mission_type_tactics = {
	track = operations
	name = SUBDOCTRINE_MISSION_TYPE_TACTICS
	description = SUBDOCTRINE_MISSION_TYPE_TACTICS_DESC
	icon = GFX_doctrine_mission_type_tactics_medium

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 3
	}

	# EFFECTS
	command_power_gain = 0.02
	category_all_infantry = {
		max_organisation = 15
	}

	rewards = {
		low_level_delegation = {
		#1
			category_all_infantry = {
				default_morale = 0.2
			}
		}
		flexible_command = {
		#2
			org_loss_when_moving = -0.15
		}
		maneouver_drills = {
		#3
			category_all_infantry = {
				default_morale = 0.2
			}
			category_all_armor = {
				maximum_speed = 0.1
			}
		}
		flexible_combat_formations = {
		#4

			category_all_infantry = {
				breakthrough = 0.1
				max_organisation = 10
			}
		}
		control_zone_responsibilities = {
		#5

			category_all_infantry = {
				default_morale = 0.4
			}
			category_tanks = {
				default_morale = 0.4
			}
		}
	}
}

last_stand = {
	track = operations
	name = SUBDOCTRINE_LAST_STAND
	description = SUBDOCTRINE_LAST_STAND_DESC
	icon = GFX_doctrine_last_stand_medium

	xp_cost = 100
	xp_type = army
	# EFFECTS
	conscription = 0.05

	ai_will_do = { base = 0 }

	rewards = {
		werwolf_groups = {
		#1
			resistance_damage_to_garrison_on_our_occupied_states = 0.25
		}

		pocket_consolidation = {
		#2
			category_all_infantry = {
				defense = 0.1
			}
		}
		digging_in = {
		#3
			out_of_supply_factor = -0.20
			category_all_infantry = {
				entrenchment = 0.1
			}
		}
		stocking_up = {
		#4
			no_supply_grace = 72
		}
		breaking_out = {
		#5
			category_army = {
				soft_attack = 0.2
			}
		}
	}
}

infiltration_tactics = {
	track = operations
	name = SUBDOCTRINE_INFILTRATION_TACTICS
	description = SUBDOCTRINE_INFILTRATION_TACTICS_DESC
	icon = GFX_doctrine_infiltration_assault_medium
	xp_cost = 100
	xp_type = army

	ai_will_do = { base = 3 }

	# EFFECTS
	# TODO - uncomment when PDX adds 'tactic_infantry_assault' tactic
	# enable_tactic = tactic_infantry_assault
	max_planning = 0.05

	rewards = {
		infiltration_assault = {
		#1
			category_army = {
				breakthrough = 0.10
				max_organisation = 5
			}
		}
		nightly_assaults = {
		#2
			land_night_attack = 0.25
		}
		self_sustaining_infiltration_units = {
		#3
			supply_consumption_factor = -0.10
			command_power_gain = 0.015
			category_tanks = {
				max_organisation = 2
			}
			category_all_armor = {
				default_morale = 0.1
			}
		}
		terrain_and_situation_assessment = {
		#4

			recon = {
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.1
				}
				battalion_mult = {
					category = category_cavalry
					soft_attack = 0.1
				}
			}
			mot_recon = {
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.1
				}
				battalion_mult = {
					category = category_cavalry
					soft_attack = 0.1
				}
			}
			light_tank_recon = {
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.1
				}
				battalion_mult = {
					category = category_cavalry
					soft_attack = 0.1
				}
			}
			category_recon = {
				recon = 1
			}
		}
		infiltration_in_depth = {
		#5
			land_reinforce_rate = 0.02
			org_loss_when_moving = -0.20
		}
	}
}

grand_assault = {
	track = operations
	name = SUBDOCTRINE_GRAND_ASSAULT
	description = SUBDOCTRINE_GRAND_ASSAULT_DESC
	icon = GFX_doctrine_grand_assault_medium
	xp_cost = 100
	xp_type = army

	ai_will_do = { base = 3 }

	# EFFECTS
	max_planning = 0.1
	category_army = {
		breakthrough = 0.1
		soft_attack = 0.05
	}

	rewards = {
		central_planning = {
		#1

			max_command_power = 30

			logistics_company = {
				battalion_mult = {
					category = category_all_infantry
					defense = 0.05
				}
			}
		}
		multiple_attack_directions = {
		#2
			category_army = {
				breakthrough = 0.15
			}
		}
		combined_arms_integration = {
		#3
			army_bonus_air_superiority_factor = 0.05
			coordination_bonus = 0.1
			category_tanks = {
				max_organisation = 4
			}

			anti_air = {
				air_attack = 0.1
			}
		}
		forward_command_posts = {
	   #4
			logistics_company = {
				battalion_mult = {
					category = category_all_infantry
					supply_consumption = -0.05
				}
			}
			category_recon = {
				recon = 0.1
			}
		}
		c3i_theory = {
	   #5

			max_planning = 0.1
			category_all_infantry = {
				max_organisation = 8
			}
		}
	}
}

deep_battle = {
	track = operations
	name = SUBDOCTRINE_DEEP_BATTLE
	description = SUBDOCTRINE_DEEP_BATTLE_DESC
	icon = GFX_doctrine_deep_battle_medium
	xp_cost = 100
	xp_type = army

	visible = {
		has_dlc_lar = yes
	}

	ai_will_do = {
		base = 3
		modifier = {
			factor = 0.5
			is_major = no
		}
	}

	# EFFECTS
	enable_tactic = tactic_backhand_blow
	category_tanks = {
		max_organisation = 4
	}

	rewards = {
		bounding_overwatch = {
		#1
			recon = {
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.05
					defense = 0.05
				}
			}
			mot_recon = {
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.05
					defense = 0.05
				}
			}
			light_tank_recon = {
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.05
					defense = 0.05
				}
			}
			category_vehicle_infantry = {
				max_organisation = 2
			}
		}
		operational_concentration = {
		#2
			category_tanks = {
				max_organisation = 4
			}
			armored_car = {
				max_organisation = 4
			}
			land_reinforce_rate = 0.05
		}
		maskirovka = {
		#3
			army_intel_to_others = -10.0
			airforce_intel_to_others = -5.0
			army_intel_factor = 0.05
		}
		breakthrough_priority = {
		#4
			org_loss_when_moving = -0.2
			category_vehicle_infantry = {
				max_organisation = 10
				default_morale = 0.1
			}
			category_tanks = {
				max_organisation = 2
			}
			category_all_armor = {
				default_morale = 0.1
			}
			armored_car = {
				max_organisation = 4
			}
		}
		operational_depth_control = {
		#5
			org_loss_when_moving = -0.1
			land_reinforce_rate = 0.05
			armored_car_recon = {
				battalion_mult = {
					category = category_light_infantry
					max_organisation = 10
					add = yes
				}
			}
			light_tank_recon = {
				battalion_mult = {
					category = category_light_infantry
					max_organisation = 10
					add = yes
				}
			}
		}
	}
}

deep_battle_no_lar = {
	track = operations
	name = SUBDOCTRINE_DEEP_BATTLE
	description = SUBDOCTRINE_DEEP_BATTLE_DESC
	icon = GFX_doctrine_deep_battle_medium
	xp_cost = 100
	xp_type = army

	visible = {
		has_dlc_lar = no
	}

	ai_will_do = {
		base = 3
		modifier = {
			factor = 0.5
			is_major = no
		}
	}

	# EFFECTS
	enable_tactic = tactic_backhand_blow
	category_tanks = {
		max_organisation = 4
	}

	rewards = {
		bounding_overwatch = {
		#1
			recon = {
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.05
					defense = 0.05
				}
			}
			mot_recon = {
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.05
					defense = 0.05
				}
			}
			light_tank_recon = {
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.05
					defense = 0.05
				}
			}
			category_vehicle_infantry = {
				max_organisation = 2
			}
		}
		operational_concentration = {
		#2
			category_tanks = {
				max_organisation = 4
			}
			mechanized = {
				max_organisation = 10
			}
			land_reinforce_rate = 0.05
		}
		maskirovka = {
		#3
			army_intel_to_others = -10.0
			airforce_intel_to_others = -5.0
			army_intel_factor = 0.05
		}
		breakthrough_priority = {
		#4
			org_loss_when_moving = -0.2
			category_vehicle_infantry = {
				max_organisation = 10
				default_morale = 0.1
			}
			category_tanks = {
				max_organisation = 2
			}
			category_all_armor = {
				default_morale = 0.1
			}
			mechanized = {
				breakthrough = 0.1
			}
		}
		operational_depth_control = {
		#5
			org_loss_when_moving = -0.1
			land_reinforce_rate = 0.05
			recon = {
				battalion_mult = {
					category = category_light_infantry
					max_organisation = 10
					add = yes
				}
			}
			light_tank_recon = {
				battalion_mult = {
					category = category_light_infantry
					max_organisation = 10
					add = yes
				}
			}
		}
	}
}
guerilla_war = {
	track = operations
	name = SUBDOCTRINE_GUERILLA_WAR
	description = SUBDOCTRINE_GUERILLA_WAR_DESC
	icon = GFX_doctrine_guerilla_warfare_medium

	xp_cost = 100
	xp_type = army
	visible = {
		has_dlc_ncns = yes
	}
	ai_will_do = { base = 0 }

	# EFFECTS
	enable_tactic = tactic_guerrilla_tactics
	irregular_infantry = {
		soft_attack = 0.1
		defense = 0.2
	}
	militia = {
		soft_attack = 0.1
		defense = 0.2
	}

	rewards = {
		catch_and_seize = {
		#1
			category_cavalry = {
				equipment_capture_factor = 0.01
				plains = {
					movement = 0.1
				}
			}
			category_light_infantry = {
				equipment_capture_factor = 0.01
				plains = {
					movement = 0.1
				}
			}
			pocket_penalty = -0.1
		}
		galvanize_support = {
		#2
			army_intel_to_others = -10.0
			army_intel_factor = 0.05
			war_support_factor = 0.1
			political_power_factor = 0.1
			mobilization_speed = 0.15
		}
		scorched_earth = {
		#3
			resistance_damage_to_garrison_on_our_occupied_states = 0.1
			resistance_target_on_our_occupied_states = 0.1
			category_army = {
				defense = 0.1
			}
		}

		urban_assaults = {
		#4
			militia = {
				urban = {
					attack = 0.10
					defence = 0.10
				}
			}
			infantry = {
				urban = {
					attack = 0.10
					defence = 0.10
				}
			}
		}
		defense_of_gained_power = {
		#5
			stability_factor = 0.1
			party_popularity_stability_factor = 0.05
			category_army = {
				defense = 0.1
			}
		}
	}
}

#shock & awe or airland battle
rapid_domination = {
	track = operations
	name = SUBDOCTRINE_RAPID_DOMINATION
	description = SUBDOCTRINE_RAPID_DOMINATION_DESC
	icon = GFX_doctrine_shock_and_awe_medium

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 3
		modifier = {
			factor = 0.5
			is_major = no
		}
	}

	# EFFECTS
	enable_tactic = tactic_breakthrough
	land_reinforce_rate = 0.02
	category_all_infantry = {
		soft_attack = 0.1
	}
	category_line_artillery = {
		soft_attack = 0.1
	}

	rewards = {
		forward_observers = {
		#1
			land_reinforce_rate = 0.02
			category_recon = {
				recon = 1
			}
			category_support_artillery = {
				soft_attack = 0.05
			}
		}
		advanced_firebases = {
		#2
			category_support_artillery = {
				supply_consumption = -0.1

				battalion_mult = {
					category = category_army
					default_morale = 0.1
					add = yes
				}
			}
		}
		centralized_fire_control = {
		#3
			signal_company = {
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.1
				}
			}
		}
		regimental_combat_teams = {
		#4
			category_support_battalions = {
				max_organisation = 10
				soft_attack = 0.1
			}
		}
		shock_and_awe = {
		#5
			category_army = {
				soft_attack = 0.05
			}
			category_all_infantry = {
				soft_attack = 0.1
				hard_attack = 0.1
			}
			army_bonus_air_superiority_factor = 0.1
		}
	}
}

expeditionary_warfare = {
	track = operations
	name = SUBDOCTRINE_EXPEDITIONARY_WARFARE
	description = SUBDOCTRINE_EXPEDITIONARY_WARFARE_DESC
	icon = GFX_doctrine_expeditionary_warfare_medium

	xp_cost = 100
	xp_type = army

	available = {

	}
	visible = {
		has_dlc_ncns = yes
	}

	ai_will_do = { base = 0 }

	# EFFECTS

	send_volunteer_divisions_required = -0.5
	send_volunteer_factor = 0.25
	send_volunteers_tension = -0.1

	rewards = {
		staging_area_security = {
		#1
			dig_in_speed_factor = 0.05
			out_of_supply_factor = -0.20
			category_army = {
				defense = 0.1
			}
		}
		landing_operations = {
		#2
			naval_invasion_prep_speed = 0.2
			naval_invasion_penalty = -0.15
			naval_invasion_planning_bonus_speed = 0.2
			category_army = {
				soft_attack = 0.1
			}
		}
		shore_fire_control_parties = {
		#3
			shore_bombardment_bonus = 0.25
		}
		breakout_emphasis = {
		#4
			no_supply_grace = 32
		}
		withdrawal_protocols = {
		#5
			org_loss_when_moving = -0.2
		}
	}
}
