air_subdoctrine_bomber_interception = {
	track = medium_aircraft
	name = SUBDOCTRINE_BOMBER_INTERCEPTION
	description = SUBDOCTRINE_BOMBER_INTERCEPTION_DESC
	icon = GFX_doctrine_home_defence_medium

	xp_cost = 100
	xp_type = air

	available = {
		always = yes
	}

	ai_will_do = {
		base = 2
	}

	# EFFECTS
	category_heavy_fighter = {
		air_attack = 0.1
	}

	rewards = {
		night_interceptions = {
			air_night_penalty = -0.15
		}
		dispersed_fighting = {
			air_intercept_efficiency = 0.1
		}
		heavy_fighter_veteran_initiative = {
			air_ace_generation_chance_factor = 0.05
			air_mission_xp_gain_factor = 0.1
		}
		high_altitude_approach = {
			category_heavy_fighter = {
				air_defence = 0.1
			}
		}
		bomber_interception_patrols = {
			air_interception_detect_factor = 0.15
		}
	}
}

air_subdoctrine_long_range_escort = {
	track = medium_aircraft
	name = SUBDOCTRINE_LONG_RANGE_ESCORT
	description = SUBDOCTRINE_LONG_RANGE_ESCORT_DESC
	icon = GFX_doctrine_air_offense_medium

	xp_cost = 100
	xp_type = air

	available = {
		always = yes
	}

	ai_will_do = {
		base = 2
	}

	# EFFECTS
	air_escort_efficiency = 0.1

	rewards = {
		efficient_fly_routes = {
			category_heavy_fighter = {
				air_range = 0.1
			}
		}
		mutual_air_cover = {
			air_superiority_detect_factor = 0.15
		}
		training_instructors = {
			air_training_xp_gain_factor = 0.1
		}
		fighter_baiting = {
			category_heavy_fighter = {
				air_agility = 0.1
			}
		}
		far_reaching_airforce = {
			air_range_factor = 0.05
		}
	}
}

air_subdoctrine_operational_air_support = {
	track = medium_aircraft
	name = SUBDOCTRINE_OPERATIONAL_AIR_SUPPORT
	description = SUBDOCTRINE_OPERATIONAL_AIR_SUPPORT_DESC
	icon = GFX_doctrine_ground_support_integration_medium

	xp_cost = 100
	xp_type = air

	available = {
		always = yes
	}

	ai_will_do = {
		base = 2
	}

	# EFFECTS
	air_mission_efficiency = 0.05

	rewards = {
		efficient_support_crews = {
			air_manpower_requirement_factor = -0.1
			air_wing_xp_loss_when_killed_factor = -0.05
		}
		ground_interdictions = {
			army_bonus_air_superiority_factor = 0.1
		}
		operational_airforce_presence = {
			air_power_projection_factor = 0.1
		}
		heavy_fighter_support = {
			category_heavy_fighter = {
				air_agility = 0.05
				air_attack = 0.05
			}
		}
		tactical_bomber_preservation = {
			category_tac_bomber = {
				air_agility = 0.05
				air_defence = 0.05
			}
		}
	}
}

air_subdoctrine_tactical_battlefield_support = {
	track = medium_aircraft
	name = SUBDOCTRINE_TACTICAL_BATTLEFIELD_SUPPORT
	description = SUBDOCTRINE_TACTICAL_BATTLEFIELD_SUPPORT_DESC
	icon = GFX_doctrine_keypoint_bombing_medium

	xp_cost = 100
	xp_type = air

	available = {
		always = yes
	}

	ai_will_do = {
		base = 2
	}

	# EFFECTS
	category_tac_bomber = {
		air_ground_attack = 0.1
	}

	rewards = {
		keypoint_bombing = {
			air_cas_present_factor = 0.1
		}
		logistical_bombing = {
			army_bonus_air_superiority_factor = 0.05
			air_cas_efficiency = 0.05
		}
		ship_hunters = {
			category_tac_bomber = {
				naval_strike_attack = 0.1
			}
		}
		dedicated_record_keeping = {
			air_fuel_consumption_factor = -0.05
		}
		bomber_aces = {
			ace_effectiveness_factor = 0.15
		}
	}
}

air_subdoctrine_theater_interdiction = {
	track = medium_aircraft
	name = SUBDOCTRINE_THEATER_INTERDICTION
	description = SUBDOCTRINE_THEATER_INTERDICTION_DESC
	icon = GFX_doctrine_logistical_bombing_medium

	xp_cost = 100
	xp_type = air

	available = {
		always = yes
	}

	ai_will_do = {
		base = 2
		modifier = {
			factor = 0
			NOT = {has_doctrine = new_strategic_destruction}
		}
	}

	# EFFECTS
	air_strategic_bomber_bombing_factor = 0.15

	rewards = {
		extended_reach = {
			category_tac_bomber = {
				air_range = 0.1
			}
		}
		night_bombing = {
			air_night_penalty = -0.1
			air_strategic_bomber_night_penalty = -0.1
		}
		precision_bombing = {
			category_tac_bomber = {
				air_bombing = 0.05
				air_agility = 0.05
			}
		}
		port_raids = {
			port_strike = 0.2
		}
		improved_casualty_recovery = {
			air_accidents_factor = -0.05
			air_wing_xp_loss_when_killed_factor = -0.1
		}
	}
}

air_subdoctrine_aerial_reconnaissance = {
	track = medium_aircraft
	name = SUBDOCTRINE_AERIAL_RECONNAISSANCE
	description = SUBDOCTRINE_AERIAL_RECONNAISSANCE_DESC
	icon = GFX_doctrine_infiltration_bombing_medium

	xp_cost = 100
	xp_type = air

	visible = {
		has_dlc_lar = yes
	}

	available = {
		always = yes
	}

	ai_will_do = { base = 0 }

	# EFFECTS
	category_scout_plane = {
		air_agility = 0.1
	}

	rewards = {
		extended_reconnaissance_radius = {
			category_scout_plane = {
				air_range = 0.15
			}
		}
		improved_observation_procedures = {
			intel_from_combat_factor = 0.1
			army_intel_factor = 0.1
		}
		naval_recon = {
			navy_intel_factor = 0.1
			spotting_chance = 0.05
		}
		distant_aerial_observation = {
			airforce_intel_factor = 0.1
			air_mission_xp_gain_factor = 0.05
		}
		well_coordinated_strikes = {
			civilian_intel_factor = 0.1
			air_strategic_bomber_bombing_factor = 0.05
		}
	}
}
