armored_spearhead = {
	track = armor
	name = SUBDOCTRINE_ARMORED_SPEARHEAD
	description = SUBDOCTRINE_ARMORED_SPEARHEAD_DESC
	icon = GFX_doctrine_armored_spearhead_medium

	xp_cost = 100
	xp_type = army

	visible = {
		has_dlc_lar = yes
	}

	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			has_doctrine = new_mobile_warfare
		}
	}

	# EFFECTS
	enable_tactic = tactic_breakthrough

	rewards = {
		force_concentration = {
		#1
			category_tanks = {
				max_organisation = 1
				default_morale = 0.1
			}
		}
		armored_breakthrough_exploits = {
		#2
			category_all_armor = {
				breakthrough = 0.1
			}
		}
		local_reserves = {
		#3
			armored_car = {
				default_morale = 0.1
				max_organisation = 7
			}
			light_armor = {
				default_morale = 0.1
				max_organisation = 3
			}
		}
		tactical_reconnaissance = {
		#4
			category_all_armor = {
				breakthrough = 0.1
			}
		}
		assault_detachments = {
		#5
			armored_car = {
				default_morale = 0.2
				max_organisation = 3
				breakthrough = 0.2
			}
			category_tanks = {
				max_organisation = 3
				breakthrough = 0.2
			}
		}
	}
}

armored_spearhead_no_lar = {
	track = armor
	name = SUBDOCTRINE_ARMORED_SPEARHEAD
	description = SUBDOCTRINE_ARMORED_SPEARHEAD_DESC
	icon = GFX_doctrine_armored_spearhead_medium

	xp_cost = 100
	xp_type = army

	available = {
		always = yes
	}
	visible = { has_dlc_lar = no }

	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			has_doctrine = new_mobile_warfare
		}
	}

	# EFFECTS
	enable_tactic = tactic_breakthrough

	rewards = {
		force_concentration = {
		#1
			category_tanks = {
				max_organisation = 1
				default_morale = 0.1
			}
		}
		armored_breakthrough_exploits = {
		#2
			category_all_armor = {
				breakthrough = 0.1
			}
		}
		local_reserves = {
		#3
			recon = {
				max_organisation = 10
			}

			light_armor = {
				default_morale = 0.1
				max_organisation = 3
			}
		}
		tactical_reconnaissance = {
		#4
			category_all_armor = {
				breakthrough = 0.1
			}
		}
		assault_detachments = {
		#5

			category_tanks = {
				max_organisation = 3
				breakthrough = 0.2
			}
		}
	}
}

armored_infantry_support = {
	track = armor
	name = SUBDOCTRINE_ARMORED_INFANTRY_SUPPORT
	description = SUBDOCTRINE_ARMORED_INFANTRY_SUPPORT_DESC
	icon = GFX_doctrine_armored_infantry_support_medium

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	enable_tactic = tactic_blitz
	effect = {
		add_tech_bonus = {
			bonus = 1
			uses = 1
			category = cat_heavy_armor
			name = SUBDOCTRINE_ARMORED_INFANTRY_SUPPORT
		}
	}

	#TODO jack look if you can make a script effect for production bonuses

	rewards = {
		mobile_reserves = {
		#1
			medium_armor = {
				breakthrough = 0.05
				soft_attack = 0.1
			}
			heavy_armor = {
				breakthrough = 0.05
				soft_attack = 0.1
			}
		}
		armored_cohorts = {
		#2
			medium_armor = {
				max_organisation = 7
			}
			heavy_armor = {
				max_organisation = 7
			}
		}
		maintenance_routines = {
		#3
			armored_maintenance = {
				battalion_mult = {
					category = category_all_armor
					max_strength = 0.15
					add = yes
				}
			}
		}
		fuel_rationing = {
		#4
			heavy_armor = {
				supply_consumption = -0.08
			}
		}
		mobile_armored_strongpoints = {
		#5
			category_all_infantry = {
				breakthrough = 0.05
			}
			heavy_armor = {
				breakthrough = 0.1
			}
		}
	}
}

streamlined_deployment = {
	track = armor
	name = SUBDOCTRINE_STREAMLINED_DEPLOYMENT
	description = SUBDOCTRINE_STREAMLINED_DEPLOYMENT_DESC
	icon = GFX_doctrine_streamlined_deployment_medium

	xp_cost = 100
	xp_type = army

	ai_will_do = { base = 1 }

	category_all_armor = {
		soft_attack = 0.1
		breakthrough = 0.1
	}

	rewards = {
		flexible_armored_battalions = {
			unit_medium_armor_design_cost_factor = -0.5
			unit_light_armor_design_cost_factor = -0.5
			light_tank_recon = {
				battalion_mult = {
					category = category_all_armor
					max_organisation = 2
					add = yes
				}
			}
		}
		mechanized_wave = {
			mechanized = {
				max_organisation = 5
				default_morale = 0.2
			}
			category_all_armor = {
				default_morale = 0.2
			}
		}
		tank_desant = {
			armored_signal = {
				battalion_mult = {
					category = category_light_infantry
					maximum_speed = 0.05
				}
			}
			light_tank_recon = {
				battalion_mult = {
					category = category_light_infantry
					maximum_speed = 0.05
				}
			}
		}
		full_front_deployment = {
			category_all_armor = {
				reliability = 0.05
				supply_consumption = -0.02
			}
		}
		continuous_offensives = {
			category_all_armor = {
				default_morale = 0.2
				max_organisation = 2
			}
		}
	}
}

mobile_defense = {
	track = armor
	name = SUBDOCTRINE_MOBILE_DEFENSE
	description = SUBDOCTRINE_MOBILE_DEFENSE_DESC
	icon = GFX_doctrine_mobile_defense_medium

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			is_major = yes
		}
		modifier = {
			factor = 2
			is_major = no
		}
	}

	armored_engineer = {
		battalion_mult = {
			category = category_all_armor
			entrenchment = 0.02
		}
	}
	category_all_armor = {
		defense = 0.1
	}

	rewards = {
		mechanized_offensive = {
			mechanized = {
				defense = 0.1
				soft_attack = 0.1
			}
		}
		advance_under_fire = {
			light_armor = {
				breakthrough = 0.1
				default_morale = 0.2
			}
			medium_armor = {
				breakthrough = 0.1
				default_morale = 0.2
			}
		}
		attached_support = {
			assault_engineer = {
				max_organisation = 10
			}
			armored_engineer = {
				max_organisation = 10
			}
			armored_signal = {
				max_organisation = 10
			}
		}
		combined_anti_armor = {
			anti_tank = {
				battalion_mult = {
					category = category_all_armor
					hard_attack = 0.05
					ap_attack = 0.05
				}
			}
		}
		tank_on_tank_engagement = {
			category_all_armor = {
				hard_attack = 0.1
				soft_attack = 0.1
				ap_attack = 0.05
			}
		}
	}
}

armored_cavalry = {
	track = armor
	name = SUBDOCTRINE_ARMORED_CAVALRY
	description = SUBDOCTRINE_ARMORED_CAVALRY_DESC
	icon = GFX_doctrine_armored_cavalry_medium

	xp_cost = 100
	xp_type = army

	visible = {
		has_dlc_ncns = yes
		has_dlc_lar = yes
	}

	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			is_major = yes
		}
		modifier = {
			factor = 2
			is_major = no
		}
	}

	armored_car = {
		max_organisation = 5
		defense = 0.1
	}
	mechanized = {
		max_organisation = 5
		defense = 0.05
	}
	# EFFECTS
	rewards = {
		cruiser_tanks = {
			light_armor = {
				maximum_speed = 0.1
				max_organisation = 5
				breakthrough = 0.05
			}
		}
		quick_response_force = {
			motorized_military_police = {
				battalion_mult = {
					category = category_vehicle_infantry
					suppression_factor = 0.05
				}
			}
			armored_car = {
				suppression_factor = 0.2
			}
		}
		speed_as_armour = {
			light_armor = {
				maximum_speed = 0.05
				breakthrough = 0.05
			}
			armored_car = {
				maximum_speed = 0.05
				breakthrough = 0.1
				soft_attack = 0.1
			}
			mechanized = {
				maximum_speed = 0.05
				breakthrough = 0.05
			}
		}
		fighting_reconnaissance = {
			armored_car_recon = {
				max_organisation = 3
				soft_attack = 0.05
			}
			light_tank_recon = {
				max_organisation = 2
				soft_attack = 0.05
			}
		}
		sustained_deployments = {
			armored_car = {
				max_organisation = 5
				soft_attack = 0.05
				default_morale = 0.2
			}
			light_armor = {
				max_organisation = 5
				soft_attack = 0.05
				hard_attack = 0.1
				default_morale = 0.2
			}
			mechanized = {
				max_organisation = 5
				soft_attack = 0.05
				default_morale = 0.2
			}
			motorized = {
				max_organisation = 5
				soft_attack = 0.05
				default_morale = 0.2
			}
		}
	}
}

armored_cavalry_no_lar = {
	track = armor
	name = SUBDOCTRINE_ARMORED_CAVALRY
	description = SUBDOCTRINE_ARMORED_CAVALRY_DESC
	icon = GFX_doctrine_armored_cavalry_medium

	xp_cost = 100
	xp_type = army

	visible = {
		has_dlc_ncns = yes
		has_dlc_lar = no
	}

	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			is_major = yes
		}
		modifier = {
			factor = 2
			is_major = no
		}
	}

	motorized = {
		max_organisation = 5
		defense = 0.1
	}
	mechanized = {
		max_organisation = 5
		defense = 0.05
	}
	# EFFECTS
	rewards = {
		cruiser_tanks = {
			light_armor = {
				maximum_speed = 0.1
				max_organisation = 5
				breakthrough = 0.05
			}
		}
		quick_response_force = {
			motorized_military_police = {
				battalion_mult = {
					category = category_vehicle_infantry
					suppression_factor = 0.05
				}
			}
		}
		speed_as_armour = {
			light_armor = {
				maximum_speed = 0.05
				breakthrough = 0.05
			}
			motorized = {
				maximum_speed = 0.05
			}
			mechanized = {
				maximum_speed = 0.05
				breakthrough = 0.05
			}
		}
		fighting_reconnaissance = {
			recon = {
				max_organisation = 3
				soft_attack = 0.05
			}
			light_tank_recon = {
				max_organisation = 2
				soft_attack = 0.05
			}
		}
		sustained_deployments = {
			light_armor = {
				max_organisation = 5
				soft_attack = 0.05
				hard_attack = 0.1
				default_morale = 0.2
			}
			mechanized = {
				max_organisation = 5
				soft_attack = 0.05
				default_morale = 0.2
			}
			motorized = {
				max_organisation = 5
				soft_attack = 0.05
				default_morale = 0.2
			}
		}
	}
}

tank_destroyer_force = {
	track = armor
	name = SUBDOCTRINE_TANK_DESTROYER_FORCE
	description = SUBDOCTRINE_TANK_DESTROYER_FORCE_DESC
	icon = GFX_doctrine_tank_destroyer_force_medium

	xp_cost = 100
	xp_type = army

	visible = {
		has_dlc_ncns = yes
	}

	ai_will_do = { base = 0 }

	category_all_armor = {
		defense = 0.1
		hard_attack = 0.1
		ap_attack = 0.1
	}

	rewards = {
		mobile_anti_tank = {
			mot_anti_tank_brigade = {
				max_organisation = 8
				hard_attack = 0.1
				ap_attack = 0.1
			}
		}
		committed_operational_units = {
			assault_engineer = {
				battalion_mult = {
					category = category_tank_destroyers
					reliability = 0.02
					soft_attack = 0.05
					hard_attack = 0.1
				}
			}
		}
		redeployment_priority = {
			category_tank_destroyers = {
				supply_consumption = -0.02
				default_morale = 0.2
			}
		}

		independent_counterattacks = {
			category_tank_destroyers = {
				max_organisation = 6
				initiative = 0.01
			}
		}

		selfsufficient_battalion = {
			armored_signal = {
				battalion_mult = {
					category = category_tank_destroyers
					hard_attack = 0.1
					ap_attack = 0.2
				}
			}
		}
	}
}
