mobile_infantry = {
	track = infantry
	name = SUBDOCTRINE_MOBILE_INFANTRY
	description = SUBDOCTRINE_MOBILE_INFANTRY_DESC
	icon = GFX_doctrine_mobile_infantry_medium

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 5
		modifier = {
			factor = 0
			NOT = {has_doctrine = new_mobile_warfare}
		}
		modifier = {
			factor = 2
			has_doctrine = new_mobile_warfare
		}
	}

	# EFFECTS
	enable_tactic = tactic_overwhelming_fire
	effect = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = motorized_equipment
			name = SUBDOCTRINE_MOBILE_INFANTRY
		}
	}

	rewards = {
		cavalry_charge = {
			category_cavalry = {
				breakthrough = 0.20
			}
		}
		combined_arms_planning = {
			category_all_infantry = {
				max_organisation = 10
				maximum_speed = 0.05
			}
		}
		decisive_operations = {
			category_vehicle_infantry = {
				max_organisation = 20
			}
		}
		delegated_authority = {
			category_vehicle_infantry = {
				default_morale = 0.1
				soft_attack = 0.1
			}
		}
		maneuver_warfare = {
			category_all_infantry = {
				max_organisation = 10
				maximum_speed = 0.2
			}
		}
	}
}

defensive_postures = {
	track = infantry
	name = SUBDOCTRINE_DEFENSIVE_POSTURES
	description = SUBDOCTRINE_DEFENSIVE_POSTURES_DESC
	icon = GFX_doctrine_defensive_postures_medium

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 5
		modifier = {
			factor = 0
			OR = {
				tag = CAN
				tag = NFA
				is_russian_tag = yes
			}
		}
	}

	#OTHER BASE REWARDS
	category_cavalry = {
		supply_consumption = -0.01
	}
	category_all_infantry = {
		entrenchment = 0.2
	}

	rewards = {
		improvised_fighting_position = {
			dig_in_speed_factor = 0.05
		}
		elastic_operations = {
			category_all_infantry = {
				max_organisation = 10
				defense = 0.10
			}
		}
		developed_trench_networking = {
			category_all_infantry = {
				entrenchment = 0.2
			}
		}
		field_emplacements = {
			category_all_infantry = {
				soft_attack = 0.1
			}
		}
		field_construction_training = {
			dig_in_speed_factor = 0.15
		}
	}
}

large_unit_tactics = {
	track = infantry
	name = SUBDOCTRINE_LARGE_UNIT_TACTICS
	description = SUBDOCTRINE_LARGE_UNIT_TACTICS_DESC
	icon = GFX_doctrine_human_infantry_offensive_medium

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 5
		modifier = {
			factor = 0.75
			is_major = no
		}
		modifier = {
			factor = 2
			has_doctrine = mass_assault
		}
	}

	# EFFECTS
	effect = {

	}

	#OTHER BASE REWARDS

	category_all_infantry = {
		supply_consumption = -0.01
	}

	rewards = {
		wide_trench_networks = {
			dig_in_speed_factor = 0.10
		}
		flexible_division_structures = {
		#2
			unit_infantry_design_cost_factor = -1
			infantry = {
				combat_width = -0.3
			}
		}
		unit_knowledge_sharing = {
		#3
			category_all_infantry = {
				experience_loss_factor = -0.01
			}
		}
		large_front_offensive = {
		#4
			category_all_infantry = {
				max_organisation = 10
				soft_attack = 0.1
			}
			army_morale = 0.2
		}
		motorization_initiative = {
		#5
			category_all_infantry = {
				breakthrough = 0.1
				soft_attack = 0.1
			}
			category_vehicle_infantry = {
				supply_consumption = -0.02
				reliability = 0.1
			}
		}
	}
}

assault_infantry = {
	track = infantry
	name = SUBDOCTRINE_ASSAULT_INFANTRY
	description = SUBDOCTRINE_ASSAULT_INFANTRY_DESC
	icon = GFX_doctrine_assault_infantry_medium

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 5
	}

	# EFFECTS

	#OTHER BASE REWARDS
	artillery = {
		soft_attack = 0.1
	}

	rewards = {
		low_echelon_fire_support = {
		#1
			artillery = {
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.2
				}
			}
		}
		organic_battalion_fire_support = {
		#2
			category_support_artillery = {
				soft_attack = 0.05
			}
			anti_tank = {
				ap_attack = 0.1
				hard_attack = 0.1
			}
			anti_air = {
				air_attack = 0.1
			}
		}

		integrated_support_batteries = {
		#3
			category_support_artillery = {
				max_organisation = 20
				soft_attack = 0.1
			}
		}
		breakthrough_fireteams = {
		#4
			light_tank_recon = {
				max_organisation = 20
				battalion_mult = {
					category = category_all_infantry
					breakthrough = 0.2
				}
				battalion_mult = {
					category = category_all_infantry
					max_organisation = 5
					add = yes
				}
			}
			mot_recon = {
				max_organisation = 20
				battalion_mult = {
					category = category_all_infantry
					breakthrough = 0.1
				}
				battalion_mult = {
					category = category_all_infantry
					max_organisation = 5
					add = yes
				}
			}
		}
		assault_detachments = {
		#5
			category_support_artillery = {
				supply_consumption = -0.02
			}
			light_flame_tank = {
				battalion_mult = {
					category = category_all_infantry
					breakthrough = 0.1
					soft_attack = 0.1
				}
			}
			medium_flame_tank = {
				battalion_mult = {
					category = category_all_infantry
					breakthrough = 0.1
					soft_attack = 0.1
				}
			}
			heavy_flame_tank = {
				battalion_mult = {
					category = category_all_infantry
					breakthrough = 0.1
					soft_attack = 0.1
				}
			}
		}
	}
}

mounted_infantry = {
	track = infantry
	name = SUBDOCTRINE_MOUNTED_INFANTRY
	description = SUBDOCTRINE_MOUNTED_INFANTRY_DESC
	icon = GFX_doctrine_mounted_infantry_medium

	xp_cost = 100
	xp_type = army

	mastery = {
		categories = {
			category_cavalry
			category_all_infantry
		}
	}

	visible = {
		has_dlc_ncns = yes
	}

	ai_will_do = {
		base = 0
		modifier = {
			add = 10
			OR = {
				tag = LBA
				tag = SAU
				tag = JBS
				tag = TRU
				tag = IKH
				tag = YEM
				tag = OMA
				tag = TRP
				tag = ETS
				tag = SIK
				tag = KUM
				tag = BUK
				tag = TRK
				tag = KHI
				tag = KAZ
				tag = MON
				tag = XSM
			}
		}
	}

	category_cavalry = {
		soft_attack = 0.1
		breakthrough = 0.1
	}
	unit_cavalry_design_cost_factor = -1

	# EFFECTS

	rewards = {
		dragoon_traditions = {
			category_cavalry = {
				breakthrough = 0.20
				defense = 0.1
			}
		}
		mounted_skirmish_groups = {
			recon = {
				max_organisation = 10
				soft_attack = 0.2
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.1
					defense = 0.1
				}
				battalion_mult = {
					category = category_light_infantry
					max_organisation = 5
					add = yes
				}
			}
			category_cavalry = {
				max_organisation = 5
			}
		}
		anti_mechanized_cavalry_groups = {
			category_cavalry = {
				hard_attack = 0.2
				ap_attack = 0.2
			}
			}        beasts_of_war = {
			category_cavalry = {
				maximum_speed = 0.5
				max_strength = 0.05
			}
			recon = {
				maximum_speed = 0.5
			}
		}
		limbered_combat_support = {
			artillery_brigade = {
				maximum_speed = 0.5
			}
			anti_tank_brigade = {
				maximum_speed = 0.5
			}
			anti_air_brigade = {
				maximum_speed = 0.5
			}
			rocket_artillery_brigade = {
				maximum_speed = 0.5
			}
		}
	}
}

commandos = {
	track = infantry
	name = SUBDOCTRINE_COMMANDOS
	description = SUBDOCTRINE_COMMANDOS_DESC
	icon = GFX_doctrine_commandos_medium

	xp_cost = 100
	xp_type = army

	available = {

	}
	visible = {
		has_dlc_ncns = yes
	}

	ai_will_do = { base = 0 }
	enable_tactic = tactic_infantry_charge

	logistics_company = {
		battalion_mult = {
			category = category_light_infantry
			max_strength = 5
			add = yes
		}
	}

	# EFFECTS

	rewards = {
		isolated_combat_elements = {
			category_light_infantry = {
				supply_consumption = -0.01
				reliability = 0.05
			}
			field_hospital = {
				casualty_trickleback = 0.05
			}
			helicopter_brigade = {
				casualty_trickleback = 0.05
			}
			helicopter_field_hospital = {
				casualty_trickleback = 0.05
			}
		}
		security_zone_operations = {
			signal_company = {
				battalion_mult = {
					category = category_all_infantry
					defense = 0.1
				}
			}
			logistics_company = {
				battalion_mult = {
					category = category_vehicle_infantry
					max_strength = 5
					add = yes
				}
			}
			category_vehicle_infantry = {
				reliability = 0.05
				breakthrough = 0.1
			}
		}
		rigorous_training_regimen = {
			recon = {
				battalion_mult = {
					category = category_all_infantry
					soft_attack = 0.1
				}
			}
			mot_recon = {
				battalion_mult = {
					category = category_all_infantry
					soft_attack = 0.1
				}
			}
			light_tank_recon = {
				battalion_mult = {
					category = category_all_infantry
					soft_attack = 0.1
				}
			}

			infantry = {
				desert = {
					attack = 0.05
					movement = 0.1
				}
				jungle = {
					attack = 0.05
					movement = 0.1
				}
				hills = {
					attack = 0.05
					movement = 0.1
				}
			}
		}

		field_intel_retrieval = {
			intel_from_combat_factor = 0.15
		}

		integrated_assaults = {
			category_all_infantry = {
				soft_attack = 0.1
				breakthrough = 0.1
			}
		}
	}
}

irregulars = {
	track = infantry
	name = SUBDOCTRINE_IRREGULARS
	description = SUBDOCTRINE_IRREGULARS_DESC
	icon = GFX_doctrine_irregulars_medium

	xp_cost = 50
	xp_type = army

	available = {

	}
	visible = {
		has_dlc_ncns = yes
		OR = {
			has_template_containing_unit = irregular_infantry
			has_template_containing_unit = militia
		}
	}

	ai_will_do = { base = 0 }

	irregular_infantry = {
		defense = 0.1
		supply_consumption = -0.05
	}
	militia = {
		defense = 0.1
		supply_consumption = -0.01
	}

	# EFFECTS

	rewards = {
		service_by_lot = {
			mobilization_speed = 0.05
		}
		partisan_regiments = {
			irregular_infantry = {
				combat_width = -0.4
			}
			militia = {
				combat_width = -0.4
			}
			category_light_infantry = {
				defense = 0.1
			}
		}

		improvised_officer_groups = {
			category_light_infantry = {
				max_organisation = 10
				soft_attack = 0.1
				breakthrough = 0.1
			}
		}
		levee_en_masse = {
			conscription = 0.02
			mobilization_speed = 0.05
		}
		standardization_efforts = {
			category_light_infantry = {
				max_organisation = 10
				soft_attack = 0.1
			}

			effect = {
				add_tech_bonus = {
					bonus = 0.5
					uses = 2
					category = support_tech
					name = SUBDOCTRINE_IRREGULARS
				}
			}
		}
	}
}

peoples_war = {
	track = infantry
	name = SUBDOCTRINE_PEOPLES_WAR
	description = SUBDOCTRINE_PEOPLES_WAR_DESC
	icon = GFX_doctrine_peoples_war_medium

	xp_cost = 50
	xp_type = army

	available = {
		has_socialist_government = yes
	}
	visible = {
		has_dlc_ncns = yes
		has_template_containing_unit = militia
	}
	ai_will_do = { base = 0 }

	# EFFECTS
	enable_tactic = tactic_guerrilla_tactics

	militia = {
		soft_attack = 0.1
		defense = 0.2
	}

	rewards = {
		revolutionary_base_area = {
		#1
			mastery = 50
			militia = {
				defense = 0.1
				supply_consumption = -0.02
			}
			category_light_infantry = {
				max_organisation = 5
			}
		}
		destruction_over_land_gains = {
		#2
			mastery = 50
			category_light_infantry = {
				default_morale = 0.2
			}
			militia = {
				equipment_capture_factor = 0.01
			}
		}
		quick_decision_offensive_warfare = {
		#3
			militia = {
				initiative = 0.01
				max_organisation = 10
				breakthrough = 0.2
			}
		}
		people_not_things = {
		#4
			mastery = 50
			category_light_infantry = {
				soft_attack = 0.1
				max_strength = 0.15
			}
		}
	}
}

great_war_infantry = {
	track = infantry
	name = SUBDOCTRINE_GREAT_WAR_INFANTRY
	description = SUBDOCTRINE_GREAT_WAR_INFANTRY_DESC
	icon = GFX_doctrine_great_war_infantry_medium

	xp_cost = 50
	xp_type = army

	ai_will_do = {
		base = 5
		modifier = {
			factor = 0
			is_major = yes
		}
	}
	
	 # EFFECTS
	#OTHER BASE REWARDS
	category_cavalry = {
		supply_consumption = -0.02
	}
	category_light_infantry = {
		defense = 0.1
	}
	production_speed_bunker_factor = 0.25

	rewards = {
		traverse_digging = {
			dig_in_speed_factor = 0.05
			engineer = {
				battalion_mult = {
					category = category_light_infantry
					entrenchment = 0.05
				}
			}
		}
		sapping_operations = {
			category_light_infantry = {
				defense = 0.1
			}
			field_hospital = {
				casualty_trickleback = 0.1
			}
		}
		centralized_artillery_control = {
			artillery = {
				soft_attack = 0.1
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.1
					breakthrough = 0.05
				}
			}
		}
		field_fortification_emphasis = {
			category_light_infantry = {
				reliability = 0.05
				defense = 0.05
				max_organisation = 5
			}
		}
		redoubt_networks = {
			dig_in_speed_factor = 0.10
		}
	}
}
