air ai_will_do = { base = 1 } effect = { set_technology = { air_assault_artillery = 1 popup = no } } rewards = { vertical_envelopment = { category_air_aslt = { maximum_speed = 0.05 breakthrough = 0.05 } } heliborne_assault = { L_Air_assault_Bat = { soft_attack = 0.05 max_organisation = 3 } } rotary_logistics = { helicopter_combat_service_support = { battalion_mult = { category = category_air_aslt max_strength = 0.05 experience_loss_factor = -0.10 } } } assault_fire_support = { category_inf_aslt = { soft_attack = 0.05 hard_attack = 0.03 } } quick_reaction = { special_forces_training_time_factor = -0.10 special_forces_out_of_supply_factor = -0.10 } assault_morale = { category_air_aslt = { default_morale = 0.05 entrenchment = 0.05 } } } mastery = { categories = { category_air_aslt category_inf_aslt } } } armored_airborne_abn_rng = { track = ranger_airborne_mixed name = AIRBORN_ARMORED_DROP description = AIRBORN_ARMORED_DROP_DESC icon = GFX_doctrine_airborne_forces_subdoctrine xp_cost = 100 xp_type = air ai_will_do = { base = 1 } effect = { set_technology = { airborne_armor = 1 popup = no } } rewards = { heavy_drop = { category_arm_airborne = { max_organisation = 2.5 breakthrough = 0.05 } } mechanized_paradrop = { Mech_Air_Inf_Bat = { soft_attack = 0.03 hard_attack = 0.03 } Arm_Air_Inf_Bat = { hard_attack = 0.03 } } drop_zone_supply = { extra_paratrooper_supply_grace = 50 special_forces_out_of_supply_factor = -0.10 } armored_drop_readiness = { category_arm_airborne = { default_morale = 0.05 max_strength = 0.05 } } heavy_drop_recovery = { category_mot_airborne = { fuel_consumption_factor = -0.05 supply_consumption_factor = -0.05 } } } mastery = { categories = { category_arm_airborne category_mot_airborne } } } airborne_interdiction_abn_rng = { track = ranger_airborne_mixed name = AIRBORN_INTERDICTION description = AIRBORN_INTERDICTION_DESC icon = GFX_doctrine_airborne_forces_subdoctrine xp_cost = 100 xp_type = air ai_will_do = { base = 1 } effect = { set_technology = { pathfinders = 1 popup = no } } rewards = { pathfinder_insertion = { pathfinder_company = { battalion_mult = { category = category_all_airborne recon = 0.25 maximum_speed = 0.05 } } } silent_infiltration = { special_forces_out_of_supply_factor = -0.20 extra_paratrooper_supply_grace = 50 } demolition_teams = { equipment_capture_factor = 0.05 L_Air_Inf_Bat = { fort = { attack = 0.10 } breakthrough = 0.05 } } interdiction_raids = { special_forces_training_time_factor = -0.10 category_inf_airborne = { soft_attack = 0.05 } effect = { set_technology = { dedicated_saboteurs = 1 popup = no } } } evasion_and_delay = { category_inf_airborne = { defense = 0.10 entrenchment = 0.05 } L_Air_Inf_Bat = { forest = { defence = 0.10 } urban = { defence = 0.05 } } } pathfinder_overwatch = { special_forces_cap = 0.02 pathfinder_company = { battalion_mult = { category = category_inf_airborne soft_attack = 0.05 } } } } mastery = { categories = { category_inf_airborne } } } airborne_airhead_assault_abn_rng = { track = ranger_airborne_mixed name = AIRBORN_AIRHEAD_ASSAULT description = AIRBORN_AIRHEAD_ASSAULT_DESC icon = GFX_doctrine_airborne_forces_operations xp_cost = 100 xp_type = air ai_will_do = { base = 1 } effect = { set_technology = { pathfinders = 1 popup = no } } rewards = { mass_drop = { paradrop_organization_factor = 0.20 special_forces_cap = 0.05 } combat_jump = { extra_paratrooper_supply_grace = 100 category_all_airborne = { default_morale = 0.05 } effect = { set_technology = { coordinated_combat_jumps = 1 popup = no } } } seize_the_ground = { category_inf_airborne = { soft_attack = 0.05 breakthrough = 0.05 } category_mot_airborne = { soft_attack = 0.05 breakthrough = 0.05 } } hold_until_relief = { category_all_airborne = { defense = 0.10 entrenchment = 0.05 max_organisation = 2 } } rapid_reinforcement = { special_forces_training_time_factor = -0.10 paratroopers_special_forces_contribution_factor = -0.05 } motorized_exploitation = { category_mot_airborne = { max_strength = 0.05 } Mot_Air_Inf_Bat = { maximum_speed = 0.05 hard_attack = 0.03 } } } mastery = { categories = { category_inf_airborne category_mot_airborne } } } #Ranger Doctrines ranger_recon_doctrine_rng_mar = { track = ranger_marine_mixed name = RANGER_RECON_FORCES description = RANGER_RECON_FORCES_DESC icon = GFX_doctrine_ranger_forces_doctrine xp_cost = 100 xp_type = army ai_will_do = { base = 1 } rewards = { deep_recon = { category_rcon_ranger = { recon = 0.05 maximum_speed = 0.05 } } scout_screening = { category_inf_ranger = { defense = 0.05 entrenchment = 0.05 } } recce_overwatch = { L_Ranger_Recce_Comp = { battalion_mult = { category = category_all_ranger soft_attack = 0.05 } battalion_mult = { category = category_artillery soft_attack = 0.10 } } } field_craft = { heat_attrition_factor = -0.10 winter_attrition_factor = -0.10 category_all_ranger = { supply_consumption_factor = -0.05 } } ambush_doctrine = { L_Ranger_Bat = { forest = { attack = 0.05 defence = 0.10 } jungle = { attack = 0.05 defence = 0.10 } } } target_acquisition = { equipment_capture_factor = 0.02 category_rcon_ranger = { soft_attack = 0.05 } } } mastery = { categories = { category_all_ranger category_rcon_ranger } } } ranger_strike_doctrine_rng_mar = { track = ranger_marine_mixed name = RANGER_STRIKE_FORCES description = RANGER_STRIKE_FORCES_DESC icon = GFX_doctrine_ranger_forces_doctrine xp_cost = 100 xp_type = army ai_will_do = { base = 1 } rewards = { shock_assault = { category_inf_ranger = { soft_attack = 0.05 breakthrough = 0.05 } } airfield_seizure = { category_all_ranger = { maximum_speed = 0.05 default_morale = 0.05 } } rapid_deployment = { special_forces_training_time_factor = -0.10 special_forces_min = 2 } assault_endurance = { category_all_ranger = { max_organisation = 2 max_strength = 0.05 } } ranger_demolitions = { L_Ranger_Bat = { fort = { attack = 0.15 defence = 0.10 } urban = { attack = 0.05 defence = 0.05 } } } } mastery = { categories = { category_all_ranger category_inf_ranger } } } forest_ranger_doctrine_rng_mar = { track = ranger_marine_mixed name = RANGER_FORCES_DOCTRINES description = RANGER_FORCES_DOCTRINES_DESC icon = GFX_doctrine_ranger_forces_doctrine xp_cost = 100 xp_type = army ai_will_do = { base = 1 } rewards = { forest_conditioning = { category_all_ranger = { max_organisation = 2 maximum_speed = 0.05 } } woodland_marksmanship = { category_all_ranger = { soft_attack = 0.05 } L_Ranger_Bat = { forest = { attack = 0.10 } } } forest_ambush = { L_Ranger_Bat = { forest = { defence = 0.15 } } category_all_ranger = { recon = 0.02 } } forest_mobility = { L_Ranger_Bat = { forest = { movement = 0.15 } } } forest_entrenchment = { category_all_ranger = { entrenchment = 0.05 } L_Ranger_Bat = { forest = { defence = 0.10 } } } forest_logistics = { category_all_ranger = { supply_consumption_factor = -0.01 } winter_attrition_factor = -0.10 } battlefield_salvage = { equipment_capture_factor = 0.02 category_all_ranger = { soft_attack = 0.05 } } } mastery = { categories = { category_all_ranger } } } jungle_ranger_doctrine_rng_mar = { track = ranger_marine_mixed name = RANGER_JUNGLE_FORCES description = RANGER_JUNGLE_FORCES_DESC icon = GFX_doctrine_ranger_forces_doctrine xp_cost = 100 xp_type = army ai_will_do = { base = 1 } rewards = { jungle_conditioning = { category_all_ranger = { max_organisation = 2 } heat_attrition_factor = -0.15 } jungle_marksmanship = { category_all_ranger = { soft_attack = 0.05 } L_Ranger_Bat = { jungle = { attack = 0.10 } } } jungle_ambush = { L_Ranger_Bat = { jungle = { defence = 0.15 } } category_all_ranger = { recon = 0.02 } } jungle_mobility = { L_Ranger_Bat = { jungle = { movement = 0.20 } } } jungle_infiltration = { category_all_ranger = { breakthrough = 0.05 } equipment_capture_factor = 0.02 } jungle_logistics = { special_forces_out_of_supply_factor = -0.10 category_all_ranger = { supply_consumption_factor = -0.01 } } jungle_entrenchment = { category_all_ranger = { entrenchment = 0.05 } L_Ranger_Bat = { jungle = { defence = 0.10 } } } } mastery = { categories = { category_all_ranger } } } ranger_recon_doctrine_rng_abn = { track = ranger_airborne_mixed name = RANGER_RECON_FORCES description = RANGER_RECON_FORCES_DESC icon = GFX_doctrine_ranger_forces_doctrine xp_cost = 100 xp_type = army ai_will_do = { base = 1 } rewards = { deep_recon = { category_rcon_ranger = { recon = 0.05 maximum_speed = 0.05 } } scout_screening = { category_inf_ranger = { defense = 0.05 entrenchment = 0.05 } } recce_overwatch = { L_Ranger_Recce_Comp = { battalion_mult = { category = category_all_ranger soft_attack = 0.05 } battalion_mult = { category = category_artillery soft_attack = 0.10 } } } field_craft = { heat_attrition_factor = -0.10 winter_attrition_factor = -0.10 category_all_ranger = { supply_consumption_factor = -0.05 } } ambush_doctrine = { L_Ranger_Bat = { forest = { attack = 0.05 defence = 0.10 } jungle = { attack = 0.05 defence = 0.10 } } } target_acquisition = { equipment_capture_factor = 0.02 category_rcon_ranger = { soft_attack = 0.05 } } } mastery = { categories = { category_all_ranger category_rcon_ranger } } } ranger_strike_doctrine_rng_abn = { track = ranger_airborne_mixed name = RANGER_STRIKE_FORCES description = RANGER_STRIKE_FORCES_DESC icon = GFX_doctrine_ranger_forces_doctrine xp_cost = 100 xp_type = army ai_will_do = { base = 1 } rewards = { shock_assault = { category_inf_ranger = { soft_attack = 0.05 breakthrough = 0.05 } } airfield_seizure = { category_all_ranger = { maximum_speed = 0.05 default_morale = 0.05 } } rapid_deployment = { special_forces_training_time_factor = -0.10 special_forces_min = 2 } assault_endurance = { category_all_ranger = { max_organisation = 2 max_strength = 0.05 } } ranger_demolitions = { L_Ranger_Bat = { fort = { attack = 0.15 defence = 0.10 } urban = { attack = 0.05 defence = 0.05 } } } } mastery = { categories = { category_all_ranger category_inf_ranger } } } forest_ranger_doctrine_rng_abn = { track = ranger_airborne_mixed name = RANGER_FORCES_DOCTRINES description = RANGER_FORCES_DOCTRINES_DESC icon = GFX_doctrine_ranger_forces_doctrine xp_cost = 100 xp_type = army ai_will_do = { base = 1 } rewards = { forest_conditioning = { category_all_ranger = { max_organisation = 2 maximum_speed = 0.05 } } woodland_marksmanship = { category_all_ranger = { soft_attack = 0.05 } L_Ranger_Bat = { forest = { attack = 0.10 } } } forest_ambush = { L_Ranger_Bat = { forest = { defence = 0.15 } } category_all_ranger = { recon = 0.02 } } forest_mobility = { L_Ranger_Bat = { forest = { movement = 0.15 } } } forest_entrenchment = { category_all_ranger = { entrenchment = 0.05 } L_Ranger_Bat = { forest = { defence = 0.10 } } } forest_logistics = { category_all_ranger = { supply_consumption_factor = -0.01 } winter_attrition_factor = -0.10 } battlefield_salvage = { equipment_capture_factor = 0.02 category_all_ranger = { soft_attack = 0.05 } } } mastery = { categories = { category_all_ranger } } } jungle_ranger_doctrine_rng_abn = { track = ranger_airborne_mixed name = RANGER_JUNGLE_FORCES description = RANGER_JUNGLE_FORCES_DESC icon = GFX_doctrine_ranger_forces_doctrine xp_cost = 100 xp_type = army ai_will_do = { base = 1 } rewards = { jungle_conditioning = { category_all_ranger = { max_organisation = 2 } heat_attrition_factor = -0.15 } jungle_marksmanship = { category_all_ranger = { soft_attack = 0.05 } L_Ranger_Bat = { jungle = { attack = 0.10 } } } jungle_ambush = { L_Ranger_Bat = { jungle = { defence = 0.15 } } category_all_ranger = { recon = 0.02 } } jungle_mobility = { L_Ranger_Bat = { jungle = { movement = 0.20 } } } jungle_infiltration = { category_all_ranger = { breakthrough = 0.05 } equipment_capture_factor = 0.02 } jungle_logistics = { special_forces_out_of_supply_factor = -0.10 category_all_ranger = { supply_consumption_factor = -0.01 } } jungle_entrenchment = { category_all_ranger = { entrenchment = 0.05 } L_Ranger_Bat = { jungle = { defence = 0.10 } } } } mastery = { categories = { category_all_ranger } } }