fire_concentration = {
	track = combat_support
	name = SUBDOCTRINE_FIRE_CONCENTRATION
	description = SUBDOCTRINE_FIRE_CONCENTRATION_DESC
	icon = GFX_doctrine_fire_concentration_medium

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 2
		modifier = {
			factor = 1.5
			is_major = yes
			has_doctrine = superior_firepower
		}
	}

	 # EFFECTS
	enable_tactic = tactic_overwhelming_fire

	artillery_brigade = {
		combat_width = -0.8
	}
	rocket_artillery_brigade = {
		combat_width = -0.8
	}
	category_line_artillery = {
		max_organisation = 5
	}

	rewards = {
		standing_barrage = {
		#1
			category_line_artillery = {
				defense = 0.1
			}
		}
		predicted_fire = {
		#2
			category_line_artillery = {
				soft_attack = 0.1
			}
		}
		artillery_groups = {
		#3
			category_line_artillery = {
				breakthrough = 0.1
				defense = 0.05
			}
		}
		dedicated_air_support = {
		#4
			category_anti_air = {
				air_attack = 0.1
			}
		}
		weakpoint_studies = {
		#5
			anti_tank_brigade = {
				ap_attack = 0.1
				hard_attack = 0.1
			}
			artillery_brigade = {
				hard_attack = 0.1
			}
		}
	}
}

anti_tank_frontline = {
	track = combat_support
	name = SUBDOCTRINE_ANTI_TANK_FRONT
	description = SUBDOCTRINE_ANTI_TANK_FRONT_DESC
	icon = GFX_doctrine_antitank_frontline_medium

	xp_cost = 100
	xp_type = army

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

	 # EFFECTS

	engineer = {
		battalion_mult = {
			category = category_line_artillery
			entrenchment = 0.2
			add = yes
		}
	}

	rewards = {
		pakfront = {
		#1
			anti_tank_brigade = {
				defense = 0.2
				ap_attack = 0.1
				soft_attack = 0.2
			}
		}
		emplacement_rotation = {
		#2
			anti_tank_brigade = {
				max_organisation = 10
			}
		}
		weakpoint_studies = {
		#3
			anti_tank_brigade = {
				ap_attack = 0.1
				hard_attack = 0.1
			}
		}
		offensive_deployments = {
		#4
			mot_anti_tank_brigade = {
				breakthrough = 0.2
				ap_attack = 0.2
			}
		}
		assault_anti_tank = {
		#5
			mot_anti_tank_brigade = {
				soft_attack = 0.2
				hard_attack = 0.2
			}
		}
	}
}

flying_batteries = {
	track = combat_support
	name = SUBDOCTRINE_FLYING_BATTERIES
	description = SUBDOCTRINE_FLYING_BATTERIES_DESC
	icon = GFX_doctrine_flying_batteries_medium

	xp_cost = 100
	xp_type = army

	available = {

	}
	visible = {
		has_dlc_ncns = yes
	}

	ai_will_do = { base = 0 }

	 # EFFECTS
	effect = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = rocketry
			name = SUBDOCTRINE_FLYING_BATTERIES
		}
	}

	category_line_artillery = {
		soft_attack = 0.1
	}

	rewards = {
		deployment_drills = {
			mot_rocket_artillery_brigade = {
				max_organisation = 10
			}
			motorized_rocket_brigade = {
				max_organisation = 10
			}
			mot_artillery_brigade = {
				max_organisation = 10
			}
		}
		counter_battery_tasks = {
			recon = {
				battalion_mult = {
					category = category_line_artillery
					soft_attack = 0.05
					defense = 0.1
				}
				recon = 0.25
			}
		}
		ballistics_corrections = {
			armored_signal = {
				battalion_mult = {
					category = category_line_artillery
					initiative = 0.02
					supply_consumption = -0.01
				}
			}
		}
		mobile_barrages = {
			category_line_artillery = {
				default_morale = 0.05
				breakthrough = 0.05
			}
		}
		wide_dispersal_positions = {
			mot_rocket_artillery_brigade = {
				max_organisation = 10
			}
			motorized_rocket_brigade = {
				max_organisation = 10
			}
			mot_artillery_brigade = {
				max_organisation = 10
			}
		}
	}
}

air_cavalry = {
	track = combat_support
	name = SUBDOCTRINE_AIR_CAVALRY
	description = SUBDOCTRINE_AIR_CAVALRY_DESC
	icon = GFX_doctrine_air_cavalry_medium

	xp_cost = 100
	xp_type = army

	available = {
		is_special_project_completed = sp:sp_air_helicopter
	}
	visible = {
		has_dlc_gtd = yes
	}

	ai_will_do = { base = 0 }

	 # EFFECTS
	effect = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 2
			category = helicopter_tech
			name = SUBDOCTRINE_AIR_CAVALRY
		}
	}

	rewards = {
		airborne_observers = {
			helicopter_recon = {
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.1
				}
				max_organisation = 10
			}
		}
		service_and_support = {
			category_helicopter_support_companies = {
				max_strength = 0.03
			}
		}
		rescue_liasions = {
			helicopter_field_hospital = {
				battalion_mult = {
					category = category_all_infantry
					max_strength = 0.05
					default_morale = 0.05
				}
				max_organisation = 5
				casualty_trickleback = 0.05
			}
		}

		transport_assault = {
			helicopter_transport = {
				battalion_mult = {
					category = category_light_infantry
					maximum_speed = 0.2
					breakthrough = 0.05
				}
				breakthrough = 0.05
				max_organisation = 10
			}
		}
		intervention_units = {
			helicopter_brigade = {
				battalion_mult = {
					category = category_all_infantry
					soft_attack = 0.1
				}
				max_organisation = 10
			}
		}
	}
}

mobile_recon_and_assault = {
	track = combat_support
	name = SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT
	description = SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT_DESC
	icon = GFX_doctrine_mobile_recon_assault_medium

	xp_cost = 100
	xp_type = army

	visible = {
		has_dlc_lar = yes
	}

	ai_will_do = {
		base = 2
		modifier = {
			factor = 0
			is_major = no
		}
		modifier = {
			factor = 0
			has_doctrine = mass_assault
		}
	}

	armored_car = {
		max_organisation = 3
	}
	light_armor = {
		max_organisation = 5
	}

	rewards = {
		motorization_support = {
			category_mobile_and_mobile_combat_sup = {
				maximum_speed = 0.1
				default_morale = 0.2
			}
		}
		long_range_reconnaissance = {
			category_recon = {
				maximum_speed = 0.15
			}
		}
		mobile_operational_deployments = {
			light_tank_recon = {
				battalion_mult = {
					category = category_all_armor
					breakthrough = 0.1
				}
			}
			mot_artillery_brigade = {
				soft_attack = 0.05
			}
		}
		self_propelled_support_elements = {
			category_self_propelled_artillery = {
				soft_attack = 0.10
			}
			category_self_propelled_anti_air = {
				air_attack = 0.15
				soft_attack = 0.05
			}
			category_tank_destroyers = {
				hard_attack = 0.1
				ap_attack = 0.03
			}
			armored_car = {
				breakthrough = 0.2
				default_morale = 0.2
			}
		}
		deep_reconnaissance_focus = {
			category_recon = {
				maximum_speed = 0.1
			}
			light_tank_recon = {
				recon = 0.2
				breakthrough = 0.1
			}
		}
	}
}

mobile_recon_and_assault_no_lar = {
	track = combat_support
	name = SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT
	description = SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT_DESC
	icon = GFX_doctrine_mobile_recon_assault_medium

	xp_cost = 100
	xp_type = army

	visible = {
		has_dlc_lar = no
	}

	ai_will_do = {
		base = 2
		modifier = {
			factor = 0
			is_major = no
		}
		modifier = {
			factor = 0
			has_doctrine = mass_assault
		}
	}

	light_armor = {
		max_organisation = 5
	}

	rewards = {
		motorization_support = {
			category_mobile_and_mobile_combat_sup = {
				maximum_speed = 0.1
				default_morale = 0.2
			}
		}
		long_range_reconnaissance = {
			category_recon = {
				maximum_speed = 0.15
			}
		}
		mobile_operational_deployments = {
			light_tank_recon = {
				battalion_mult = {
					category = category_all_armor
					breakthrough = 0.1
				}
			}
			mot_artillery_brigade = {
				soft_attack = 0.05
			}
		}
		self_propelled_support_elements = {
			category_self_propelled_artillery = {
				soft_attack = 0.10
			}
			category_self_propelled_anti_air = {
				air_attack = 0.15
				soft_attack = 0.05
			}
			category_tank_destroyers = {
				hard_attack = 0.1
				ap_attack = 0.03
			}
		}
		deep_reconnaissance_focus = {
			category_recon = {
				maximum_speed = 0.1
			}
			light_tank_recon = {
				recon = 0.2
				breakthrough = 0.1
			}
		}
	}
}

self_propelled_support = {
	track = combat_support
	name = SUBDOCTRINE_SELF_PROPELLED_SUPPORT
	description = SUBDOCTRINE_SELF_PROPELLED_SUPPORT_DESC
	icon = GFX_doctrine_self_propelled_support_medium

	xp_cost = 100
	xp_type = army

	available = {

	}
	visible = {
		has_dlc_ncns = yes
	}

	ai_will_do = { base = 0 }

	category_self_propelled_artillery = {
		soft_attack = 0.1
	}
	category_self_propelled_anti_air = {
		air_attack = 0.1
	}
	category_tank_destroyers = {
		hard_attack = 0.05
	}

	rewards = {
		mobile_battery_management_platoons = {
			category_self_propelled_artillery = {
				max_organisation = 10
			}
			category_self_propelled_anti_air = {
				max_organisation = 10
			}
			category_tank_destroyers = {
				max_organisation = 10
			}
		}
		screening_attacks = {
			recon = {
				battalion_mult = {
					category = category_self_propelled_artillery
					soft_attack = 0.1
					default_morale = 0.2
				}
			}
			mot_recon = {
				battalion_mult = {
					category = category_self_propelled_artillery
					soft_attack = 0.1
					default_morale = 0.2
				}
			}
			light_tank_recon = {
				battalion_mult = {
					category = category_self_propelled_artillery
					soft_attack = 0.1
					default_morale = 0.2
				}
			}
		}
		all_terrain_mobility = {
			category_self_propelled_artillery = {
				maximum_speed = 0.3
			}
			category_self_propelled_anti_air = {
				maximum_speed = 0.3
			}
			category_tank_destroyers = {
				maximum_speed = 0.3
			}
		}
		multirole_support_vehicles = {
			category_self_propelled_artillery = {
				hard_attack = 0.05
			}
			category_self_propelled_anti_air = {
				soft_attack = 0.1
				hard_attack = 0.05
			}
			category_tank_destroyers = {
				soft_attack = 0.1
			}
		}
		shoot_and_scoot = {
			category_self_propelled_artillery = {
				max_organisation = 10
				default_morale = 0.4
			}
			category_self_propelled_anti_air = {
				max_organisation = 10
				default_morale = 0.4
			}
			category_tank_destroyers = {
				max_organisation = 10
				hard_attack = 0.15
				default_morale = 0.4
			}
		}
	}
}

siege_artillery = {
	track = combat_support
	name = SUBDOCTRINE_SIEGE_ARTILLERY
	description = SUBDOCTRINE_SIEGE_ARTILLERY_DESC
	icon = GFX_doctrine_siege_artillery_medium

	xp_cost = 100
	xp_type = army

	available = {
		is_special_project_completed = sp:sp_land_super_heavy_howitzer
	}
	visible = {
		has_dlc_gtd = yes
	}

	ai_will_do = { base = 0 }

	super_heavy_artillery = {
		battalion_mult = {
			category = category_army
			soft_attack = 0.1
			defense = 0.1
		}
	}

	equipment_bonus = {
		railway_gun_equipment = {
			railway_gun_attack = 0.25
			instant = yes
		}
		super_heavy_railway_gun_equipment = {
			railway_gun_attack = 0.25
			instant = yes
		}
	}

	rewards = {
		fortress_busters = {
			super_heavy_artillery = {
				fort = {
					attack = 0.25
				}
			}
			self_propelled_super_heavy_artillery = {
				fort = {
					attack = 0.25
				}
			}
		}
		improved_transport_preparation = {
			category_line_artillery = {
				default_morale = 0.2
			}
			super_heavy_artillery = {
				plains = {
					movement = 0.1
				}
			}
			self_propelled_super_heavy_artillery = {
				plains = {
					movement = 0.1
				}
			}

			equipment_bonus = {
				railway_gun_equipment = {
					railway_gun_hours_between_redistribution = -0.5
					instant = yes
				}
				super_heavy_railway_gun_equipment = {
					railway_gun_hours_between_redistribution = -0.5
					instant = yes
				}
			}
		}
		precomputed_firing_data = {
			super_heavy_artillery = {
				max_organisation = 10
				defense = 0.2
			}
			self_propelled_super_heavy_artillery = {
				max_organisation = 10
				defense = 0.2
			}
		}
		urban_strongpoint_sieges = {
			category_artillery = {
				soft_attack = 0.05
			}
			super_heavy_artillery = {
				urban = {
					attack = 0.2
				}
			}
			self_propelled_super_heavy_artillery = {
				urban = {
					attack = 0.2
				}
			}
		}
		mobile_artillery_command = {
			category_support_artillery = {
				max_organisation = 10
			}
			self_propelled_super_heavy_artillery = {
				max_organisation = 10
				maximum_speed = 0.5
			}

			equipment_bonus = {
				railway_gun_equipment = {
					maximum_speed = 1
					instant = yes
				}
				super_heavy_railway_gun_equipment = {
					maximum_speed = 1
					instant = yes
				}
			}
		}
	}
}

field_engineering = {
	track = combat_support
	name = SUBDOCTRINE_FIELD_ENGINEERING
	description = SUBDOCTRINE_FIELD_ENGINEERING_DESC
	icon = GFX_doctrine_field_engineering_medium

	xp_cost = 100
	xp_type = army

	ai_will_do = { base = 2 }

	engineer = {
		river = {
			movement = 0.2
		}
		forest = {
			movement = 0.2
		}
	}
	assault_engineer = {
		river = {
			movement = 0.2
		}
		forest = {
			movement = 0.2
		}
	}
	pioneer_support = {
		river = {
			movement = 0.2
		}
		forest = {
			movement = 0.2
		}
	}

	rewards = {
		rapid_fire_lane_clearance = {
			engineer = {
				max_organisation = 5
				battalion_mult = {
					category = category_all_infantry
					entrenchment = 0.02
				}
			}
			maintenance_company = {
				max_organisation = 5
			}
		}
		sapper_fieldcraft = {
			engineer = {
				max_strength = 0.25
				defense = 0.1
			}
			maintenance_company = {
				max_strength = 0.25
			}
		}
		engineerdug_gun_emplacements = {
			engineer = {
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.1
					defense = 0.1
				}
				battalion_mult = {
					category = category_all_infantry
					soft_attack = 0.05
				}
			}
		}
		smoke_projector_training = {
			engineer = {
				breakthrough = 0.5
			}
			maintenance_company = {
				supply_consumption = -0.01
				battalion_mult = {
					category = category_tanks
					reliability = 0.05
					strength = 0.05
				}
			}
		}
		charge_and_flame = {
			engineer = {
				max_organisation = 5
				soft_attack = 0.05
				hard_attack = 1
			}
			maintenance_company = {
				max_organisation = 5
			}
		}
	}
}
