air_subdoctrine_fighter_homeland_defense = {
	track = fighter_aircraft
	name = SUBDOCTRINE_FIGHTER_HOMELAND_DEFENSE
	description = SUBDOCTRINE_FIGHTER_HOMELAND_DEFENSE_DESC
	icon = GFX_doctrine_forward_interception_medium

	xp_cost = 100
	xp_type = air

	available = {
		always = yes
	}

	ai_will_do = {
		base = 5
		modifier = {
			factor = 0
			is_major = yes
		}
	}

	# EFFECTS
	air_home_defence_factor = 0.1

	rewards = {
		interception_priority = {
			air_intercept_efficiency = 0.15
		}
		air_defense_grids = {
			air_interception_detect_factor = 0.2
		}
		air_wing_knowledge_transfer = {
			air_untrained_pilots_penalty_factor = -0.15
		}
		experienced_pilots_protection = {
			air_ace_generation_chance_factor = 0.1
		}
		mass_sorties = {
			air_mission_efficiency = 0.05
		}
	}
}

air_subdoctrine_escort_fighter = {
	track = fighter_aircraft
	name = SUBDOCTRINE_ESCORT_FIGHTER
	description = SUBDOCTRINE_ESCORT_FIGHTER_DESC
	icon = GFX_doctrine_escort_relay_system_medium

	xp_cost = 100
	xp_type = air

	available = {
		always = yes
	}

	ai_will_do = {
		base = 5
		modifier = {
			factor = 0
			NOT = {has_doctrine = new_strategic_destruction}
		}
	}

	# EFFECTS
	category_fighter = {
		air_range = 0.1
	}

	rewards = {
		escort_procedures = {
			air_escort_efficiency = 0.1
		}
		extended_search_patterns = {
			air_superiority_efficiency = 0.1
		}
		improved_maintenance_protocols = {
			air_accidents_factor = -0.2
		}
		increased_sky_presence = {
			air_power_projection_factor = 0.1
		}
		constant_air_offensive = {
			air_weather_penalty = -0.1
			air_night_penalty = -0.1
		}
	}
}

air_subdoctrine_fighter_bombers = {
	track = fighter_aircraft
	name = SUBDOCTRINE_FIGHTER_BOMBERS
	description = SUBDOCTRINE_FIGHTER_BOMBERS_DESC
	icon = GFX_doctrine_low_echelon_support_medium

	visible = {
		has_dlc_bba = yes
	}

	xp_cost = 100
	xp_type = air

	available = {
		always = yes
	}

	ai_will_do = { base = 0 }

	# EFFECTS
	category_fighter = {
		air_ground_attack = 0.1
	}

	rewards = {
		target_prioritization = {
			air_cas_efficiency = 0.1
		}
		strafing_runs = {
			air_cas_present_factor = 0.1
		}
		versatile_experience = {
			air_mission_xp_gain_factor = 0.1
		}
		multi_mission_assignment = {
			air_mission_efficiency = 0.05
		}
		night_target_search = {
			air_night_penalty = -0.1
		}
	}
}

air_subdoctrine_tactical_flexibility = {
	track = fighter_aircraft
	name = SUBDOCTRINE_TACTICAL_FLEXIBILITY
	description = SUBDOCTRINE_TACTICAL_FLEXIBILITY_DESC
	icon = GFX_doctrine_formation_flying_medium

	xp_cost = 100
	xp_type = air

	available = {
		always = yes
	}

	ai_will_do = {
		base = 5
	}

	# EFFECTS
	air_superiority_efficiency = 0.1

	rewards = {
		loose_formation = {
			category_fighter = {
				air_agility = 0.05
				air_attack = 0.05
			}
		}
		high_altitude_approach = {
			air_superiority_detect_factor = 0.15
		}
		combat_discipline = {
			air_wing_xp_loss_when_killed_factor = -0.1
		}
		high_speed_dive = {
			category_fighter = {
				maximum_speed = 0.05
			}
		}
		aces_of_the_sky = {
			ace_effectiveness_factor = 0.15
		}
	}
}

air_subdoctrine_dogfighting_mastery = {
	track = fighter_aircraft
	name = SUBDOCTRINE_DOGFIGHTING_MASTERY
	description = SUBDOCTRINE_DOGFIGHTING_MASTERY_DESC
	icon = GFX_doctrine_air_skirmish_medium

	xp_cost = 100
	xp_type = air

	available = {
		always = yes
	}

	ai_will_do = { base = 5 }

	# EFFECTS
	air_ace_generation_chance_factor = 0.1

	rewards = {
		pilot_quality_focus = {
			air_mission_xp_gain_factor = 0.1
			air_training_xp_gain_factor = 0.1
		}
		force_rotation = {
			air_interception_detect_factor = 0.15
		}
		fighter_command_system = {
			category_fighter = {
				air_agility = 0.1
			}
		}
		combat_routines = {
			air_superiority_efficiency = 0.15
		}
		improved_support_integration = {
			air_accidents_factor = -0.1
			air_manpower_requirement_factor = -0.1
		}
	}
}

air_subdoctrine_fighter_central_field = {
	track = fighter_aircraft
	name = SUBDOCTRINE_FIGHTER_CENTRAL_FIELD
	description = SUBDOCTRINE_FIGHTER_CENTRAL_FIELD_DESC
	icon = GFX_doctrine_naval_air_operations_medium

	xp_cost = 100
	xp_type = air

	available = {
		always = yes
	}

	ai_will_do = { base = 0 }

	# EFFECTS
	sortie_efficiency = 0.15

	rewards = {
		decoy_tactic = {
			air_superiority_detect_factor = 0.1
			air_superiority_efficiency = 0.05
		}
		three_plane_formation = {
			category_carrier_fighter = {
				air_agility = 0.1
				maximum_speed = 0.1
			}
		}
		aggressive_spirit = {
			air_ace_generation_chance_factor = 0.05
			ace_effectiveness_factor = 0.1
		}
		naval_expertise = {
			naval_strike_targetting_factor = 0.1
		}
		all_weather_operations = {
			air_weather_penalty = -0.1
			carrier_traffic = 0.15
		}
	}
}
