############################################
# NAPOLEONIC ERA SUB-DOCTRINES
############################################

#####################################
# Napoleonic Cavalry Sub-Doctrines
#####################################

napoleonic_heavy_cavalry_doctrine = {
    track = napoleonic_cavalry_track
    name = SUBDOCTRINE_NAPOLEONIC_HEAVY_CAVALRY
    description = SUBDOCTRINE_NAPOLEONIC_HEAVY_CAVALRY_DESC
    # icon = GFX_doctrine_heavy_cavalry_medium

    xp_cost = 100
    xp_type = army

    available = {
        OR = {
            has_idea = doctrine_napoleonic_army_1
            has_idea = doctrine_napoleonic_army_2
            has_idea = doctrine_napoleonic_army_3
            has_idea = doctrine_napoleonic_army_4
        }
    }

    ai_will_do = {
        base = 1
        modifier = {
            factor = 1.5
            is_major = yes
        }
    }

    # BASE EFFECTS
    enable_tactic = tactic_shock_tactics
    heavy_cavalry = {
        default_morale = 1
        breakthrough = 0.05
    }

    rewards = {
        doctrine_nap_cavalry_shock = {
            heavy_cavalry = {
                soft_attack = 0.1
                hard_attack = 0.05
            }
        }
        doctrine_nap_cavalry_pursuit = {
            dragoon = {
                breakthrough = 0.1
                maximum_speed = 0.05
            }
        }
        doctrine_nap_cavalry_clearing = {
            heavy_cavalry = {
                soft_attack = 0.05
            }
            category_cavalry = {
                defense = 0.05
            }
        }
        doctrine_nap_rearguard = {
            enable_tactic = tactic_rearguard_support
            category_cavalry = {
                defense = 0.05
            }
            effect = { country_event = { id = tech.5 days = 3 } }
        }
        doctrine_nap_cavalry_dominance = {
            heavy_cavalry = {
                max_organisation = 5
                breakthrough = 0.1
            }
            effect = {
                if = {
                    limit = { 
                        OR = {
                            has_idea = doctrine_napoleonic_army_4
                            AND = {
                                has_completed_track = napoleonic_infantry_track
                                has_completed_track = napoleonic_artillery_track
                            }
                        }
                    }
                    country_event = { id = tech.4 days = 3 }
                }
            }
        }
    }
}

napoleonic_light_cavalry_doctrine = {
    track = napoleonic_cavalry_track
    name = SUBDOCTRINE_NAPOLEONIC_LIGHT_CAVALRY
    description = SUBDOCTRINE_NAPOLEONIC_LIGHT_CAVALRY_DESC
    # icon = GFX_doctrine_light_cavalry_medium

    xp_cost = 100
    xp_type = army

    available = {
        OR = {
            has_idea = doctrine_napoleonic_army_1
            has_idea = doctrine_napoleonic_army_2
            has_idea = doctrine_napoleonic_army_3
            has_idea = doctrine_napoleonic_army_4
        }
    }

    ai_will_do = {
        base = 1
    }

    # BASE EFFECTS
    light_cavalry = {
        soft_attack = 0.03
    }
    category_recon = {
        recon = 0.05
    }

    rewards = {
        doctrine_nap_reconnaissance = {
            category_recon = {
                recon = 0.1
            }
            light_cavalry = {
                recon = 0.05
            }
        }
        doctrine_nap_screening = {
            light_cavalry = {
                max_organisation = 5
                defense = 0.05
            }
        }
        doctrine_nap_pursuit_enemy = {
            dragoon = {
                breakthrough = 0.1
            }
            light_cavalry = {
                maximum_speed = 0.05
            }
        }
        doctrine_nap_harassment = {
            light_cavalry = {
                soft_attack = 0.1
            }
            effect = { country_event = { id = tech.5 days = 3 } }
        }
        doctrine_nap_light_cav_excellence = {
            light_cavalry = {
                max_organisation = 3
                breakthrough = 0.05
            }
            category_cavalry = {
                defense = 0.03
            }
            effect = {
                if = {
                    limit = { 
                        OR = {
                            has_idea = doctrine_napoleonic_army_4
                            AND = {
                                has_completed_track = napoleonic_infantry_track
                                has_completed_track = napoleonic_artillery_track
                            }
                        }
                    }
                    country_event = { id = tech.4 days = 3 }
                }
            }
        }
    }
}

#####################################
# Napoleonic Infantry Sub-Doctrines
#####################################

napoleonic_conservative_doctrine = {
    track = napoleonic_infantry_track
    name = SUBDOCTRINE_NAPOLEONIC_CONSERVATIVE
    description = SUBDOCTRINE_NAPOLEONIC_CONSERVATIVE_DESC
    # icon = GFX_doctrine_conservative_medium

    xp_cost = 100
    xp_type = army

    available = {
        OR = {
            has_idea = doctrine_napoleonic_army_1
            has_idea = doctrine_napoleonic_army_2
            has_idea = doctrine_napoleonic_army_3
            has_idea = doctrine_napoleonic_army_4
        }
    }

    ai_will_do = {
        base = 1
    }

    # BASE EFFECTS
    planning_speed = -0.05
    max_dig_in = 0.1
    research_speed_factor = 0.02

    rewards = {
        doctrine_nap_defensive_tactics = {
            dig_in_speed_factor = 0.1
            max_dig_in = 0.1
        }
        doctrine_nap_square_formation = {
            enable_tactic = tactic_square_formation
            category_all_infantry = {
                defense = 0.05
            }
        }
        doctrine_nap_fortification = {
            max_dig_in = 0.15
            production_speed_bunker_factor = 0.1
        }
        doctrine_nap_corps_defensive = {
            category_all_infantry = {
                max_organisation = 5
                defense = 0.1
            }
            effect = { country_event = { id = tech.5 days = 3 } }
        }
        doctrine_nap_stubborn_defense = {
            army_defence_factor = 0.05
            command_power_gain_mult = 0.05
            effect = {
                if = {
                    limit = { 
                        OR = {
                            has_idea = doctrine_napoleonic_army_4
                            AND = {
                                has_completed_track = napoleonic_cavalry_track
                                has_completed_track = napoleonic_artillery_track
                            }
                        }
                    }
                    country_event = { id = tech.4 days = 3 }
                }
            }
        }
    }
}

napoleonic_innovative_doctrine = {
    track = napoleonic_infantry_track
    name = SUBDOCTRINE_NAPOLEONIC_INNOVATIVE
    description = SUBDOCTRINE_NAPOLEONIC_INNOVATIVE_DESC
    # icon = GFX_doctrine_innovative_medium

    xp_cost = 100
    xp_type = army

    available = {
        OR = {
            has_idea = doctrine_napoleonic_army_1
            has_idea = doctrine_napoleonic_army_2
            has_idea = doctrine_napoleonic_army_3
            has_idea = doctrine_napoleonic_army_4
        }
    }

    ai_will_do = {
        base = 1
        modifier = {
            factor = 1.5
            is_major = yes
        }
    }

    # BASE EFFECTS
    max_command_power = 10
    planning_speed = 0.1
    research_speed_factor = 0.02

    rewards = {
        doctrine_nap_focus_offense = {
            category_all_infantry = {
                hard_attack = 0.05
                soft_attack = 0.05
            }
        }
        doctrine_nap_column_formation = {
            enable_tactic = tactic_column_formation
            category_all_infantry = {
                max_organisation = 5
                breakthrough = 0.05
            }
        }
        doctrine_nap_line_formation = {
            enable_tactic = tactic_line_formation
            category_all_infantry = {
                soft_attack = 0.1
            }
        }
        doctrine_nap_mixed_orders = {
            category_all_infantry = {
                soft_attack = 0.05
                breakthrough = 0.1
            }
        }
        doctrine_nap_skirmishing = {
            category_all_infantry = {
                default_morale = 0.08
            }
            category_light_infantry = {
                soft_attack = 0.1
            }
            effect = { country_event = { id = tech.5 days = 3 } }
        }
        doctrine_nap_corps_offensive = {
            category_all_infantry = {
                max_organisation = 5
            }
            command_power_gain_mult = 0.05
            effect = {
                if = {
                    limit = { 
                        OR = {
                            has_idea = doctrine_napoleonic_army_4
                            AND = {
                                has_completed_track = napoleonic_cavalry_track
                                has_completed_track = napoleonic_artillery_track
                            }
                        }
                    }
                    country_event = { id = tech.4 days = 3 }
                }
            }
        }
    }
}

#####################################
# Napoleonic Artillery Sub-Doctrines
#####################################

napoleonic_light_artillery_doctrine = {
    track = napoleonic_artillery_track
    name = SUBDOCTRINE_NAPOLEONIC_LIGHT_ARTILLERY
    description = SUBDOCTRINE_NAPOLEONIC_LIGHT_ARTILLERY_DESC
    # icon = GFX_doctrine_light_artillery_medium

    xp_cost = 100
    xp_type = army

    available = {
        OR = {
            has_idea = doctrine_napoleonic_army_1
            has_idea = doctrine_napoleonic_army_2
            has_idea = doctrine_napoleonic_army_3
            has_idea = doctrine_napoleonic_army_4
        }
    }

    ai_will_do = {
        base = 1
    }

    # BASE EFFECTS
    max_planning = 0.05
    experience_gain_army_unit_factor = 0.05
    category_artillery = {
        default_morale = 0.05
        maximum_speed = 0.05
    }

    rewards = {
        doctrine_nap_mobile_artillery = {
            category_artillery = {
                maximum_speed = 0.1
                max_organisation = 2
            }
        }
        doctrine_nap_flying_battery = {
            enable_tactic = tactic_flying_battery
            category_artillery = {
                max_organisation = 2
                breakthrough = 0.05
            }
        }
        doctrine_nap_grand_battery = {
            enable_tactic = tactic_grand_battery
            category_artillery = {
                hard_attack = 0.08
                soft_attack = 0.05
            }
        }
        doctrine_nap_heavier_shells = {
            category_artillery = {
                soft_attack = 0.1
            }
            effect = { country_event = { id = tech.5 days = 3 } }
        }
        doctrine_nap_standardized_production = {
            production_lack_of_resource_penalty_factor = -0.1
            category_artillery = {
                max_organisation = 3
            }
            effect = {
                if = {
                    limit = { 
                        OR = {
                            has_idea = doctrine_napoleonic_army_4
                            AND = {
                                has_completed_track = napoleonic_cavalry_track
                                has_completed_track = napoleonic_infantry_track
                            }
                        }
                    }
                    country_event = { id = tech.4 days = 3 }
                }
            }
        }
    }
}

napoleonic_heavy_artillery_doctrine = {
    track = napoleonic_artillery_track
    name = SUBDOCTRINE_NAPOLEONIC_HEAVY_ARTILLERY
    description = SUBDOCTRINE_NAPOLEONIC_HEAVY_ARTILLERY_DESC
    # icon = GFX_doctrine_heavy_artillery_medium

    xp_cost = 100
    xp_type = army

    available = {
        OR = {
            has_idea = doctrine_napoleonic_army_1
            has_idea = doctrine_napoleonic_army_2
            has_idea = doctrine_napoleonic_army_3
            has_idea = doctrine_napoleonic_army_4
        }
    }

    ai_will_do = {
        base = 1
        modifier = {
            factor = 1.5
            is_major = yes
        }
    }

    # BASE EFFECTS
    max_planning = 0.05
    experience_gain_army_unit_factor = 0.05
    category_artillery = {
        breakthrough = 0.03
    }

    rewards = {
        doctrine_nap_splash_damage = {
            category_artillery = {
                hard_attack = 0.1
            }
        }
        doctrine_nap_fort_buster = {
            category_artillery = {
                soft_attack = 0.05
            }
            howitzer_artillery = {
                fort = {
                    attack = 0.05
                }
            }
            howitzer_artillery_towed = {
                fort = {
                    attack = 0.05
                }
            }
            siege_artillery = {
                fort = {
                    attack = 0.1
                }
            }
        }
        doctrine_nap_bigger_barrels = {
            category_artillery = {
                hard_attack = 0.1
                max_organisation = 2
            }
        }
        doctrine_nap_siege_warfare = {
            siege_artillery = {
                soft_attack = 0.15
                breakthrough = 0.1
            }
            effect = { country_event = { id = tech.5 days = 3 } }
        }
        doctrine_nap_heavy_standardization = {
            production_lack_of_resource_penalty_factor = -0.1
            category_artillery = {
                soft_attack = 0.05
            }
            effect = {
                if = {
                    limit = { 
                        OR = {
                            has_idea = doctrine_napoleonic_army_4
                            AND = {
                                has_completed_track = napoleonic_cavalry_track
                                has_completed_track = napoleonic_infantry_track
                            }
                        }
                    }
                    country_event = { id = tech.4 days = 3 }
                }
            }
        }
    }
}

############################################
# VICTORIAN ERA SUB-DOCTRINES
############################################

#####################################
# Victorian Mobility Sub-Doctrines
#####################################

victorian_lancers_doctrine = {
    track = victorian_mobility_track
    name = SUBDOCTRINE_VICTORIAN_LANCERS
    description = SUBDOCTRINE_VICTORIAN_LANCERS_DESC
    # icon = GFX_doctrine_lancers_medium

    xp_cost = 100
    xp_type = army

    available = {
        OR = {
            has_idea = doctrine_victorian_army_1
            has_idea = doctrine_victorian_army_2
            has_idea = doctrine_victorian_army_3
            has_idea = doctrine_victorian_army_4
            has_idea = doctrine_victorian_army_5
        }
    }

    ai_will_do = {
        base = 1
    }

    # BASE EFFECTS
    category_cavalry = {
        maximum_speed = 0.02
    }
    uhlans = {
        max_organisation = 0.1
    }

    rewards = {
        doctrine_vic_charge_formations = {
            uhlans = {
                maximum_speed = 0.1
                breakthrough = 0.1
            }
        }
        doctrine_vic_exploit_weakness = {
            uhlans = {
                soft_attack = 0.05
            }
            coordination_bonus = 0.02
        }
        doctrine_vic_overwhelm_defenses = {
            uhlans = {
                hard_attack = 0.05
            }
        }
        doctrine_vic_create_openings = {
            uhlans = {
                breakthrough = 0.05
            }
            coordination_bonus = 0.02
        }
        doctrine_vic_capitalize_momentum = {
            category_cavalry = {
                hard_attack = 0.05
            }
            org_loss_when_moving = -0.05
            effect = { country_event = { id = tech.6 days = 3 } }
        }
        doctrine_vic_evolve_lancers = {
            uhlans = {
                soft_attack = 0.05
                max_organisation = 3
            }
            effect = {
                if = {
                    limit = { 
                        OR = {
                            OR = {
                                has_idea = doctrine_victorian_army_4
                                AND = {
                                    tag = PRS
                                    has_idea = doctrine_victorian_army_5
                                }
                            }
                            AND = {
                                has_completed_track = victorian_infantry_track
                                has_completed_track = victorian_artillery_track
                                if = {
                                    limit = { has_tech = tech_humanities_colonial_ambitions }
                                    has_completed_track = victorian_colonial_track
                                }
                                has_completed_track = victorian_professional_track
                            }
                        }
                    }
                    country_event = { id = tech.7 days = 3 }
                }
            }
        }
    }
}

victorian_light_cavalry_doctrine = {
    track = victorian_mobility_track
    name = SUBDOCTRINE_VICTORIAN_LIGHT_CAVALRY
    description = SUBDOCTRINE_VICTORIAN_LIGHT_CAVALRY_DESC
    # icon = GFX_doctrine_light_cavalry_medium

    xp_cost = 100
    xp_type = army

    available = {
        OR = {
            has_idea = doctrine_victorian_army_1
            has_idea = doctrine_victorian_army_2
            has_idea = doctrine_victorian_army_3
            has_idea = doctrine_victorian_army_4
            has_idea = doctrine_victorian_army_5
        }
    }

    ai_will_do = {
        base = 1
    }

    # BASE EFFECTS
    category_cavalry = {
        maximum_speed = 0.02
    }
    light_cavalry = {
        max_organisation = 0.5
    }

    rewards = {
        doctrine_vic_screening_ops = {
            light_cavalry = {
                soft_attack = 0.05
            }
        }
        doctrine_vic_patrol_battlefield = {
            light_cavalry = {
                recon = 0.05
            }
        }
        doctrine_vic_raid_outposts = {
            light_cavalry = {
                breakthrough = 0.05
            }
        }
        doctrine_vic_disrupt_comms = {
            category_recon = {
                recon = 0.03
            }
            light_cavalry = {
                soft_attack = 0.05
            }
            effect = { country_event = { id = tech.6 days = 3 } }
        }
        doctrine_vic_evolve_light_cav = {
            light_cavalry = {
                max_organisation = 3
                defense = 0.05
            }
            army_org_regain = 0.02
            effect = {
                if = {
                    limit = { 
                        OR = {
                            OR = {
                                has_idea = doctrine_victorian_army_4
                                AND = {
                                    tag = PRS
                                    has_idea = doctrine_victorian_army_5
                                }
                            }
                            AND = {
                                has_completed_track = victorian_infantry_track
                                has_completed_track = victorian_artillery_track
                                if = {
                                    limit = { has_tech = tech_humanities_colonial_ambitions }
                                    has_completed_track = victorian_colonial_track
                                }
                                has_completed_track = victorian_professional_track
                            }
                        }
                    }
                    country_event = { id = tech.7 days = 3 }
                }
            }
        }
    }
}

victorian_mounted_infantry_doctrine = {
    track = victorian_mobility_track
    name = SUBDOCTRINE_VICTORIAN_MOUNTED_INFANTRY
    description = SUBDOCTRINE_VICTORIAN_MOUNTED_INFANTRY_DESC
    # icon = GFX_doctrine_mounted_infantry_medium

    xp_cost = 100
    xp_type = army

    available = {
        OR = {
            has_idea = doctrine_victorian_army_1
            has_idea = doctrine_victorian_army_2
            has_idea = doctrine_victorian_army_3
            has_idea = doctrine_victorian_army_4
            has_idea = doctrine_victorian_army_5
        }
    }

    ai_will_do = {
        base = 1
    }

    # BASE EFFECTS
    category_cavalry = {
        maximum_speed = 0.02
    }
    mounted_infantry = {
        max_organisation = 0.15
    }

    rewards = {
        doctrine_vic_hybrid_nature = {
            mounted_infantry = {
                soft_attack = 0.05
            }
        }
        doctrine_vic_rapid_mobility = {
            mobilization_speed = 0.02
            mounted_infantry = {
                hard_attack = 0.05
            }
        }
        doctrine_vic_terrain_adapt = {
            mounted_infantry = {
                plains = {
                    attack = 0.05
                }
            }
        }
        doctrine_vic_utilize_gaps = {
            mounted_infantry = {
                breakthrough = 0.03
                maximum_speed = 0.05
            }
        }
        doctrine_vic_mounted_charges = {
            enable_tactic = tactic_mounted_charge
            army_morale_factor = 0.03
            effect = { country_event = { id = tech.6 days = 3 } }
        }
        doctrine_vic_evolve_mounted = {
            mounted_infantry = {
                soft_attack = 0.05
                max_organisation = 3
            }
            army_org_regain = 0.02
            effect = {
                if = {
                    limit = { 
                        OR = {
                            OR = {
                                has_idea = doctrine_victorian_army_4
                                AND = {
                                    tag = PRS
                                    has_idea = doctrine_victorian_army_5
                                }
                            }
                            AND = {
                                has_completed_track = victorian_infantry_track
                                has_completed_track = victorian_artillery_track
                                if = {
                                    limit = { has_tech = tech_humanities_colonial_ambitions }
                                    has_completed_track = victorian_colonial_track
                                }
                                has_completed_track = victorian_professional_track
                            }
                        }
                    }
                    country_event = { id = tech.7 days = 3 }
                }
            }
        }
    }
}

#####################################
# Victorian Infantry Sub-Doctrines
#####################################

victorian_deep_battles_doctrine = {
    track = victorian_infantry_track
    name = SUBDOCTRINE_VICTORIAN_DEEP_BATTLES
    description = SUBDOCTRINE_VICTORIAN_DEEP_BATTLES_DESC
    # icon = GFX_doctrine_deep_battles_medium

    xp_cost = 100
    xp_type = army

    available = {
        OR = {
            has_idea = doctrine_victorian_army_1
            has_idea = doctrine_victorian_army_2
            has_idea = doctrine_victorian_army_3
            has_idea = doctrine_victorian_army_4
            has_idea = doctrine_victorian_army_5
        }
    }

    ai_will_do = {
        base = 1
    }

    # BASE EFFECTS
    max_planning = 0.03
    research_speed_factor = 0.02
    army_infantry_defence_factor = 0.02
    army_org_factor = 0.03

    rewards = {
        doctrine_vic_cover = {
            max_dig_in = 0.15
            army_org_regain = 0.05
        }
        doctrine_vic_concentric_defense = {
            enable_tactic = tactic_concetric_defense
            category_all_infantry = {
                defense = 0.05
            }
            pocket_penalty = -0.05
        }
        doctrine_vic_perimeter_defense = {
            dig_in_speed_factor = 0.1
            category_all_infantry = {
                entrenchment = 0.5
            }
        }
        doctrine_vic_counter_attacks = {
            enable_tactic = tactic_counter_attacks
            army_morale_factor = 0.03
        }
        doctrine_vic_improve_skirmishers = {
            category_light_infantry = {
                soft_attack = 0.05
                recon = 0.02
            }
            effect = { country_event = { id = tech.6 days = 3 } }
        }
        doctrine_vic_ambushes = {
            enable_tactic = tactic_skirmisher_ambush
            category_all_infantry = {
                maximum_speed = 0.03
            }
            effect = {
                if = {
                    limit = { 
                        OR = {
                            OR = {
                                has_idea = doctrine_victorian_army_4
                                AND = {
                                    tag = PRS
                                    has_idea = doctrine_victorian_army_5
                                }
                            }
                            AND = {
                                has_completed_track = victorian_mobility_track
                                has_completed_track = victorian_artillery_track
                                if = {
                                    limit = { has_tech = tech_humanities_colonial_ambitions }
                                    has_completed_track = victorian_colonial_track
                                }
                                has_completed_track = victorian_professional_track
                            }
                        }
                    }
                    country_event = { id = tech.7 days = 3 }
                }
            }
        }
    }
}

victorian_aggressive_tactics_doctrine = {
    track = victorian_infantry_track
    name = SUBDOCTRINE_VICTORIAN_AGGRESSIVE
    description = SUBDOCTRINE_VICTORIAN_AGGRESSIVE_DESC
    # icon = GFX_doctrine_aggressive_medium

    xp_cost = 100
    xp_type = army

    available = {
        OR = {
            has_idea = doctrine_victorian_army_1
            has_idea = doctrine_victorian_army_2
            has_idea = doctrine_victorian_army_3
            has_idea = doctrine_victorian_army_4
            has_idea = doctrine_victorian_army_5
        }
    }

    ai_will_do = {
        base = 1
        modifier = {
            factor = 1.5
            is_major = yes
        }
    }

    # BASE EFFECTS
    max_planning = 0.03
    research_speed_factor = 0.02
    army_infantry_attack_factor = 0.02
    army_speed_factor = 0.03

    rewards = {
        doctrine_vic_fire_advance = {
            enable_tactic = tactic_fire_and_advance
            category_all_infantry = {
                breakthrough = 0.05
            }
        }
        doctrine_vic_bayonet_charges = {
            category_all_infantry = {
                soft_attack = 0.05
            }
        }
        doctrine_vic_reckless_advance = {
            army_morale_factor = 0.03
            planning_speed = 0.05
        }
        doctrine_vic_tactical_flanking = {
            enable_tactic = tactic_tactical_flanking
            category_all_infantry = {
                hard_attack = 0.05
            }
        }
        doctrine_vic_improve_skirmishers_agg = {
            category_light_infantry = {
                soft_attack = 0.05
            }
            recon_factor_while_entrenched = 0.03
            effect = { country_event = { id = tech.6 days = 3 } }
        }
        doctrine_vic_hit_run = {
            army_morale_factor = 0.03
            equipment_capture_factor = 0.05
            effect = {
                if = {
                    limit = { 
                        OR = {
                            OR = {
                                has_idea = doctrine_victorian_army_4
                                AND = {
                                    tag = PRS
                                    has_idea = doctrine_victorian_army_5
                                }
                            }
                            AND = {
                                has_completed_track = victorian_mobility_track
                                has_completed_track = victorian_artillery_track
                                if = {
                                    limit = { has_tech = tech_humanities_colonial_ambitions }
                                    has_completed_track = victorian_colonial_track
                                }
                                has_completed_track = victorian_professional_track
                            }
                        }
                    }
                    country_event = { id = tech.7 days = 3 }
                }
            }
        }
    }
}

#####################################
# Victorian Artillery Sub-Doctrines
#####################################

victorian_field_artillery_doctrine = {
    track = victorian_artillery_track
    name = SUBDOCTRINE_VICTORIAN_FIELD_ARTILLERY
    description = SUBDOCTRINE_VICTORIAN_FIELD_ARTILLERY_DESC
    # icon = GFX_doctrine_field_artillery_medium

    xp_cost = 100
    xp_type = army

    available = {
        OR = {
            has_idea = doctrine_victorian_army_1
            has_idea = doctrine_victorian_army_2
            has_idea = doctrine_victorian_army_3
            has_idea = doctrine_victorian_army_4
            has_idea = doctrine_victorian_army_5
        }
    }

    ai_will_do = {
        base = 1
    }

    # BASE EFFECTS
    experience_gain_artillery_training_factor = 0.02
    experience_gain_artillery_combat_factor = 0.02
    max_planning_factor = 0.02
    cannon_artillery = {
        soft_attack = 0.02
    }
    cannon_artillery_towed = {
        soft_attack = 0.02
    }

    rewards = {
        doctrine_vic_integration_troops = {
            cannon_artillery = {
                max_organisation = 2
                defense = 0.05
            }
            cannon_artillery_towed = {
                max_organisation = 2
                defense = 0.05
            }
        }
        doctrine_vic_counter_battery = {
            army_artillery_defence_factor = 0.1
        }
        doctrine_vic_rapid_relocation = {
            cannon_artillery = {
                breakthrough = 0.05
            }
            cannon_artillery_towed = {
                breakthrough = 0.05
            }
            org_loss_when_moving = -0.05
        }
        doctrine_vic_improve_accuracy = {
            army_morale_factor = 0.02
            category_artillery = {
                soft_attack = 0.05
            }
            effect = { country_event = { id = tech.6 days = 3 } }
        }
        doctrine_vic_improved_mobility = {
            category_artillery = {
                maximum_speed = 0.05
            }
            org_loss_at_low_org_factor = -0.03
            effect = {
                if = {
                    limit = { 
                        OR = {
                            OR = {
                                has_idea = doctrine_victorian_army_4
                                AND = {
                                    tag = PRS
                                    has_idea = doctrine_victorian_army_5
                                }
                            }
                            AND = {
                                has_completed_track = victorian_mobility_track
                                has_completed_track = victorian_infantry_track
                                if = {
                                    limit = { has_tech = tech_humanities_colonial_ambitions }
                                    has_completed_track = victorian_colonial_track
                                }
                                has_completed_track = victorian_professional_track
                            }
                        }
                    }
                    country_event = { id = tech.7 days = 3 }
                }
            }
        }
    }
}

victorian_siege_artillery_doctrine = {
    track = victorian_artillery_track
    name = SUBDOCTRINE_VICTORIAN_SIEGE_ARTILLERY
    description = SUBDOCTRINE_VICTORIAN_SIEGE_ARTILLERY_DESC
    # icon = GFX_doctrine_siege_artillery_medium

    xp_cost = 100
    xp_type = army

    available = {
        OR = {
            has_idea = doctrine_victorian_army_1
            has_idea = doctrine_victorian_army_2
            has_idea = doctrine_victorian_army_3
            has_idea = doctrine_victorian_army_4
            has_idea = doctrine_victorian_army_5
        }
    }

    ai_will_do = {
        base = 1
        modifier = {
            factor = 1.5
            is_major = yes
        }
    }

    # BASE EFFECTS
    experience_gain_artillery_training_factor = 0.02
    experience_gain_artillery_combat_factor = 0.02
    max_planning_factor = 0.02
    howitzer_artillery = {
        fort = {
            attack = 0.05
        }
    }
    howitzer_artillery_towed = {
        fort = {
            attack = 0.05
        }
    }

    rewards = {
        doctrine_vic_explosive_shells = {
            howitzer_artillery = {
                breakthrough = 0.05
            }
            howitzer_artillery_towed = {
                breakthrough = 0.05
            }
        }
        doctrine_vic_breach_formations = {
            howitzer_artillery = {
                hard_attack = 0.03
            }
            howitzer_artillery_towed = {
                hard_attack = 0.03
            }
        }
        doctrine_vic_improve_range = {
            howitzer_artillery = {
                soft_attack = 0.1
            }
            howitzer_artillery_towed = {
                soft_attack = 0.1
            }
        }
        doctrine_vic_siege_mastery = {
            siege_artillery = {
                soft_attack = 0.15
                fort = {
                    attack = 0.1
                }
            }
            effect = { country_event = { id = tech.6 days = 3 } }
        }
        doctrine_vic_improved_mobility_siege = {
            category_artillery = {
                maximum_speed = 0.05
            }
            org_loss_at_low_org_factor = -0.03
             effect = {
                if = {
                    limit = { 
                        OR = {
                            OR = {
                                has_idea = doctrine_victorian_army_4
                                AND = {
                                    tag = PRS
                                    has_idea = doctrine_victorian_army_5
                                }
                            }
                            AND = {
                                has_completed_track = victorian_mobility_track
                                has_completed_track = victorian_infantry_track
                                if = {
                                    limit = { has_tech = tech_humanities_colonial_ambitions }
                                    has_completed_track = victorian_colonial_track
                                }
                                has_completed_track = victorian_professional_track
                            }
                        }
                    }
                    country_event = { id = tech.7 days = 3 }
                }
            }
        }
    }
}

victorian_machine_guns_doctrine = {
    track = victorian_artillery_track
    name = SUBDOCTRINE_VICTORIAN_MACHINE_GUNS
    description = SUBDOCTRINE_VICTORIAN_MACHINE_GUNS_DESC
    # icon = GFX_doctrine_machine_guns_medium

    xp_cost = 100
    xp_type = army

    available = {
        OR = {
            has_idea = doctrine_victorian_army_1
            has_idea = doctrine_victorian_army_2
            has_idea = doctrine_victorian_army_3
            has_idea = doctrine_victorian_army_4
            has_idea = doctrine_victorian_army_5
        }
    }

    ai_will_do = {
        base = 1
    }

    # BASE EFFECTS
    army_org_regain = 0.02
    machine_gun_company = {
        max_organisation = 0.12
    }

    rewards = {
        doctrine_vic_mitrailleuse = {
            machine_gun_company = {
                soft_attack = 0.05
            }
        }
        doctrine_vic_raining_gunfire = {
            machine_gun_company = {
                breakthrough = 0.03
            }
        }
        doctrine_vic_rotating_barrels = {
            army_artillery_attack_factor = 0.02
            coordination_bonus = 0.02
        }
        doctrine_vic_gatling_gun = {
            machine_gun_company = {
                hard_attack = 0.03
                soft_attack = 0.05
            }
            effect = { country_event = { id = tech.6 days = 3 } }
        }
        doctrine_vic_mg_suppression = {
            machine_gun_company = {
                defense = 0.1
                max_organisation = 3
            }
            effect = {
                if = {
                    limit = { 
                        OR = {
                            OR = {
                                has_idea = doctrine_victorian_army_4
                                AND = {
                                    tag = PRS
                                    has_idea = doctrine_victorian_army_5
                                }
                            }
                            AND = {
                                has_completed_track = victorian_mobility_track
                                has_completed_track = victorian_infantry_track
                                if = {
                                    limit = { has_tech = tech_humanities_colonial_ambitions }
                                    has_completed_track = victorian_colonial_track
                                }
                                has_completed_track = victorian_professional_track
                            }
                        }
                    }
                    country_event = { id = tech.7 days = 3 }
                }
            }
        }
    }
}

#####################################
# Victorian Colonial Sub-Doctrines
#####################################

victorian_colonial_warfare_doctrine = {
    track = victorian_colonial_track
    name = SUBDOCTRINE_VICTORIAN_COLONIAL
    description = SUBDOCTRINE_VICTORIAN_COLONIAL_DESC
    # icon = GFX_doctrine_colonial_medium

    xp_cost = 100
    xp_type = army

    available = {
        has_tech = tech_humanities_colonial_ambitions
        OR = {
            has_idea = doctrine_victorian_army_1
            has_idea = doctrine_victorian_army_2
            has_idea = doctrine_victorian_army_3
            has_idea = doctrine_victorian_army_4
            has_idea = doctrine_victorian_army_5
        }
    }

    ai_will_do = {
        base = 1
        modifier = {
            factor = 2
            num_of_controlled_states > 20
        }
    }

    # BASE EFFECTS
    local_non_core_manpower = 0.03
    irregular_infantry = {
        max_organisation = 1
    }

    rewards = {
        doctrine_vic_exploit_regions = {
            local_resources_factor = 0.05
        }
        doctrine_vic_asymmetric_warfare = {
            irregular_infantry = {
                soft_attack = 0.05
            }
        }
        doctrine_vic_colonial_troops = {
            irregular_infantry = {
                soft_attack = 0.08
                max_organisation = 2
            }
        }
        doctrine_vic_fighting_forces = {
            irregular_infantry = {
                soft_attack = 0.05
                breakthrough = 0.03
            }
        }
        doctrine_vic_garrison_forces = {
            resistance_growth_on_our_occupied_states = -0.15
        }
        doctrine_vic_native_supply = {
            supply_consumption_factor = -0.05
            heat_attrition = -0.03
        }
        doctrine_vic_climate_adapt = {
            acclimatization_hot_climate_gain_factor = 0.1
            irregular_infantry = {
                jungle = {
                    attack = 0.05
                }
                desert = {
                    attack = 0.05
                }
            }
        }
        doctrine_vic_colonial_training = {
            category_all_infantry = {
                maximum_speed = 0.02
            }
            irregular_infantry = {
                hard_attack = 0.05
                max_organisation = 2
            }
            effect = {
                if = {
                    limit = { 
                        OR = {
                            OR = {
                                has_idea = doctrine_victorian_army_4
                                AND = {
                                    tag = PRS
                                    has_idea = doctrine_victorian_army_5
                                }
                            }
                            AND = {
                                has_completed_track = victorian_mobility_track
                                has_completed_track = victorian_infantry_track
                                has_completed_track = victorian_artillery_track
                                has_completed_track = victorian_professional_track
                            }
                        }
                    }
                    country_event = { id = tech.7 days = 3 }
                }
            }
        }
    }
}

#####################################
# Victorian Professional Army Sub-Doctrines
#####################################

victorian_professional_army_doctrine = {
    track = victorian_professional_track
    name = SUBDOCTRINE_VICTORIAN_PROFESSIONAL
    description = SUBDOCTRINE_VICTORIAN_PROFESSIONAL_DESC
    # icon = GFX_doctrine_professional_medium

    xp_cost = 100
    xp_type = army

    available = {
        OR = {
            has_idea = doctrine_victorian_army_1
            has_idea = doctrine_victorian_army_2
            has_idea = doctrine_victorian_army_3
            has_idea = doctrine_victorian_army_4
            has_idea = doctrine_victorian_army_5
        }
    }

    ai_will_do = {
        base = 1
        modifier = {
            factor = 1.5
            is_major = yes
        }
    }

    # BASE EFFECTS
    conscription_factor = 0.03
    army_org = 0.1

    rewards = {
        doctrine_vic_standardize_training = {
            minimum_training_level = -0.05
            training_time_army_factor = -0.1
        }
        doctrine_vic_military_education = {
            army_leader_start_level = 1
            army_strength_factor = 0.03
        }
        doctrine_vic_defensive_education = {
            army_defence_against_major_factor = 0.05
            army_defence_against_minor_factor = 0.05
            army_defence_factor = 0.02
        }
        doctrine_vic_offensive_education = {
            army_attack_against_major_factor = 0.05
            army_attack_against_minor_factor = 0.05
            army_attack_factor = 0.02
        }
        doctrine_vic_officer_corps = {
            command_power_gain_mult = 0.1
            max_command_power = 15
            effect = { country_event = { id = tech.6 days = 3 } }
        }
        doctrine_vic_combined_arms = {
            army_org_factor = 0.03
            army_speed_factor = 0.03
            supply_combat_penalties_on_core_factor = -0.05
            effect = {
                if = {
                    limit = { 
                        OR = {
                            OR = {
                                has_idea = doctrine_victorian_army_4
                                AND = {
                                    tag = PRS
                                    has_idea = doctrine_victorian_army_5
                                }
                            }
                            AND = {
                                has_completed_track = victorian_mobility_track
                                has_completed_track = victorian_infantry_track
                                has_completed_track = victorian_artillery_track
                                if = {
                                    limit = { has_tech = tech_humanities_colonial_ambitions }
                                    has_completed_track = victorian_colonial_track
                                }
                            }
                        }
                    }
                    country_event = { id = tech.7 days = 3 }
                }
            }
        }
    }
}