# ##############################
# # LAND DOCTRINE ################
# ##################################
# #
# This file has been modified for
# #
# CORE for Hearts of Iron 2
# #
# Basic proposal and design by
# #
# Dec152000
# #
# # Internal version:	AoD 0.60
# #
# ##################################
# ################################
# ##############################

technology = {
	id = 6
	category = land_doctrines
	name = TECH_LD_NAME # Localized name
	desc = TECH_LD_DESC # Localized description

# #############################################
# Operational Doctrine # 6000-6080 ############
# #############################################

# 1935 Operational Focus
application = {
	id = 6000
	name = TECH_APP_LD_0_NAME
	desc = TECH_APP_LD_0_DESC
	position = { x = 362 y = 4 }
	year = 1935

	# NCO Leadership
	component = { id = 6001 name = TECH_CMP_LD_0_1_NAME type = training difficulty = 6 double_time = yes }
	# Tactical Reconnassaince
	component = { id = 6002 name = TECH_CMP_LD_0_2_NAME type = combined_arms_focus difficulty = 5 double_time = yes }
	# Directive Control Concept
	component = { id = 6003 name = TECH_CMP_LD_0_3_NAME type = decentralized_execution difficulty = 6 double_time = yes }
	# Basic Infiltration Tactics
	component = { id = 6004 name = TECH_CMP_LD_0_4_NAME type = small_unit_tactics difficulty = 5 double_time = yes }
	# Officer Training - Bad Toelz Method
	component = { id = 6005 name = TECH_CMP_LD_0_5_NAME type = decentralized_execution difficulty = 6 double_time = yes }

	required = { }

	effects = {
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.075 }
		command = { type = ambush value = 0.25 }
		command = { type = breakthrough value = 0.25 }
		command = { type = delay value = 0.5 }
		command = { type = encirclement value = 0.75 }
		command = { type = tactical_withdrawal value = 0.25 }

		command = { type = max_organization which = infantry value = 0.25 }
		command = { type = max_organization which = cavalry value = 0.75 }
		command = { type = max_organization which = motorized value = 0.75 }
		command = { type = max_organization which = mechanized value = 0.75 }
		command = { type = max_organization which = light_armor value = 0.75 }
		command = { type = max_organization which = armor value = 0.75 }
		command = { type = max_organization which = paratrooper value = 0.75 }
		command = { type = max_organization which = marine value = 0.25 }
		command = { type = max_organization which = bergsjaeger value = 0.25 }
		command = { type = max_organization which = garrison value = 0.25 }
		command = { type = max_organization which = hq value = 0.25 }
		command = { type = max_organization which = militia value = 0.25 }

		command = { type = morale which = infantry value = 1.75 }
		command = { type = morale which = cavalry value = 2.25 }
		command = { type = morale which = motorized value = 2.25 }
		command = { type = morale which = mechanized value = 2.25 }
		command = { type = morale which = light_armor value = 2.25 }
		command = { type = morale which = armor value = 2.25 }
		command = { type = morale which = paratrooper value = 2.25 }
		command = { type = morale which = marine value = 1.75 }
		command = { type = morale which = bergsjaeger value = 1.75 }
		command = { type = morale which = garrison value = 1.75 }
		command = { type = morale which = hq value = 1.75 }
		command = { type = morale which = militia value = 1.75 }
	}
}

# 1937 Battalion Command Focus
application = {
	id = 6010
	name = TECH_APP_LD_1_NAME
	desc = TECH_APP_LD_1_DESC
	position = { x = 292 y = 24 }
	year = 1937

	component = { id = 6011 name = TECH_CMP_LD_1_1_NAME type = training difficulty = 6 }
	component = { id = 6012 name = TECH_CMP_LD_1_2_NAME type = combined_arms_focus difficulty = 5 }
	component = { id = 6013 name = TECH_CMP_LD_1_3_NAME type = decentralized_execution difficulty = 6 }
	component = { id = 6014 name = TECH_CMP_LD_1_4_NAME type = small_unit_tactics difficulty = 5 }
	component = { id = 6015 name = TECH_CMP_LD_1_5_NAME type = infantry_focus difficulty = 6 }

	required = { 6000 }

	effects = {
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.05 }
		command = { type = ambush value = 0.5 }
		command = { type = breakthrough value = 0.25 }
		command = { type = delay value = 0.5 }
		command = { type = encirclement value = 0.5 }
		command = { type = tactical_withdrawal value = 0.25 }

		command = { type = max_organization which = infantry value = 0.75 }
		command = { type = max_organization which = cavalry value = 1.25 }
		command = { type = max_organization which = motorized value = 1.25 }
		command = { type = max_organization which = mechanized value = 0.75 }
		command = { type = max_organization which = light_armor value = 0.75 }
		command = { type = max_organization which = armor value = 0.75 }
		command = { type = max_organization which = paratrooper value = 1.25 }
		command = { type = max_organization which = marine value = 1.25 }
		command = { type = max_organization which = bergsjaeger value = 1.25 }
		command = { type = max_organization which = garrison value = 0.75 }
		command = { type = max_organization which = hq value = 0.25 }
		command = { type = max_organization which = militia value = 0.75 }

		command = { type = morale which = infantry value = 2.25 }
		command = { type = morale which = cavalry value = 2.75 }
		command = { type = morale which = motorized value = 2.75 }
		command = { type = morale which = mechanized value = 2.25 }
		command = { type = morale which = light_armor value = 2.25 }
		command = { type = morale which = armor value = 2.25 }
		command = { type = morale which = paratrooper value = 2.75 }
		command = { type = morale which = marine value = 2.75 }
		command = { type = morale which = bergsjaeger value = 2.75 }
		command = { type = morale which = garrison value = 2.25 }
		command = { type = morale which = hq value = 1.75 }
		command = { type = morale which = militia value = 2.25 }
	}
}

# 1939 Combined Arms Doctrine
application = {
	id = 6020
	name = TECH_APP_LD_2_NAME
	desc = TECH_APP_LD_2_DESC
	position = { x = 432 y = 24 }
	year = 1939

	# Combined Arms Employment
	component = { id = 6021 name = TECH_CMP_LD_2_1_NAME type = training difficulty = 6 }
	component = { id = 6022 name = TECH_CMP_LD_2_2_NAME type = combined_arms_focus difficulty = 5 }
	# Forward Command Posts
	component = { id = 6023 name = TECH_CMP_LD_2_3_NAME type = decentralized_execution difficulty = 6 }
	# Mobile Reserves
	component = { id = 6024 name = TECH_CMP_LD_2_4_NAME type = small_unit_tactics difficulty = 5 }
	# Combined Arms Training
	component = { id = 6025 name = TECH_CMP_LD_2_5_NAME type = technical_efficiency difficulty = 6 }

	required = { 6000 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = {
		command = { type = task_efficiency which = support_attack value = 0.01 }
		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.075 } 
		command = { type = ambush value = 0.25 }
		command = { type = breakthrough value = 0.25 }
		command = { type = delay value = 0.25 }
		command = { type = encirclement value = 0.5 }
		command = { type = tactical_withdrawal value = 0.75 }

		command = { type = max_organization which = cavalry value = 0.75 }
		command = { type = max_organization which = motorized value = 0.75 }
		command = { type = max_organization which = mechanized value = 1.0 }
		command = { type = max_organization which = light_armor value = 1.0 }
		command = { type = max_organization which = armor value = 1.0 }
		command = { type = max_organization which = paratrooper value = 0.75 }

		command = { type = morale which = infantry value = 1.0 }
		command = { type = morale which = cavalry value = 1.5 }
		command = { type = morale which = motorized value = 1.5 }
		command = { type = morale which = mechanized value = 2.0 }
		command = { type = morale which = light_armor value = 2.0 }
		command = { type = morale which = armor value = 2.0 }
		command = { type = morale which = paratrooper value = 1.5 }
		command = { type = morale which = marine value = 1.0 }
		command = { type = morale which = bergsjaeger value = 1.0 }
		command = { type = morale which = garrison value = 1.0 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 1.0 }
	}
}

# 1941 Company Command Focus
application = {
	id = 6030
	name = TECH_APP_LD_3_NAME
	desc = TECH_APP_LD_3_DESC
	position = { x = 292 y = 44 }
	year = 1941

	component = { id = 6031 name = TECH_CMP_LD_3_1_NAME type = training difficulty = 7 }
	component = { id = 6032 name = TECH_CMP_LD_3_2_NAME type = combined_arms_focus difficulty = 6 }
	component = { id = 6033 name = TECH_CMP_LD_3_3_NAME type = decentralized_execution difficulty = 7 }
	component = { id = 6034 name = TECH_CMP_LD_3_4_NAME type = small_unit_tactics difficulty = 6 }
	component = { id = 6035 name = TECH_CMP_LD_3_5_NAME type = infantry_focus difficulty = 7 }

	required = { 6010 }

	effects = {
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.05 }
		command = { type = ambush value = 0.5 }
		command = { type = breakthrough value = 0.25 }
		command = { type = delay value = 0.5 }
		command = { type = encirclement value = 0.5 }
		command = { type = tactical_withdrawal value = 0.25 }

		command = { type = max_organization which = infantry value = 0.75 }
		command = { type = max_organization which = cavalry value = 1.25 }
		command = { type = max_organization which = motorized value = 1.25 }
		command = { type = max_organization which = mechanized value = 0.75 }
		command = { type = max_organization which = light_armor value = 0.75 }
		command = { type = max_organization which = armor value = 0.75 }
		command = { type = max_organization which = paratrooper value = 1.25 }
		command = { type = max_organization which = marine value = 1.25 }
		command = { type = max_organization which = bergsjaeger value = 1.25 }
		command = { type = max_organization which = garrison value = 0.75 }
		command = { type = max_organization which = hq value = 0.25 }
		command = { type = max_organization which = militia value = 0.75 }

		command = { type = morale which = infantry value = 2.25 }
		command = { type = morale which = cavalry value = 2.75 }
		command = { type = morale which = motorized value = 2.75 }
		command = { type = morale which = mechanized value = 2.25 }
		command = { type = morale which = light_armor value = 2.25 }
		command = { type = morale which = armor value = 2.25 }
		command = { type = morale which = paratrooper value = 2.75 }
		command = { type = morale which = marine value = 2.75 }
		command = { type = morale which = bergsjaeger value = 2.75 }
		command = { type = morale which = garrison value = 2.25 }
		command = { type = morale which = hq value = 1.75 }
		command = { type = morale which = militia value = 2.25 }
	}
}

# 1943 Mixed Battle Group Doctrine
application = {
	id = 6040
	name = TECH_APP_LD_4_NAME
	desc = TECH_APP_LD_4_DESC
	position = { x = 432 y = 44 }
	year = 1943

	# All-Arms Battle Groups
	component = { id = 6041 name = TECH_CMP_LD_4_1_NAME type = training difficulty = 7 }
	# Operational Reconnaissance Tactics
	component = { id = 6042 name = TECH_CMP_LD_4_2_NAME type = combined_arms_focus difficulty = 6 }
	# Low Level Attachments
	component = { id = 6043 name = TECH_CMP_LD_4_3_NAME type = decentralized_execution difficulty = 7 }
	# Self-Sufficient Combat Elements
	component = { id = 6044 name = TECH_CMP_LD_4_4_NAME type = small_unit_tactics difficulty = 6 }
	# NCO Initiative
	component = { id = 6045 name = TECH_CMP_LD_4_5_NAME type = technical_efficiency difficulty = 7 }

	required = { 6020 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = {
		command = { type = task_efficiency which = support_attack value = 0.01 }
		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.075 } 
		command = { type = ambush value = 0.25 }
		command = { type = breakthrough value = 0.25 }
		command = { type = delay value = 0.25 }
		command = { type = encirclement value = 0.5 }
		command = { type = tactical_withdrawal value = 0.75 }

		command = { type = max_organization which = cavalry value = 0.75 }
		command = { type = max_organization which = motorized value = 0.75 }
		command = { type = max_organization which = mechanized value = 1.0 }
		command = { type = max_organization which = light_armor value = 1.0 }
		command = { type = max_organization which = armor value = 1.0 }
		command = { type = max_organization which = paratrooper value = 0.75 }

		command = { type = morale which = infantry value = 1.0 }
		command = { type = morale which = cavalry value = 1.5 }
		command = { type = morale which = motorized value = 1.5 }
		command = { type = morale which = mechanized value = 2.0 }
		command = { type = morale which = light_armor value = 2.0 }
		command = { type = morale which = armor value = 2.0 }
		command = { type = morale which = paratrooper value = 1.5 }
		command = { type = morale which = marine value = 1.0 }
		command = { type = morale which = bergsjaeger value = 1.0 }
		command = { type = morale which = garrison value = 1.0 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 1.0 }
	}
}

# 1945 Platoon Command Focus
application = {
	id = 6050
	name = TECH_APP_LD_5_NAME
	desc = TECH_APP_LD_5_DESC
	position = { x = 292 y = 64 }
	year = 1945

	component = { id = 6051 name = TECH_CMP_LD_5_1_NAME type = training difficulty = 7 }
	component = { id = 6052 name = TECH_CMP_LD_5_2_NAME type = combined_arms_focus difficulty = 6 }
	component = { id = 6053 name = TECH_CMP_LD_5_3_NAME type = decentralized_execution difficulty = 7 }
	component = { id = 6054 name = TECH_CMP_LD_5_4_NAME type = small_unit_tactics difficulty = 6 }
	component = { id = 6055 name = TECH_CMP_LD_5_5_NAME type = infantry_focus difficulty = 7 }

	required = { 6030 }

	effects = { 
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.05 }
		command = { type = ambush value = 0.5 }
		command = { type = breakthrough value = 0.25 }
		command = { type = delay value = 0.5 }
		command = { type = encirclement value = 0.5 }
		command = { type = tactical_withdrawal value = 0.25 }

		command = { type = max_organization which = infantry value = 0.75 }
		command = { type = max_organization which = cavalry value = 1.25 }
		command = { type = max_organization which = motorized value = 1.25 }
		command = { type = max_organization which = mechanized value = 0.75 }
		command = { type = max_organization which = light_armor value = 0.75 }
		command = { type = max_organization which = armor value = 0.75 }
		command = { type = max_organization which = paratrooper value = 1.25 }
		command = { type = max_organization which = marine value = 1.25 }
		command = { type = max_organization which = bergsjaeger value = 1.25 }
		command = { type = max_organization which = garrison value = 0.75 }
		command = { type = max_organization which = hq value = 0.25 }
		command = { type = max_organization which = militia value = 0.75 }

		command = { type = morale which = infantry value = 2.25 }
		command = { type = morale which = cavalry value = 2.75 }
		command = { type = morale which = motorized value = 2.75 }
		command = { type = morale which = mechanized value = 2.25 }
		command = { type = morale which = light_armor value = 2.25 }
		command = { type = morale which = armor value = 2.25 }
		command = { type = morale which = paratrooper value = 2.75 }
		command = { type = morale which = marine value = 2.75 }
		command = { type = morale which = bergsjaeger value = 2.75 }
		command = { type = morale which = garrison value = 2.25 }
		command = { type = morale which = hq value = 1.75 }
		command = { type = morale which = militia value = 2.25 }
	}
}

# 1947 Flexible Command and Control
application = {
	id = 6060
	name = TECH_APP_LD_6_NAME
	desc = TECH_APP_LD_6_DESC
	position = { x = 432 y = 64 }
	year = 1947

	component = { id = 6061 name = TECH_CMP_LD_6_1_NAME type = training difficulty = 7 }
	component = { id = 6062 name = TECH_CMP_LD_6_2_NAME type = combined_arms_focus difficulty = 6 }
	component = { id = 6063 name = TECH_CMP_LD_6_3_NAME type = decentralized_execution difficulty = 7 }
	component = { id = 6064 name = TECH_CMP_LD_6_4_NAME type = small_unit_tactics difficulty = 6 }
	component = { id = 6065 name = TECH_CMP_LD_6_5_NAME type = technical_efficiency difficulty = 7 }

	required = { 6040 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = { 
		command = { type = task_efficiency which = support_attack value = 0.01 }
		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.075 } 
		command = { type = ambush value = 0.25 }
		command = { type = breakthrough value = 0.25 }
		command = { type = delay value = 0.25 }
		command = { type = encirclement value = 0.5 }
		command = { type = tactical_withdrawal value = 0.75 }

		command = { type = max_organization which = cavalry value = 0.75 }
		command = { type = max_organization which = motorized value = 0.75 }
		command = { type = max_organization which = mechanized value = 1.0 }
		command = { type = max_organization which = light_armor value = 1.0 }
		command = { type = max_organization which = armor value = 1.0 }
		command = { type = max_organization which = paratrooper value = 0.75 }

		command = { type = morale which = infantry value = 1.0 }
		command = { type = morale which = cavalry value = 1.5 }
		command = { type = morale which = motorized value = 1.5 }
		command = { type = morale which = mechanized value = 2.0 }
		command = { type = morale which = light_armor value = 2.0 }
		command = { type = morale which = armor value = 2.0 }
		command = { type = morale which = paratrooper value = 1.5 }
		command = { type = morale which = marine value = 1.0 }
		command = { type = morale which = bergsjaeger value = 1.0 }
		command = { type = morale which = garrison value = 1.0 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 1.0 }
	}
}

# 1949 Squad Command Focus
application = {
	id = 6070
	name = TECH_APP_LD_7_NAME
	desc = TECH_APP_LD_7_DESC
	position = { x = 292 y = 84 }
	year = 1949

	component = { id = 6071 name = TECH_CMP_LD_7_1_NAME type = training difficulty = 8 }
	component = { id = 6072 name = TECH_CMP_LD_7_2_NAME type = combined_arms_focus difficulty = 7 }
	component = { id = 6073 name = TECH_CMP_LD_7_3_NAME type = decentralized_execution difficulty = 8 }
	component = { id = 6074 name = TECH_CMP_LD_7_4_NAME type = small_unit_tactics difficulty = 7 }
	component = { id = 6075 name = TECH_CMP_LD_7_5_NAME type = infantry_focus difficulty = 8 }

	required = { 6050 }

	effects = { 
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.05 }
		command = { type = ambush value = 0.5 }
		command = { type = breakthrough value = 0.25 }
		command = { type = delay value = 0.5 }
		command = { type = encirclement value = 0.5 }
		command = { type = tactical_withdrawal value = 0.25 }

		command = { type = max_organization which = infantry value = 0.75 }
		command = { type = max_organization which = cavalry value = 1.25 }
		command = { type = max_organization which = motorized value = 1.25 }
		command = { type = max_organization which = mechanized value = 0.75 }
		command = { type = max_organization which = light_armor value = 0.75 }
		command = { type = max_organization which = armor value = 0.75 }
		command = { type = max_organization which = paratrooper value = 1.25 }
		command = { type = max_organization which = marine value = 1.25 }
		command = { type = max_organization which = bergsjaeger value = 1.25 }
		command = { type = max_organization which = garrison value = 0.75 }
		command = { type = max_organization which = hq value = 0.25 }
		command = { type = max_organization which = militia value = 0.75 }

		command = { type = morale which = infantry value = 2.25 }
		command = { type = morale which = cavalry value = 2.75 }
		command = { type = morale which = motorized value = 2.75 }
		command = { type = morale which = mechanized value = 2.25 }
		command = { type = morale which = light_armor value = 2.25 }
		command = { type = morale which = armor value = 2.25 }
		command = { type = morale which = paratrooper value = 2.75 }
		command = { type = morale which = marine value = 2.75 }
		command = { type = morale which = bergsjaeger value = 2.75 }
		command = { type = morale which = garrison value = 2.25 }
		command = { type = morale which = hq value = 1.75 }
		command = { type = morale which = militia value = 2.25 }
	}
}

# 1951 Operational Art Doctrine
application = {
	id = 6080
	name = TECH_APP_LD_8_NAME
	desc = TECH_APP_LD_8_DESC
	position = { x = 432 y = 84 }
	year = 1951

	# Concentrated Combined Arms Employment
	component = { id = 6081 name = TECH_CMP_LD_8_1_NAME type = training difficulty = 8 }
	# Dedicated airsupport
	component = { id = 6082 name = TECH_CMP_LD_8_2_NAME type = combined_arms_focus difficulty = 7 }
	# Low Level Independent commands
	component = { id = 6083 name = TECH_CMP_LD_8_3_NAME type = decentralized_execution difficulty = 8 }
	# Squad SOP
	component = { id = 6084 name = TECH_CMP_LD_8_4_NAME type = small_unit_tactics difficulty = 7 }
	# Advanced Infantry - Armor cooperation
	component = { id = 6085 name = TECH_CMP_LD_8_5_NAME type = technical_efficiency difficulty = 8 }

	required = { 6060 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = { 
		command = { type = task_efficiency which = support_attack value = 0.01 }
		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.075 } 
		command = { type = ambush value = 0.25 }
		command = { type = breakthrough value = 0.25 }
		command = { type = delay value = 0.25 }
		command = { type = encirclement value = 0.5 }
		command = { type = tactical_withdrawal value = 0.75 }

		command = { type = max_organization which = cavalry value = 0.75 }
		command = { type = max_organization which = motorized value = 0.75 }
		command = { type = max_organization which = mechanized value = 1.0 }
		command = { type = max_organization which = light_armor value = 1.0 }
		command = { type = max_organization which = armor value = 1.0 }
		command = { type = max_organization which = paratrooper value = 0.75 }

		command = { type = morale which = infantry value = 1.0 }
		command = { type = morale which = cavalry value = 1.5 }
		command = { type = morale which = motorized value = 1.5 }
		command = { type = morale which = mechanized value = 2.0 }
		command = { type = morale which = light_armor value = 2.0 }
		command = { type = morale which = armor value = 2.0 }
		command = { type = morale which = paratrooper value = 1.5 }
		command = { type = morale which = marine value = 1.0 }
		command = { type = morale which = bergsjaeger value = 1.0 }
		command = { type = morale which = garrison value = 1.0 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 1.0 }
	}
}

# #############################################
# Traditional Doctrine # 6100-6180 ############
# #############################################

# 1934 Battle Focus Doctrine
application = {
	id = 6100
	name = TECH_APP_LD_10_NAME
	desc = TECH_APP_LD_10_DESC
	position = { x = 82 y = 4 }
	year = 1934

	# High Echelon Fire Support
	component = { id = 6101 name = TECH_CMP_LD_10_1_NAME type = training difficulty = 6 double_time = yes }
	# Infantry-Artillery Coordination
	component = { id = 6102 name = TECH_CMP_LD_10_2_NAME type = large_unit_tactics difficulty = 5 double_time = yes }
	# General Staff Planning
	component = { id = 6103 name = TECH_CMP_LD_10_3_NAME type = centralized_execution difficulty = 6 double_time = yes }
	# Advance Under Fire
	component = { id = 6104 name = TECH_CMP_LD_10_4_NAME type = infantry_focus difficulty = 5 double_time = yes }
	# Officer training - Sandhurst method
	component = { id = 6105 name = TECH_CMP_LD_10_5_NAME type = centralized_execution difficulty = 6 double_time = yes }

	required = { }

	effects = {
		command = { type = sce_frequency value = 0.025 }
		command = { type = ambush value = 0.25 }
		command = { type = assault value = 0.5 }
		command = { type = counterattack value = 0.75 }
		command = { type = delay value = 0.25 }

		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }
 
		command = { type = max_organization which = infantry value = 2.25 }
		command = { type = max_organization which = cavalry value = 2.25 }
		command = { type = max_organization which = motorized value = 2.25 }
		command = { type = max_organization which = mechanized value = 1.75 }
		command = { type = max_organization which = light_armor value = 1.75 }
		command = { type = max_organization which = armor value = 1.75 }
		command = { type = max_organization which = paratrooper value = 2.25 }
		command = { type = max_organization which = marine value = 2.75 }
		command = { type = max_organization which = bergsjaeger value = 2.75 }
		command = { type = max_organization which = garrison value = 2.25 }
		command = { type = max_organization which = hq value = 1.75 }
		command = { type = max_organization which = militia value = 2.25 }

		command = { type = morale which = infantry value = 0.25 }
		command = { type = morale which = militia value = 0.25 }
		command = { type = morale which = cavalry value = 0.25 }
		command = { type = morale which = motorized value = 0.25 }
		command = { type = morale which = paratrooper value = 0.25 }
		command = { type = morale which = marine value = 0.5 }
		command = { type = morale which = bergsjaeger value = 0.5 }
		command = { type = morale which = garrison value = 0.25 }
	}
}

# 1936 Divisional Command Focus
application = {
	id = 6110
	name = TECH_APP_LD_11_NAME
	desc = TECH_APP_LD_11_DESC
	position = { x = 12 y = 24 }
	year = 1936

	component = { id = 6111 name = TECH_CMP_LD_11_1_NAME type = training difficulty = 6 }
	component = { id = 6112 name = TECH_CMP_LD_11_2_NAME type = large_unit_tactics difficulty = 5 }
	component = { id = 6113 name = TECH_CMP_LD_11_3_NAME type = centralized_execution difficulty = 6 }
	component = { id = 6114 name = TECH_CMP_LD_11_4_NAME type = infantry_focus difficulty = 5 }
	component = { id = 6115 name = TECH_CMP_LD_11_5_NAME type = large_unit_focus difficulty = 6 }

	required = { 6100 }

	effects = { 
		command = { type = sce_frequency value = 0.0125 }
		command = { type = ambush value = 0.25 }
		command = { type = assault value = 0.25 }
		command = { type = counterattack value = 0.5 }
		command = { type = delay value = 0.25 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 1 }
		command = { type = attrition_mod value = 2 }
		command = { type = supply_dist_mod value = 2 }
		command = { type = repair_mod value = 2 }

		command = { type = max_organization which = infantry value = 2.25 }
		command = { type = max_organization which = cavalry value = 2.25 }
		command = { type = max_organization which = motorized value = 2.25 }
		command = { type = max_organization which = mechanized value = 1.75 }
		command = { type = max_organization which = light_armor value = 1.75 }
		command = { type = max_organization which = armor value = 1.75 }
		command = { type = max_organization which = paratrooper value = 2.25 }
		command = { type = max_organization which = marine value = 2.75 }
		command = { type = max_organization which = bergsjaeger value = 2.75 }
		command = { type = max_organization which = garrison value = 2.25 }
		command = { type = max_organization which = hq value = 2.25 }
		command = { type = max_organization which = militia value = 2.25 }

		command = { type = morale which = infantry value = 0.75 }
		command = { type = morale which = cavalry value = 0.75 }
		command = { type = morale which = motorized value = 0.75 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = paratrooper value = 0.75 }
		command = { type = morale which = marine value = 1.25 }
		command = { type = morale which = bergsjaeger value = 1.25 }
		command = { type = morale which = garrison value = 0.75 }
		command = { type = morale which = hq value = 0.75 }
		command = { type = morale which = militia value = 0.75 }
	}
}

# 1938 Singular Arms Doctrine
application = {
	id = 6120
	name = TECH_APP_LD_12_NAME
	desc = TECH_APP_LD_12_DESC
	position = { x = 152 y = 24 }
	year = 1938

	# Infantry Tank Support Doctrine
	component = { id = 6121 name = TECH_CMP_LD_12_1_NAME type = training difficulty = 6 }
	# Massed counterattacks
	component = { id = 6122 name = TECH_CMP_LD_12_2_NAME type = large_unit_tactics difficulty = 5 }
	# Armoured Corps Commands
	component = { id = 6123 name = TECH_CMP_LD_12_3_NAME type = centralized_execution difficulty = 6 }
	# Dash Forward Armoured Initiative
	component = { id = 6124 name = TECH_CMP_LD_12_4_NAME type = infantry_focus difficulty = 5 }
	# Armoured Support Training
	component = { id = 6125 name = TECH_CMP_LD_12_5_NAME type = artillery difficulty = 6 }

	required = { 6100 }

	effects = { 
		command = { type = sce_frequency value = 0.0125 }
		command = { type = ambush value = 0.25 }
		command = { type = assault value = 0.5 }
		command = { type = counterattack value = 0.75 }
		command = { type = delay value = 0.25 }

		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }

		command = { type = max_organization which = infantry value = 3.0 }
		command = { type = max_organization which = cavalry value = 2.5 }
		command = { type = max_organization which = motorized value = 2.5 }
		command = { type = max_organization which = mechanized value = 2.0 }
		command = { type = max_organization which = light_armor value = 2.0 }
		command = { type = max_organization which = armor value = 2.0 }
		command = { type = max_organization which = paratrooper value = 2.5 }
		command = { type = max_organization which = marine value = 3.0 }
		command = { type = max_organization which = bergsjaeger value = 3.0 }
		command = { type = max_organization which = garrison value = 2.5 }
		command = { type = max_organization which = hq value = 2.5 }
		command = { type = max_organization which = militia value = 2.75 }

		command = { type = morale which = infantry value = 0.5 }
		command = { type = morale which = cavalry value = 0.25 }
		command = { type = morale which = motorized value = 0.25 }
		command = { type = morale which = paratrooper value = 0.25 }
		command = { type = morale which = marine value = 0.5 }
		command = { type = morale which = bergsjaeger value = 0.5 }
		command = { type = morale which = garrison value = 0.25 }
		command = { type = morale which = hq value = 0.25 }
		command = { type = morale which = militia value = 0.375 }
	}
}

# 1940 Corps Command Focus
application = {
	id = 6130
	name = TECH_APP_LD_13_NAME
	desc = TECH_APP_LD_13_DESC
	position = { x = 12 y = 44 }
	year = 1940

	component = { id = 6131 name = TECH_CMP_LD_13_1_NAME type = training difficulty = 7 }
	component = { id = 6132 name = TECH_CMP_LD_13_2_NAME type = large_unit_tactics difficulty = 6 }
	component = { id = 6133 name = TECH_CMP_LD_13_3_NAME type = centralized_execution difficulty = 7 }
	component = { id = 6134 name = TECH_CMP_LD_13_4_NAME type = infantry_focus difficulty = 6 }
	component = { id = 6135 name = TECH_CMP_LD_13_5_NAME type = large_unit_focus difficulty = 7 }

	required = { 6110 }

	effects = { 
		command = { type = sce_frequency value = 0.0125 }
		command = { type = ambush value = 0.25 }
		command = { type = assault value = 0.25 }
		command = { type = counterattack value = 0.5 }
		command = { type = delay value = 0.25 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 1 }
		command = { type = attrition_mod value = 2 }
		command = { type = supply_dist_mod value = 2 }
		command = { type = repair_mod value = 2 }

		command = { type = max_organization which = infantry value = 2.25 }
		command = { type = max_organization which = cavalry value = 2.25 }
		command = { type = max_organization which = motorized value = 2.25 }
		command = { type = max_organization which = mechanized value = 1.75 }
		command = { type = max_organization which = light_armor value = 1.75 }
		command = { type = max_organization which = armor value = 1.75 }
		command = { type = max_organization which = paratrooper value = 2.25 }
		command = { type = max_organization which = marine value = 2.75 }
		command = { type = max_organization which = bergsjaeger value = 2.75 }
		command = { type = max_organization which = garrison value = 2.25 }
		command = { type = max_organization which = hq value = 2.25 }
		command = { type = max_organization which = militia value = 2.25 }

		command = { type = morale which = infantry value = 0.75 }
		command = { type = morale which = cavalry value = 0.75 }
		command = { type = morale which = motorized value = 0.75 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = paratrooper value = 0.75 }
		command = { type = morale which = marine value = 1.25 }
		command = { type = morale which = bergsjaeger value = 1.25 }
		command = { type = morale which = garrison value = 0.75 }
		command = { type = morale which = hq value = 0.75 }
		command = { type = morale which = militia value = 0.75 }
	}
}

# 1942 Large Front Doctrine
application = {
	id = 6140
	name = TECH_APP_LD_14_NAME
	desc = TECH_APP_LD_14_DESC
	position = { x = 152 y = 44 }
	year = 1942

	# Artillery divisions
	component = { id = 6141 name = TECH_CMP_LD_14_1_NAME type = training difficulty = 7 }
	# Wide attack area
	component = { id = 6142 name = TECH_CMP_LD_14_2_NAME type = large_unit_tactics difficulty = 6 }
	# Tactical unit - Battalion
	component = { id = 6143 name = TECH_CMP_LD_14_3_NAME type = centralized_execution difficulty = 7 }
	# Multiple blocking detachments
	component = { id = 6144 name = TECH_CMP_LD_14_4_NAME type = infantry_focus difficulty = 6 }
	# Discourage NCO initiative
	component = { id = 6145 name = TECH_CMP_LD_14_5_NAME type = artillery difficulty = 7 }

	required = { 6120 }

	effects = {
		command = { type = sce_frequency value = 0.0125 }
		command = { type = ambush value = 0.25 }
		command = { type = assault value = 0.5 }
		command = { type = counterattack value = 0.75 }
		command = { type = delay value = 0.25 }

		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }

		command = { type = max_organization which = infantry value = 3.0 }
		command = { type = max_organization which = cavalry value = 2.5 }
		command = { type = max_organization which = motorized value = 2.5 }
		command = { type = max_organization which = mechanized value = 2.0 }
		command = { type = max_organization which = light_armor value = 2.0 }
		command = { type = max_organization which = armor value = 2.0 }
		command = { type = max_organization which = paratrooper value = 2.5 }
		command = { type = max_organization which = marine value = 3.0 }
		command = { type = max_organization which = bergsjaeger value = 3.0 }
		command = { type = max_organization which = garrison value = 2.5 }
		command = { type = max_organization which = hq value = 2.5 }
		command = { type = max_organization which = militia value = 2.75 }

		command = { type = morale which = infantry value = 0.5 }
		command = { type = morale which = militia value = 0.375 }
		command = { type = morale which = cavalry value = 0.25 }
		command = { type = morale which = motorized value = 0.25 }
		command = { type = morale which = paratrooper value = 0.25 }
		command = { type = morale which = marine value = 0.5 }
		command = { type = morale which = bergsjaeger value = 0.5 }
		command = { type = morale which = hq value = 0.25 }
		command = { type = morale which = garrison value = 0.25 }
	}
}

# 1944 Army Command Focus
application = {
	id = 6150
	name = TECH_APP_LD_15_NAME
	desc = TECH_APP_LD_15_DESC
	position = { x = 12 y = 64 }
	year = 1944

	# Artillery divisions
	component = { id = 6151 name = TECH_CMP_LD_15_1_NAME type = training difficulty = 7 }
	# Multiple attack directions
	component = { id = 6152 name = TECH_CMP_LD_15_2_NAME type = large_unit_tactics difficulty = 6 }
	# Advanced staff planning
	component = { id = 6153 name = TECH_CMP_LD_15_3_NAME type = centralized_execution difficulty = 7 }
	# Centralized artillery control 
	component = { id = 6154 name = TECH_CMP_LD_15_4_NAME type = infantry_focus difficulty = 6 }
	# Tactical unit focus - Company
	component = { id = 6155 name = TECH_CMP_LD_15_5_NAME type = large_unit_focus difficulty = 7 }

	required = { 6130 }

	effects = { 
		command = { type = sce_frequency value = 0.0125 }
		command = { type = ambush value = 0.25 }
		command = { type = assault value = 0.25 }
		command = { type = counterattack value = 0.5 }
		command = { type = delay value = 0.25 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 1 }
		command = { type = attrition_mod value = 2 }
		command = { type = supply_dist_mod value = 2 }
		command = { type = repair_mod value = 2 }

		command = { type = max_organization which = infantry value = 2.25 }
		command = { type = max_organization which = cavalry value = 2.25 }
		command = { type = max_organization which = motorized value = 2.25 }
		command = { type = max_organization which = mechanized value = 1.75 }
		command = { type = max_organization which = light_armor value = 1.75 }
		command = { type = max_organization which = armor value = 1.75 }
		command = { type = max_organization which = paratrooper value = 2.25 }
		command = { type = max_organization which = marine value = 2.75 }
		command = { type = max_organization which = bergsjaeger value = 2.75 }
		command = { type = max_organization which = garrison value = 2.25 }
		command = { type = max_organization which = hq value = 2.25 }
		command = { type = max_organization which = militia value = 2.25 }

		command = { type = morale which = infantry value = 0.75 }
		command = { type = morale which = cavalry value = 0.75 }
		command = { type = morale which = motorized value = 0.75 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = paratrooper value = 0.75 }
		command = { type = morale which = marine value = 1.25 }
		command = { type = morale which = bergsjaeger value = 1.25 }
		command = { type = morale which = garrison value = 0.75 }
		command = { type = morale which = hq value = 0.75 }
		command = { type = morale which = militia value = 0.75 }
	}
}

# 1946 Large Formation SOP Doctrine
application = {
	id = 6160
	name = TECH_APP_LD_16_NAME
	desc = TECH_APP_LD_16_DESC
	position = { x = 152 y = 64 }
	year = 1946

	# Operational deception 
	component = { id = 6161 name = TECH_CMP_LD_16_1_NAME type = training difficulty = 7 }
	# Maskirovka 
	component = { id = 6162 name = TECH_CMP_LD_16_2_NAME type = large_unit_tactics difficulty = 6 }
	# Mobile command posts 
	component = { id = 6163 name = TECH_CMP_LD_16_3_NAME type = centralized_execution difficulty = 7 }
	# Counter-reconnaissance 
	component = { id = 6164 name = TECH_CMP_LD_16_4_NAME type = infantry_focus difficulty = 6 }
	# Organic tank battalions 
	component = { id = 6165 name = TECH_CMP_LD_16_5_NAME type = artillery difficulty = 7 }

	or_required = { 6140 }

	effects = {
		command = { type = sce_frequency value = 0.0125 }
		command = { type = ambush value = 0.25 }
		command = { type = assault value = 0.5 }
		command = { type = counterattack value = 0.75 }
		command = { type = delay value = 0.25 }

		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }

		command = { type = max_organization which = infantry value = 3.0 }
		command = { type = max_organization which = cavalry value = 2.5 }
		command = { type = max_organization which = motorized value = 2.5 }
		command = { type = max_organization which = mechanized value = 2.0 }
		command = { type = max_organization which = light_armor value = 2.0 }
		command = { type = max_organization which = armor value = 2.0 }
		command = { type = max_organization which = paratrooper value = 2.5 }
		command = { type = max_organization which = marine value = 3.0 }
		command = { type = max_organization which = bergsjaeger value = 3.0 }
		command = { type = max_organization which = garrison value = 2.5 }
		command = { type = max_organization which = hq value = 2.5 }
		command = { type = max_organization which = militia value = 2.75 }

		command = { type = morale which = infantry value = 0.5 }
		command = { type = morale which = militia value = 0.375 }
		command = { type = morale which = cavalry value = 0.25 }
		command = { type = morale which = motorized value = 0.25 }
		command = { type = morale which = paratrooper value = 0.25 }
		command = { type = morale which = marine value = 0.5 }
		command = { type = morale which = bergsjaeger value = 0.5 }
		command = { type = morale which = hq value = 0.25 }
		command = { type = morale which = garrison value = 0.25 }
	}
}

# 1948 Front Command Focus
application = {
	id = 6170
	name = TECH_APP_LD_17_NAME
	desc = TECH_APP_LD_17_DESC
	position = { x = 12 y = 84 }
	year = 1948

	component = { id = 6171 name = TECH_CMP_LD_17_1_NAME type = training difficulty = 8 }
	component = { id = 6172 name = TECH_CMP_LD_17_2_NAME type = large_unit_tactics difficulty = 7 }
	component = { id = 6173 name = TECH_CMP_LD_17_3_NAME type = centralized_execution difficulty = 8 }
	component = { id = 6174 name = TECH_CMP_LD_17_4_NAME type = infantry_focus difficulty = 7 }
	component = { id = 6175 name = TECH_CMP_LD_17_5_NAME type = large_unit_focus difficulty = 8 }

	or_required = { 6150 }

	effects = { 
		command = { type = sce_frequency value = 0.0125 }
		command = { type = ambush value = 0.25 }
		command = { type = assault value = 0.25 }
		command = { type = counterattack value = 0.5 }
		command = { type = delay value = 0.25 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 1 }
		command = { type = attrition_mod value = 2 }
		command = { type = supply_dist_mod value = 2 }
		command = { type = repair_mod value = 2 }

		command = { type = max_organization which = infantry value = 2.25 }
		command = { type = max_organization which = cavalry value = 2.25 }
		command = { type = max_organization which = motorized value = 2.25 }
		command = { type = max_organization which = mechanized value = 1.75 }
		command = { type = max_organization which = light_armor value = 1.75 }
		command = { type = max_organization which = armor value = 1.75 }
		command = { type = max_organization which = paratrooper value = 2.25 }
		command = { type = max_organization which = marine value = 2.75 }
		command = { type = max_organization which = bergsjaeger value = 2.75 }
		command = { type = max_organization which = garrison value = 2.25 }
		command = { type = max_organization which = hq value = 2.25 }
		command = { type = max_organization which = militia value = 2.25 }

		command = { type = morale which = infantry value = 0.75 }
		command = { type = morale which = cavalry value = 0.75 }
		command = { type = morale which = motorized value = 0.75 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = paratrooper value = 0.75 }
		command = { type = morale which = marine value = 1.25 }
		command = { type = morale which = bergsjaeger value = 1.25 }
		command = { type = morale which = garrison value = 0.75 }
		command = { type = morale which = hq value = 0.75 }
		command = { type = morale which = militia value = 0.75 }
	}
}

# 1950 Deep Operations Doctrine
application = {
	id = 6180
	name = TECH_APP_LD_18_NAME
	desc = TECH_APP_LD_18_DESC
	position = { x = 152 y = 84 }
	year = 1950

	# Mechanized Forward elements
	component = { id = 6181 name = TECH_CMP_LD_18_1_NAME type = training difficulty = 8 }
	# Self-sufficient commands
	component = { id = 6182 name = TECH_CMP_LD_18_2_NAME type = large_unit_tactics difficulty = 7 }
	# Forward Command Posts
	component = { id = 6183 name = TECH_CMP_LD_18_3_NAME type = centralized_execution difficulty = 8 }
	# Long-Range Reconnaissance
	component = { id = 6184 name = TECH_CMP_LD_18_4_NAME type = infantry_focus difficulty = 7 }
	# Tactical unit - Company
	component = { id = 6185 name = TECH_CMP_LD_18_5_NAME type = artillery difficulty = 8 }

	required = { 6160 }

	effects = { 
		command = { type = sce_frequency value = 0.0125 }
		command = { type = ambush value = 0.25 }
		command = { type = assault value = 0.5 }
		command = { type = counterattack value = 0.75 }
		command = { type = delay value = 0.25 }

		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }

		command = { type = max_organization which = infantry value = 3.0 }
		command = { type = max_organization which = cavalry value = 2.5 }
		command = { type = max_organization which = motorized value = 2.5 }
		command = { type = max_organization which = mechanized value = 2.0 }
		command = { type = max_organization which = light_armor value = 2.0 }
		command = { type = max_organization which = armor value = 2.0 }
		command = { type = max_organization which = paratrooper value = 2.5 }
		command = { type = max_organization which = marine value = 3.0 }
		command = { type = max_organization which = bergsjaeger value = 3.0 }
		command = { type = max_organization which = garrison value = 2.5 }
		command = { type = max_organization which = hq value = 2.5 }
		command = { type = max_organization which = militia value = 2.75 }

		command = { type = morale which = infantry value = 0.5 }
		command = { type = morale which = militia value = 0.375 }
		command = { type = morale which = cavalry value = 0.25 }
		command = { type = morale which = motorized value = 0.25 }
		command = { type = morale which = paratrooper value = 0.25 }
		command = { type = morale which = marine value = 0.5 }
		command = { type = morale which = bergsjaeger value = 0.5 }
		command = { type = morale which = hq value = 0.25 }
		command = { type = morale which = garrison value = 0.25 }
	}
}

# #############################################
# Offensive Doctrine # 6200-6280 ##############
# #############################################

# 1935 Offensive Focus
application = {
	id = 6200
	name = TECH_APP_LD_20_NAME
	desc = TECH_APP_LD_20_DESC
	position = { x = 362 y = 114 }
	year = 1935

	# High Echelon Fire Support
	component = { id = 6201 name = TECH_CMP_LD_20_1_NAME type = training difficulty = 6 double_time = yes }
	# Advance Under Fire
	component = { id = 6202 name = TECH_CMP_LD_20_2_NAME type = centralized_execution difficulty = 5 double_time = yes }
	# Tactical Unit - Infantry Battalion
	component = { id = 6203 name = TECH_CMP_LD_20_3_NAME type = large_unit_focus difficulty = 6 double_time = yes }
	# Indirect Fire Support Focus
	component = { id = 6204 name = TECH_CMP_LD_20_4_NAME type = infantry_focus difficulty = 5 double_time = yes }
	# Officer training - Sandhurst method
	component = { id = 6205 name = TECH_CMP_LD_20_5_NAME type = large_unit_focus difficulty = 6 double_time = yes }

	required = { }

	effects = {
		command = { type = task_efficiency which = attack value = 0.01 }
		command = { type = task_efficiency which = support_attack value = 0.01 }

		command = { type = sce_frequency value = 0.0125 }
		command = { type = ambush value = 1.0 }
		command = { type = assault value = 0.5 }
		command = { type = breakthrough value = 0.5 }

		command = { type = tc_mod value = 4 }
		command = { type = hq_supply_eff value = 1 }
		command = { type = attrition_mod value = 2 }
		command = { type = supply_dist_mod value = 2 }
		command = { type = repair_mod value = 2 }

		command = { type = max_organization which = infantry value = 1.25 }
		command = { type = max_organization which = cavalry value = 1.25 }
		command = { type = max_organization which = motorized value = 1.25 }
		command = { type = max_organization which = mechanized value = 0.75 }
		command = { type = max_organization which = light_armor value = 0.75 }
		command = { type = max_organization which = armor value = 0.75 }
		command = { type = max_organization which = paratrooper value = 1.25 }
		command = { type = max_organization which = marine value = 1.75 }
		command = { type = max_organization which = bergsjaeger value = 1.75 }
		command = { type = max_organization which = garrison value = 1.25 }
		command = { type = max_organization which = hq value = 1.75 }
		command = { type = max_organization which = militia value = 1.25 }

		command = { type = morale which = infantry value = 1.0 }
		command = { type = morale which = cavalry value = 1.0 }
		command = { type = morale which = motorized value = 1.0 }
		command = { type = morale which = mechanized value = 0.5 }
		command = { type = morale which = light_armor value = 0.5 }
		command = { type = morale which = armor value = 0.5 }
		command = { type = morale which = paratrooper value = 1.0 }
		command = { type = morale which = marine value = 1.5 }
		command = { type = morale which = bergsjaeger value = 1.5 }
		command = { type = morale which = garrison value = 1.0 }
		command = { type = morale which = hq value = 1.5 }
		command = { type = morale which = militia value = 1.0 }
	}
}

# 1937 Mass Assault Doctrine
application = {
	id = 6210
	name = TECH_APP_LD_21_NAME
	desc = TECH_APP_LD_21_DESC
	position = { x = 292 y = 134 }
	year = 1937

	# Multiple pre-planned targets
	component = { id = 6211 name = TECH_CMP_LD_21_1_NAME type = training difficulty = 6 }
	# Concentrated Attack
	component = { id = 6212 name = TECH_CMP_LD_21_2_NAME type = centralized_execution difficulty = 5 }
	# War by Timetable
	component = { id = 6213 name = TECH_CMP_LD_21_3_NAME type = large_unit_focus difficulty = 6 }
	# Over-the-Top Mentality
	component = { id = 6214 name = TECH_CMP_LD_21_4_NAME type = infantry_focus difficulty = 5 }
	# Limited NCO initiative
	component = { id = 6215 name = TECH_CMP_LD_21_5_NAME type = artillery difficulty = 6 }

	required = { 6200 }

	effects = {
		command = { type = task_efficiency which = attack value = 0.01 }
		command = { type = task_efficiency which = support_attack value = 0.01 }

		command = { type = sce_frequency value = 0.0125 }
		command = { type = ambush value = 1.0 }
		command = { type = assault value = 1.0 }
		command = { type = breakthrough value = 0.5 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }

		command = { type = max_organization which = infantry value = 2.0 }
		command = { type = max_organization which = cavalry value = 1.5 }
		command = { type = max_organization which = motorized value = 1.5 }
		command = { type = max_organization which = mechanized value = 1.0 }
		command = { type = max_organization which = light_armor value = 1.0 }
		command = { type = max_organization which = armor value = 1.0 }
		command = { type = max_organization which = paratrooper value = 1.5 }
		command = { type = max_organization which = marine value = 2.0 }
		command = { type = max_organization which = bergsjaeger value = 2.0 }
		command = { type = max_organization which = garrison value = 1.5 }
		command = { type = max_organization which = hq value = 2.0 }
		command = { type = max_organization which = militia value = 1.75 }

		command = { type = morale which = infantry value = 1.25 }
		command = { type = morale which = cavalry value = 0.75 }
		command = { type = morale which = motorized value = 0.75 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = paratrooper value = 0.75 }
		command = { type = morale which = marine value = 1.25 }
		command = { type = morale which = bergsjaeger value = 1.25 }
		command = { type = morale which = garrison value = 0.75 }
		command = { type = morale which = hq value = 1.25 }
		command = { type = morale which = militia value = 1.0 }
	}
}

# 1939 Infiltration Assault Doctrine
application = {
	id = 6220
	name = TECH_APP_LD_22_NAME
	desc = TECH_APP_LD_22_DESC
	position = { x = 432 y = 134 }
	year = 1939

	# Infantry Advocates
	component = { id = 6221 name = TECH_CMP_LD_22_1_NAME type = training difficulty = 6 }
	# Motorized Reconissance Battalion
	component = { id = 6222 name = TECH_CMP_LD_22_2_NAME type = decentralized_execution difficulty = 5 }
	# Dispersed Combat Elements
	component = { id = 6223 name = TECH_CMP_LD_22_3_NAME type = large_unit_focus difficulty = 6 }
	# Armour Role - Infantry Support
	component = { id = 6224 name = TECH_CMP_LD_22_4_NAME type = combined_arms_focus difficulty = 5 }
	# Tactical Unit Focus - Infantry Company
	component = { id = 6225 name = TECH_CMP_LD_22_5_NAME type = technical_efficiency difficulty = 6 }

	required = { 6200 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = { 
		command = { type = task_efficiency which = attack value = 0.01 }
		command = { type = task_efficiency which = support_attack value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.05 }
		command = { type = ambush value = 0.5 }
		command = { type = breakthrough value = 1 }
		command = { type = encirclement value = 1 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }

		command = { type = max_organization which = infantry value = 0.5 }
		command = { type = max_organization which = cavalry value = 1.0 }
		command = { type = max_organization which = motorized value = 1.0 }
		command = { type = max_organization which = mechanized value = 1.5 }
		command = { type = max_organization which = light_armor value = 1.5 }
		command = { type = max_organization which = armor value = 1.5 }
		command = { type = max_organization which = paratrooper value = 1.0 }
		command = { type = max_organization which = marine value = 0.5 }
		command = { type = max_organization which = bergsjaeger value = 0.5 }
		command = { type = max_organization which = garrison value = 0.5 }
		command = { type = max_organization which = hq value = 1.0 }
		command = { type = max_organization which = militia value = 0.5 }

		command = { type = morale which = infantry value = 0.5 }
		command = { type = morale which = cavalry value = 1.0 }
		command = { type = morale which = motorized value = 1.0 }
		command = { type = morale which = mechanized value = 1.5 }
		command = { type = morale which = light_armor value = 1.5 }
		command = { type = morale which = armor value = 1.5 }
		command = { type = morale which = paratrooper value = 1.0 }
		command = { type = morale which = marine value = 0.5 }
		command = { type = morale which = bergsjaeger value = 0.5 }
		command = { type = morale which = garrison value = 0.5 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 0.5 }
	}
}

# 1941 Assault Breakthrough
application = {
	id = 6230
	name = TECH_APP_LD_23_NAME
	desc = TECH_APP_LD_23_DESC
	position = { x = 292 y = 154 }
	year = 1941

	# low level field artillery
	component = { id = 6231 name = TECH_CMP_LD_23_1_NAME type = training difficulty = 7 }
	# Penetration reserves
	component = { id = 6232 name = TECH_CMP_LD_23_2_NAME type = centralized_execution difficulty = 6 }
	# Areas of responsibility
	component = { id = 6233 name = TECH_CMP_LD_23_3_NAME type = large_unit_focus difficulty = 7 }
	# Squad level light machine guns
	component = { id = 6234 name = TECH_CMP_LD_23_4_NAME type = infantry_focus difficulty = 6 }
	# Squad SOP
	component = { id = 6235 name = TECH_CMP_LD_23_5_NAME type = artillery difficulty = 7 }

	required = { 6210 }

	effects = {
		command = { type = task_efficiency which = attack value = 0.01 }
		command = { type = task_efficiency which = support_attack value = 0.01 }

		command = { type = sce_frequency value = 0.0125 }
		command = { type = ambush value = 1.0 }
		command = { type = assault value = 1.0 }
		command = { type = breakthrough value = 0.5 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }

		command = { type = max_organization which = infantry value = 2.0 }
		command = { type = max_organization which = cavalry value = 1.5 }
		command = { type = max_organization which = motorized value = 1.5 }
		command = { type = max_organization which = mechanized value = 1.0 }
		command = { type = max_organization which = light_armor value = 1.0 }
		command = { type = max_organization which = armor value = 1.0 }
		command = { type = max_organization which = paratrooper value = 1.5 }
		command = { type = max_organization which = marine value = 2.0 }
		command = { type = max_organization which = bergsjaeger value = 2.0 }
		command = { type = max_organization which = garrison value = 1.5 }
		command = { type = max_organization which = hq value = 2.0 }
		command = { type = max_organization which = militia value = 1.75 }

		command = { type = morale which = infantry value = 1.25 }
		command = { type = morale which = cavalry value = 0.75 }
		command = { type = morale which = motorized value = 0.75 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = paratrooper value = 0.75 }
		command = { type = morale which = marine value = 1.25 }
		command = { type = morale which = bergsjaeger value = 1.25 }
		command = { type = morale which = garrison value = 0.75 }
		command = { type = morale which = hq value = 1.25 }
		command = { type = morale which = militia value = 1.0 }
	}
}

# 1943 Penetration Attack Focus 
application = {
	id = 6240
	name = TECH_APP_LD_24_NAME
	desc = TECH_APP_LD_24_DESC
	position = { x = 432 y = 154 }
	year = 1943

	# Infantry-Artillery Coordination
	component = { id = 6241 name = TECH_CMP_LD_24_1_NAME type = training difficulty = 7 }
	# Limited Objective Attacks
	component = { id = 6242 name = TECH_CMP_LD_24_2_NAME type = decentralized_execution difficulty = 6 }
	# Force Concentration 
	component = { id = 6243 name = TECH_CMP_LD_24_3_NAME type = large_unit_focus difficulty = 7 }
	# Air Reconnaissance 
	component = { id = 6244 name = TECH_CMP_LD_24_4_NAME type = combined_arms_focus difficulty = 6 }
	# Night Combat Training
	component = { id = 6245 name = TECH_CMP_LD_24_5_NAME type = technical_efficiency difficulty = 7 }

	required = { 6220 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = { 
		command = { type = task_efficiency which = attack value = 0.01 }
		command = { type = task_efficiency which = support_attack value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.05 }
		command = { type = ambush value = 0.5 }
		command = { type = breakthrough value = 1 }
		command = { type = encirclement value = 1 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }

		command = { type = max_organization which = infantry value = 0.5 }
		command = { type = max_organization which = cavalry value = 1.0 }
		command = { type = max_organization which = motorized value = 1.0 }
		command = { type = max_organization which = mechanized value = 1.5 }
		command = { type = max_organization which = light_armor value = 1.5 }
		command = { type = max_organization which = armor value = 1.5 }
		command = { type = max_organization which = paratrooper value = 1.0 }
		command = { type = max_organization which = marine value = 0.5 }
		command = { type = max_organization which = bergsjaeger value = 0.5 }
		command = { type = max_organization which = garrison value = 0.5 }
		command = { type = max_organization which = hq value = 1.0 }
		command = { type = max_organization which = militia value = 0.5 }

		command = { type = morale which = infantry value = 0.5 }
		command = { type = morale which = cavalry value = 1.0 }
		command = { type = morale which = motorized value = 1.0 }
		command = { type = morale which = mechanized value = 1.5 }
		command = { type = morale which = light_armor value = 1.5 }
		command = { type = morale which = armor value = 1.5 }
		command = { type = morale which = paratrooper value = 1.0 }
		command = { type = morale which = marine value = 0.5 }
		command = { type = morale which = bergsjaeger value = 0.5 }
		command = { type = morale which = garrison value = 0.5 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 0.5 }
	}
}

# 1945 Assualt Concentration Doctrine
application = {
	id = 6250
	name = TECH_APP_LD_25_NAME
	desc = TECH_APP_LD_25_DESC
	position = { x = 292 y = 174 }
	year = 1945

	component = { id = 6251 name = TECH_CMP_LD_25_1_NAME type = training difficulty = 7 }
	component = { id = 6252 name = TECH_CMP_LD_25_2_NAME type = centralized_execution difficulty = 6 }
	component = { id = 6253 name = TECH_CMP_LD_25_3_NAME type = large_unit_focus difficulty = 7 }
	component = { id = 6254 name = TECH_CMP_LD_25_4_NAME type = infantry_focus difficulty = 6 }
	component = { id = 6255 name = TECH_CMP_LD_25_5_NAME type = artillery difficulty = 7 }

	required = { 6230 }

	effects = { 
		command = { type = task_efficiency which = attack value = 0.01 }
		command = { type = task_efficiency which = support_attack value = 0.01 }

		command = { type = sce_frequency value = 0.0125 }
		command = { type = ambush value = 1.0 }
		command = { type = assault value = 1.0 }
		command = { type = breakthrough value = 0.5 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }

		command = { type = max_organization which = infantry value = 2.0 }
		command = { type = max_organization which = cavalry value = 1.5 }
		command = { type = max_organization which = motorized value = 1.5 }
		command = { type = max_organization which = mechanized value = 1.0 }
		command = { type = max_organization which = light_armor value = 1.0 }
		command = { type = max_organization which = armor value = 1.0 }
		command = { type = max_organization which = paratrooper value = 1.5 }
		command = { type = max_organization which = marine value = 2.0 }
		command = { type = max_organization which = bergsjaeger value = 2.0 }
		command = { type = max_organization which = garrison value = 1.5 }
		command = { type = max_organization which = hq value = 2.0 }
		command = { type = max_organization which = militia value = 1.75 }

		command = { type = morale which = infantry value = 1.25 }
		command = { type = morale which = cavalry value = 0.75 }
		command = { type = morale which = motorized value = 0.75 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = paratrooper value = 0.75 }
		command = { type = morale which = marine value = 1.25 }
		command = { type = morale which = bergsjaeger value = 1.25 }
		command = { type = morale which = garrison value = 0.75 }
		command = { type = morale which = hq value = 1.25 }
		command = { type = morale which = militia value = 1.0 }
	}
}

# 1947 Offensive Doctrine
application = {
	id = 6260
	name = TECH_APP_LD_26_NAME
	desc = TECH_APP_LD_26_DESC
	position = { x = 432 y = 174 }
	year = 1947

	component = { id = 6261 name = TECH_CMP_LD_26_1_NAME type = training difficulty = 7 }
	component = { id = 6262 name = TECH_CMP_LD_26_2_NAME type = decentralized_execution difficulty = 6 }
	component = { id = 6263 name = TECH_CMP_LD_26_3_NAME type = large_unit_focus difficulty = 7 }
	component = { id = 6264 name = TECH_CMP_LD_26_4_NAME type = combined_arms_focus difficulty = 6 }
	component = { id = 6265 name = TECH_CMP_LD_26_5_NAME type = technical_efficiency difficulty = 7 }

	required = { 6240 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = { 
		command = { type = task_efficiency which = attack value = 0.01 }
		command = { type = task_efficiency which = support_attack value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.05 }
		command = { type = ambush value = 0.5 }
		command = { type = breakthrough value = 1 }
		command = { type = encirclement value = 1 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }

		command = { type = max_organization which = infantry value = 0.5 }
		command = { type = max_organization which = cavalry value = 1.0 }
		command = { type = max_organization which = motorized value = 1.0 }
		command = { type = max_organization which = mechanized value = 1.5 }
		command = { type = max_organization which = light_armor value = 1.5 }
		command = { type = max_organization which = armor value = 1.5 }
		command = { type = max_organization which = paratrooper value = 1.0 }
		command = { type = max_organization which = marine value = 0.5 }
		command = { type = max_organization which = bergsjaeger value = 0.5 }
		command = { type = max_organization which = garrison value = 0.5 }
		command = { type = max_organization which = hq value = 1.0 }
		command = { type = max_organization which = militia value = 0.5 }

		command = { type = morale which = infantry value = 0.5 }
		command = { type = morale which = cavalry value = 1.0 }
		command = { type = morale which = motorized value = 1.0 }
		command = { type = morale which = mechanized value = 1.5 }
		command = { type = morale which = light_armor value = 1.5 }
		command = { type = morale which = armor value = 1.5 }
		command = { type = morale which = paratrooper value = 1.0 }
		command = { type = morale which = marine value = 0.5 }
		command = { type = morale which = bergsjaeger value = 0.5 }
		command = { type = morale which = garrison value = 0.5 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 0.5 }
	}
}

# 1949 Offensive Doctrine
application = {
	id = 6270
	name = TECH_APP_LD_27_NAME
	desc = TECH_APP_LD_27_DESC
	position = { x = 292 y = 194 }
	year = 1949

	component = { id = 6271 name = TECH_CMP_LD_27_1_NAME type = training difficulty = 8 }
	component = { id = 6272 name = TECH_CMP_LD_27_2_NAME type = centralized_execution difficulty = 7 }
	component = { id = 6273 name = TECH_CMP_LD_27_3_NAME type = large_unit_focus difficulty = 8 }
	component = { id = 6274 name = TECH_CMP_LD_27_4_NAME type = infantry_focus difficulty = 7 }
	component = { id = 6275 name = TECH_CMP_LD_27_5_NAME type = artillery difficulty = 8 }

	required = { 6250 }

	effects = { 
		command = { type = task_efficiency which = attack value = 0.01 }
		command = { type = task_efficiency which = support_attack value = 0.01 }

		command = { type = sce_frequency value = 0.0125 }
		command = { type = ambush value = 1.0 }
		command = { type = assault value = 1.0 }
		command = { type = breakthrough value = 0.5 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }

		command = { type = max_organization which = infantry value = 2.0 }
		command = { type = max_organization which = cavalry value = 1.5 }
		command = { type = max_organization which = motorized value = 1.5 }
		command = { type = max_organization which = mechanized value = 1.0 }
		command = { type = max_organization which = light_armor value = 1.0 }
		command = { type = max_organization which = armor value = 1.0 }
		command = { type = max_organization which = paratrooper value = 1.5 }
		command = { type = max_organization which = marine value = 2.0 }
		command = { type = max_organization which = bergsjaeger value = 2.0 }
		command = { type = max_organization which = garrison value = 1.5 }
		command = { type = max_organization which = hq value = 2.0 }
		command = { type = max_organization which = militia value = 1.75 }

		command = { type = morale which = infantry value = 1.25 }
		command = { type = morale which = cavalry value = 0.75 }
		command = { type = morale which = motorized value = 0.75 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = paratrooper value = 0.75 }
		command = { type = morale which = marine value = 1.25 }
		command = { type = morale which = bergsjaeger value = 1.25 }
		command = { type = morale which = garrison value = 0.75 }
		command = { type = morale which = hq value = 1.25 }
		command = { type = morale which = militia value = 1.0 }
	}
}

# 1951 Offensive Doctrine
application = {
	id = 6280
	name = TECH_APP_LD_28_NAME
	desc = TECH_APP_LD_28_DESC
	position = { x = 432 y = 194 }
	year = 1951

	component = { id = 6281 name = TECH_CMP_LD_28_1_NAME type = training difficulty = 8 }
	component = { id = 6282 name = TECH_CMP_LD_28_2_NAME type = decentralized_execution difficulty = 7 }
	component = { id = 6283 name = TECH_CMP_LD_28_3_NAME type = large_unit_focus difficulty = 8 }
	component = { id = 6284 name = TECH_CMP_LD_28_4_NAME type = combined_arms_focus difficulty = 7 }
	component = { id = 6285 name = TECH_CMP_LD_28_5_NAME type = technical_efficiency difficulty = 8 }

	required = { 6260 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = { 
		command = { type = task_efficiency which = attack value = 0.01 }
		command = { type = task_efficiency which = support_attack value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.05 }
		command = { type = ambush value = 0.5 }
		command = { type = breakthrough value = 1 }
		command = { type = encirclement value = 1 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }

		command = { type = max_organization which = infantry value = 0.5 }
		command = { type = max_organization which = cavalry value = 1.0 }
		command = { type = max_organization which = motorized value = 1.0 }
		command = { type = max_organization which = mechanized value = 1.5 }
		command = { type = max_organization which = light_armor value = 1.5 }
		command = { type = max_organization which = armor value = 1.5 }
		command = { type = max_organization which = paratrooper value = 1.0 }
		command = { type = max_organization which = marine value = 0.5 }
		command = { type = max_organization which = bergsjaeger value = 0.5 }
		command = { type = max_organization which = garrison value = 0.5 }
		command = { type = max_organization which = hq value = 1.0 }
		command = { type = max_organization which = militia value = 0.5 }

		command = { type = morale which = infantry value = 0.5 }
		command = { type = morale which = cavalry value = 1.0 }
		command = { type = morale which = motorized value = 1.0 }
		command = { type = morale which = mechanized value = 1.5 }
		command = { type = morale which = light_armor value = 1.5 }
		command = { type = morale which = armor value = 1.5 }
		command = { type = morale which = paratrooper value = 1.0 }
		command = { type = morale which = marine value = 0.5 }
		command = { type = morale which = bergsjaeger value = 0.5 }
		command = { type = morale which = garrison value = 0.5 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 0.5 }
	}
}

# #############################################
# Defensive Doctrine # 6300-6380 ##############
# #############################################

# 1934 Defensive Focus
application = {
	id = 6300
	name = TECH_APP_LD_30_NAME
	desc = TECH_APP_LD_30_DESC
	position = { x = 82 y = 114 }
	year = 1934

	# Organic divisional artillery
	component = { id = 6301 name = TECH_CMP_LD_30_1_NAME type = training difficulty = 6 double_time = yes }
	# Fast Trench-building
	component = { id = 6302 name = TECH_CMP_LD_30_2_NAME type = centralized_execution difficulty = 5 double_time = yes }
	# Stringent Hierarchy
	component = { id = 6303 name = TECH_CMP_LD_30_3_NAME type = infantry_focus difficulty = 6 double_time = yes }
	# Defend-every-inch Mentality
	component = { id = 6304 name = TECH_CMP_LD_30_4_NAME type = artillery difficulty = 5 double_time = yes }
	# Static machine gun use
	component = { id = 6305 name = TECH_CMP_LD_30_5_NAME type = infantry_focus difficulty = 6 double_time = yes }

	required = { }

	effects = {
		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }

		command = { type = allow_dig_in }

		command = { type = sce_frequency value = 0.0125 }
		command = { type = counterattack value = 1 }
		command = { type = delay value = 1.5 }

		command = { type = max_organization which = infantry value = 1.75 }
		command = { type = max_organization which = cavalry value = 1.25 }
		command = { type = max_organization which = motorized value = 1.25 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = paratrooper value = 1.25 }
		command = { type = max_organization which = marine value = 2.25 }
		command = { type = max_organization which = bergsjaeger value = 2.25 }
		command = { type = max_organization which = garrison value = 1.25 }
		command = { type = max_organization which = hq value = 0.75 }
		command = { type = max_organization which = militia value = 1.5 }

		command = { type = morale which = infantry value = 0.75 }
		command = { type = morale which = cavalry value = 0.5 }
		command = { type = morale which = motorized value = 0.5 }
		command = { type = morale which = paratrooper value = 0.5 }
		command = { type = morale which = marine value = 1.0 }
		command = { type = morale which = bergsjaeger value = 1.0 }
		command = { type = morale which = garrison value = 0.5 }
		command = { type = morale which = hq value = 0.25 }
		command = { type = morale which = militia value = 0.5 }
	}
}

# 1936 Preplanned Defense Doctrine
application = {
	id = 6310
	name = TECH_APP_LD_31_NAME
	desc = TECH_APP_LD_31_DESC
	position = { x = 12 y = 134 }
	year = 1936

	# Multiple Bunker-lines
	component = { id = 6311 name = TECH_CMP_LD_31_1_NAME type = training difficulty = 6 }
	# Layered minefields
	component = { id = 6312 name = TECH_CMP_LD_31_2_NAME type = centralized_execution difficulty = 5 }
	# Strongpoint-mentality
	component = { id = 6313 name = TECH_CMP_LD_31_3_NAME type = infantry_focus difficulty = 6 }
	# Tunnel complex
	component = { id = 6314 name = TECH_CMP_LD_31_4_NAME type = artillery difficulty = 5 }
	# Local reserves
	component = { id = 6315 name = TECH_CMP_LD_31_5_NAME type = large_unit_tactics difficulty = 6 }

	required = { 6300 }

	effects = {
		command = { type = building_prod_mod which = land_fort value = 3 }
		command = { type = building_prod_mod which = coastal_fort value = 3 }

		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }

		command = { type = sce_frequency value = 0.0125 }
		command = { type = counterattack value = 1 }
		command = { type = delay value = 1 }

		command = { type = max_organization which = infantry value = 2.5 }
		command = { type = max_organization which = cavalry value = 2.0 }
		command = { type = max_organization which = motorized value = 2.0 }
		command = { type = max_organization which = mechanized value = 1.5 }
		command = { type = max_organization which = light_armor value = 1.5 }
		command = { type = max_organization which = armor value = 1.5 }
		command = { type = max_organization which = paratrooper value = 2.0 }
		command = { type = max_organization which = marine value = 2.5 }
		command = { type = max_organization which = bergsjaeger value = 2.5 }
		command = { type = max_organization which = garrison value = 2.0 }
		command = { type = max_organization which = hq value = 2.0 }
		command = { type = max_organization which = militia value = 2.25 }

		command = { type = morale which = infantry value = 1.5 }
		command = { type = morale which = cavalry value = 1.0 }
		command = { type = morale which = motorized value = 1.0 }
		command = { type = morale which = mechanized value = 0.5 }
		command = { type = morale which = light_armor value = 0.5 }
		command = { type = morale which = armor value = 0.5 }
		command = { type = morale which = paratrooper value = 1.0 }
		command = { type = morale which = marine value = 1.5 }
		command = { type = morale which = bergsjaeger value = 1.5 }
		command = { type = morale which = garrison value = 1.0 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 1.25 }
	}
}

# 1938 Delay Doctrine
application = {
	id = 6320
	name = TECH_APP_LD_32_NAME
	desc = TECH_APP_LD_32_DESC
	position = { x = 152 y = 134 }
	year = 1938

	# Mobile Operational Deployments
	component = { id = 6321 name = TECH_CMP_LD_32_1_NAME type = training difficulty = 6 }
	# Local Reserves
	component = { id = 6322 name = TECH_CMP_LD_32_2_NAME type = decentralized_execution difficulty = 5 }
	# Reverse slope defence emphasis
	component = { id = 6323 name = TECH_CMP_LD_32_3_NAME type = infantry_focus difficulty = 6 }
	# Multiple pre-planned artillery targets
	component = { id = 6324 name = TECH_CMP_LD_32_4_NAME type = technical_efficiency difficulty = 5 }
	# Emphasis on NCO initiative
	component = { id = 6325 name = TECH_CMP_LD_32_5_NAME type = small_unit_tactics difficulty = 6 }

	required = { 6300 }

	effects = {
		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }

		command = { type = sce_frequency value = 0.0375 }
		command = { type = delay value = 1.5 }
		command = { type = tactical_withdrawal value = 0.5 }

		command = { type = max_organization which = infantry value = 0.75 }
		command = { type = max_organization which = cavalry value = 0.75 }
		command = { type = max_organization which = motorized value = 0.75 }
		command = { type = max_organization which = mechanized value = 0.75 }
		command = { type = max_organization which = light_armor value = 0.75 }
		command = { type = max_organization which = armor value = 0.75 }
		command = { type = max_organization which = paratrooper value = 0.75 }
		command = { type = max_organization which = marine value = 1.25 }
		command = { type = max_organization which = bergsjaeger value = 1.25 }
		command = { type = max_organization which = garrison value = 0.75 }
		command = { type = max_organization which = hq value = 0.25 }
		command = { type = max_organization which = militia value = 0.75 }

		command = { type = morale which = infantry value = 1.5 }
		command = { type = morale which = cavalry value = 1.5 }
		command = { type = morale which = motorized value = 1.5 }
		command = { type = morale which = mechanized value = 1.5 }
		command = { type = morale which = light_armor value = 1.5 }
		command = { type = morale which = armor value = 1.5 }
		command = { type = morale which = paratrooper value = 1.5 }
		command = { type = morale which = marine value = 2.0 }
		command = { type = morale which = bergsjaeger value = 2.0 }
		command = { type = morale which = garrison value = 1.5 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 1.5 }
	}
}

# 1940 Pocket Defense Doctrine
application = {
	id = 6330
	name = TECH_APP_LD_33_NAME
	desc = TECH_APP_LD_33_DESC
	position = { x = 12 y = 154 }
	year = 1940

	# Artillery groups
	component = { id = 6331 name = TECH_CMP_LD_33_1_NAME type = training difficulty = 7 }
	# All-around defence
	component = { id = 6332 name = TECH_CMP_LD_33_2_NAME type = centralized_execution difficulty = 6 }
	# Detailed army command planning
	component = { id = 6333 name = TECH_CMP_LD_33_3_NAME type = infantry_focus difficulty = 7 }
	# Collective responsibility mentality
	component = { id = 6334 name = TECH_CMP_LD_33_4_NAME type = artillery difficulty = 6 }
	# Static machine guns
	component = { id = 6335 name = TECH_CMP_LD_33_5_NAME type = large_unit_tactics difficulty = 7 }

	required = { 6310 }

	effects = {
		command = { type = building_prod_mod which = land_fort value = 3 }
		command = { type = building_prod_mod which = coastal_fort value = 3 }

		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }

		command = { type = sce_frequency value = 0.0125 }
		command = { type = counterattack value = 1 }
		command = { type = delay value = 1 }

		command = { type = max_organization which = infantry value = 2.5 }
		command = { type = max_organization which = cavalry value = 2.0 }
		command = { type = max_organization which = motorized value = 2.0 }
		command = { type = max_organization which = mechanized value = 1.5 }
		command = { type = max_organization which = light_armor value = 1.5 }
		command = { type = max_organization which = armor value = 1.5 }
		command = { type = max_organization which = paratrooper value = 2.0 }
		command = { type = max_organization which = marine value = 2.5 }
		command = { type = max_organization which = bergsjaeger value = 2.5 }
		command = { type = max_organization which = garrison value = 2.0 }
		command = { type = max_organization which = hq value = 2.0 }
		command = { type = max_organization which = militia value = 2.25 }

		command = { type = morale which = infantry value = 1.5 }
		command = { type = morale which = cavalry value = 1.0 }
		command = { type = morale which = motorized value = 1.0 }
		command = { type = morale which = mechanized value = 0.5 }
		command = { type = morale which = light_armor value = 0.5 }
		command = { type = morale which = armor value = 0.5 }
		command = { type = morale which = paratrooper value = 1.0 }
		command = { type = morale which = marine value = 1.5 }
		command = { type = morale which = bergsjaeger value = 1.5 }
		command = { type = morale which = garrison value = 1.0 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 1.25 }
	}
}

# 1942 Evasive Defense Doctrine
application = {
	id = 6340
	name = TECH_APP_LD_34_NAME
	desc = TECH_APP_LD_34_DESC
	position = { x = 152 y = 154 }
	year = 1942

	# Mobile Operational Deployments
	component = { id = 6341 name = TECH_CMP_LD_34_1_NAME type = training difficulty = 7 }
	# Local Reserves
	component = { id = 6342 name = TECH_CMP_LD_34_2_NAME type = decentralized_execution difficulty = 6 }
	# Reverse slope defence emphasis
	component = { id = 6343 name = TECH_CMP_LD_34_3_NAME type = infantry_focus difficulty = 7 }
	# Multiple pre-planned artillery targets
	component = { id = 6344 name = TECH_CMP_LD_34_4_NAME type = technical_efficiency difficulty = 6 }
	# Emphasis on NCO initiative
	component = { id = 6345 name = TECH_CMP_LD_34_5_NAME type = small_unit_tactics difficulty = 7 }

	required = { 6320 }

	effects = {
		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }

		command = { type = sce_frequency value = 0.0375 }
		command = { type = delay value = 1.5 }
		command = { type = tactical_withdrawal value = 0.5 }

		command = { type = max_organization which = infantry value = 0.75 }
		command = { type = max_organization which = cavalry value = 0.75 }
		command = { type = max_organization which = motorized value = 0.75 }
		command = { type = max_organization which = mechanized value = 0.75 }
		command = { type = max_organization which = light_armor value = 0.75 }
		command = { type = max_organization which = armor value = 0.75 }
		command = { type = max_organization which = paratrooper value = 0.75 }
		command = { type = max_organization which = marine value = 1.25 }
		command = { type = max_organization which = bergsjaeger value = 1.25 }
		command = { type = max_organization which = garrison value = 0.75 }
		command = { type = max_organization which = hq value = 0.25 }
		command = { type = max_organization which = militia value = 0.75 }

		command = { type = morale which = infantry value = 1.5 }
		command = { type = morale which = cavalry value = 1.5 }
		command = { type = morale which = motorized value = 1.5 }
		command = { type = morale which = mechanized value = 1.5 }
		command = { type = morale which = light_armor value = 1.5 }
		command = { type = morale which = armor value = 1.5 }
		command = { type = morale which = paratrooper value = 1.5 }
		command = { type = morale which = marine value = 2.0 }
		command = { type = morale which = bergsjaeger value = 2.0 }
		command = { type = morale which = garrison value = 1.5 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 1.5 }
	}
}

# 1944 Multi-Belt Front Doctrine
application = {
	id = 6350
	name = TECH_APP_LD_35_NAME
	desc = TECH_APP_LD_35_DESC
	position = { x = 12 y = 174 }
	year = 1944

	# Counterpreparating artillery fire
	component = { id = 6351 name = TECH_CMP_LD_35_1_NAME type = training difficulty = 7 }
	# Anti-tank gun fronts
	component = { id = 6352 name = TECH_CMP_LD_35_2_NAME type = centralized_execution difficulty = 6 }
	# Army reserves 
	component = { id = 6353 name = TECH_CMP_LD_35_3_NAME type = infantry_focus difficulty = 7 }
	# Layered minefields 
	component = { id = 6354 name = TECH_CMP_LD_35_4_NAME type = artillery difficulty = 6 }
	# Large formation camouflage 
	component = { id = 6355 name = TECH_CMP_LD_35_5_NAME type = large_unit_tactics difficulty = 7 }

	required = { 6330 }

	effects = {
		command = { type = building_prod_mod which = land_fort value = 3 }
		command = { type = building_prod_mod which = coastal_fort value = 3 }

		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }

		command = { type = sce_frequency value = 0.0125 }
		command = { type = counterattack value = 1 }
		command = { type = delay value = 1 }

		command = { type = max_organization which = infantry value = 2.5 }
		command = { type = max_organization which = cavalry value = 2.0 }
		command = { type = max_organization which = motorized value = 2.0 }
		command = { type = max_organization which = mechanized value = 1.5 }
		command = { type = max_organization which = light_armor value = 1.5 }
		command = { type = max_organization which = armor value = 1.5 }
		command = { type = max_organization which = paratrooper value = 2.0 }
		command = { type = max_organization which = marine value = 2.5 }
		command = { type = max_organization which = bergsjaeger value = 2.5 }
		command = { type = max_organization which = garrison value = 2.0 }
		command = { type = max_organization which = hq value = 2.0 }
		command = { type = max_organization which = militia value = 2.25 }

		command = { type = morale which = infantry value = 1.5 }
		command = { type = morale which = cavalry value = 1.0 }
		command = { type = morale which = motorized value = 1.0 }
		command = { type = morale which = mechanized value = 0.5 }
		command = { type = morale which = light_armor value = 0.5 }
		command = { type = morale which = armor value = 0.5 }
		command = { type = morale which = paratrooper value = 1.0 }
		command = { type = morale which = marine value = 1.5 }
		command = { type = morale which = bergsjaeger value = 1.5 }
		command = { type = morale which = garrison value = 1.0 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 1.25 }
	}
}

# 1946 Mobile Defense Doctrine
application = {
	id = 6360
	name = TECH_APP_LD_36_NAME
	desc = TECH_APP_LD_36_DESC
	position = { x = 152 y = 174 }
	year = 1946

	# Mobile Operational Deployments
	component = { id = 6361 name = TECH_CMP_LD_36_1_NAME type = training difficulty = 7 }
	# Local Reserves
	component = { id = 6362 name = TECH_CMP_LD_36_2_NAME type = decentralized_execution difficulty = 6 }
	# Reverse-Slope Defence Emphasis
	component = { id = 6363 name = TECH_CMP_LD_36_3_NAME type = infantry_focus difficulty = 7 }
	# Multiple Pre-Planned Artillery Targets
	component = { id = 6364 name = TECH_CMP_LD_36_4_NAME type = technical_efficiency difficulty = 6 }
	# Tactical Unit Focus - Infantry Squad
	component = { id = 6365 name = TECH_CMP_LD_36_5_NAME type = small_unit_tactics difficulty = 7 }

	required = { 6340 }

	effects = {
		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }

		command = { type = sce_frequency value = 0.0375 }
		command = { type = delay value = 1.5 }
		command = { type = tactical_withdrawal value = 0.5 }

		command = { type = max_organization which = infantry value = 0.75 }
		command = { type = max_organization which = cavalry value = 0.75 }
		command = { type = max_organization which = motorized value = 0.75 }
		command = { type = max_organization which = mechanized value = 0.75 }
		command = { type = max_organization which = light_armor value = 0.75 }
		command = { type = max_organization which = armor value = 0.75 }
		command = { type = max_organization which = paratrooper value = 0.75 }
		command = { type = max_organization which = marine value = 1.25 }
		command = { type = max_organization which = bergsjaeger value = 1.25 }
		command = { type = max_organization which = garrison value = 0.75 }
		command = { type = max_organization which = hq value = 0.25 }
		command = { type = max_organization which = militia value = 0.75 }

		command = { type = morale which = infantry value = 1.5 }
		command = { type = morale which = cavalry value = 1.5 }
		command = { type = morale which = motorized value = 1.5 }
		command = { type = morale which = mechanized value = 1.5 }
		command = { type = morale which = light_armor value = 1.5 }
		command = { type = morale which = armor value = 1.5 }
		command = { type = morale which = paratrooper value = 1.5 }
		command = { type = morale which = marine value = 2.0 }
		command = { type = morale which = bergsjaeger value = 2.0 }
		command = { type = morale which = garrison value = 1.5 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 1.5 }
	}
}

# 1948 Defense in Depth
application = {
	id = 6370
	name = TECH_APP_LD_37_NAME
	desc = TECH_APP_LD_37_DESC
	position = { x = 12 y = 194 }
	year = 1948

	# Counterpreparating artillery fire
	component = { id = 6371 name = TECH_CMP_LD_37_1_NAME type = training difficulty = 8 }
	# Anti-tank gun fronts
	component = { id = 6372 name = TECH_CMP_LD_37_2_NAME type = centralized_execution difficulty = 7 }
	# Army reserves 
	component = { id = 6373 name = TECH_CMP_LD_37_3_NAME type = infantry_focus difficulty = 8 }
	# Layered minefields 
	component = { id = 6374 name = TECH_CMP_LD_37_4_NAME type = artillery difficulty = 7 }
	# Large formation camouflage 
	component = { id = 6375 name = TECH_CMP_LD_37_5_NAME type = large_unit_tactics difficulty = 8 }

	required = { 6350 }

	effects = {
		command = { type = building_prod_mod which = land_fort value = 3 }
		command = { type = building_prod_mod which = coastal_fort value = 3 }

		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }

		command = { type = sce_frequency value = 0.0125 }
		command = { type = counterattack value = 1 }
		command = { type = delay value = 1 }

		command = { type = max_organization which = infantry value = 2.5 }
		command = { type = max_organization which = cavalry value = 2.0 }
		command = { type = max_organization which = motorized value = 2.0 }
		command = { type = max_organization which = mechanized value = 1.5 }
		command = { type = max_organization which = light_armor value = 1.5 }
		command = { type = max_organization which = armor value = 1.5 }
		command = { type = max_organization which = paratrooper value = 2.0 }
		command = { type = max_organization which = marine value = 2.5 }
		command = { type = max_organization which = bergsjaeger value = 2.5 }
		command = { type = max_organization which = garrison value = 2.0 }
		command = { type = max_organization which = hq value = 2.0 }
		command = { type = max_organization which = militia value = 2.25 }

		command = { type = morale which = infantry value = 1.5 }
		command = { type = morale which = cavalry value = 1.0 }
		command = { type = morale which = motorized value = 1.0 }
		command = { type = morale which = mechanized value = 0.5 }
		command = { type = morale which = light_armor value = 0.5 }
		command = { type = morale which = armor value = 0.5 }
		command = { type = morale which = paratrooper value = 1.0 }
		command = { type = morale which = marine value = 1.5 }
		command = { type = morale which = bergsjaeger value = 1.5 }
		command = { type = morale which = garrison value = 1.0 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 1.25 }
	}
}

# 1950 Elastic Defense Doctrine
application = {
	id = 6380
	name = TECH_APP_LD_38_NAME
	desc = TECH_APP_LD_38_DESC
	position = { x = 152 y = 194 }
	year = 1950

	# Mobile reserves
	component = { id = 6381 name = TECH_CMP_LD_38_1_NAME type = training difficulty = 8 }
	# Armoured Role - Counterattack
	component = { id = 6382 name = TECH_CMP_LD_38_2_NAME type = decentralized_execution difficulty = 7 }
	# Local Commands
	component = { id = 6383 name = TECH_CMP_LD_38_3_NAME type = infantry_focus difficulty = 8 }
	# Nuisanse minefields
	component = { id = 6384 name = TECH_CMP_LD_38_4_NAME type = technical_efficiency difficulty = 7 }
	# Squad Anti-Tank Tactics
	component = { id = 6385 name = TECH_CMP_LD_38_5_NAME type = small_unit_tactics difficulty = 8 }

	required = { 6360 }

	effects = {
		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }

		command = { type = sce_frequency value = 0.0375 }
		command = { type = delay value = 1.5 }
		command = { type = tactical_withdrawal value = 0.5 }

		command = { type = max_organization which = infantry value = 0.75 }
		command = { type = max_organization which = cavalry value = 0.75 }
		command = { type = max_organization which = motorized value = 0.75 }
		command = { type = max_organization which = mechanized value = 0.75 }
		command = { type = max_organization which = light_armor value = 0.75 }
		command = { type = max_organization which = armor value = 0.75 }
		command = { type = max_organization which = paratrooper value = 0.75 }
		command = { type = max_organization which = marine value = 1.25 }
		command = { type = max_organization which = bergsjaeger value = 1.25 }
		command = { type = max_organization which = garrison value = 0.75 }
		command = { type = max_organization which = hq value = 0.25 }
		command = { type = max_organization which = militia value = 0.75 }

		command = { type = morale which = infantry value = 1.5 }
		command = { type = morale which = cavalry value = 1.5 }
		command = { type = morale which = motorized value = 1.5 }
		command = { type = morale which = mechanized value = 1.5 }
		command = { type = morale which = light_armor value = 1.5 }
		command = { type = morale which = armor value = 1.5 }
		command = { type = morale which = paratrooper value = 1.5 }
		command = { type = morale which = marine value = 2.0 }
		command = { type = morale which = bergsjaeger value = 2.0 }
		command = { type = morale which = garrison value = 1.5 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 1.5 }
	}
}

# #############################################
# Manuver Doctrine # 6400-6480 ################
# #############################################

# 1935 Mobility-Focus Doctrine
application = {
	id = 6400
	name = TECH_APP_LD_40_NAME
	desc = TECH_APP_LD_40_DESC
	position = { x = 362 y = 224 }
	year = 1935

	# Motorized Reconnaissance
	component = { id = 6401 name = TECH_CMP_LD_40_1_NAME type = training difficulty = 6 double_time = yes }
	# Basic infiltration tactics
	component = { id = 6402 name = TECH_CMP_LD_40_2_NAME type = decentralized_execution difficulty = 5 double_time = yes }
	# Shock tactics
	component = { id = 6403 name = TECH_CMP_LD_40_3_NAME type = combined_arms_focus difficulty = 6 double_time = yes }
	# NCO responsibility
	component = { id = 6404 name = TECH_CMP_LD_40_4_NAME type = technical_efficiency difficulty = 5 double_time = yes }
	# Manuever discipline
	component = { id = 6405 name = TECH_CMP_LD_40_5_NAME type = combined_arms_focus difficulty = 6 double_time = yes }

	required = { }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = {
		command = { type = task_efficiency which = support_attack value = 0.01 }
		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.01 }

		command = { type = sce_frequency value = 0.100 }
		command = { type = breakthrough value = 0.5 }
		command = { type = delay value = 0.25 }
		command = { type = encirclement value = 0.5 }
		command = { type = tactical_withdrawal value = 1.0 }

		command = { type = new_model which = hq value = 1 }
		command = { type = scrap_model which = hq value = 0 }

		command = { type = activate_unit_type which = b_u4 } # Towed Heavy Artillery Regiment

		command = { type = new_model which = b_u9 value = 1 } # Construction Engineer
		command = { type = scrap_model which = b_u9 value = 0 }

		command = { type = max_organization which = cavalry value = 1.0 }
		command = { type = max_organization which = motorized value = 1.0 }
		command = { type = max_organization which = mechanized value = 1.25 }
		command = { type = max_organization which = light_armor value = 1.25 }
		command = { type = max_organization which = armor value = 1.25 }
		command = { type = max_organization which = paratrooper value = 1.0 }

		command = { type = morale which = cavalry value = 1.0 }
		command = { type = morale which = motorized value = 1.0 }
		command = { type = morale which = mechanized value = 1.25 }
		command = { type = morale which = light_armor value = 1.25 }
		command = { type = morale which = armor value = 1.25 }
		command = { type = morale which = paratrooper value = 1.0 }
	}
}

# 1937 Schwerpunkt Doctrine
application = {
	id = 6410
	name = TECH_APP_LD_41_NAME
	desc = TECH_APP_LD_41_DESC
	position = { x = 292 y = 244 }
	year = 1937

	# Decentralized Field Artillery
	component = { id = 6411 name = TECH_CMP_LD_41_1_NAME type = training difficulty = 6 }
	# Dedicated Air Support
	component = { id = 6412 name = TECH_CMP_LD_41_2_NAME type = decentralized_execution difficulty = 5 }
	# Mobile Forward Elements
	component = { id = 6413 name = TECH_CMP_LD_41_3_NAME type = combined_arms_focus difficulty = 6 }
	# Assault Detachments
	component = { id = 6414 name = TECH_CMP_LD_41_4_NAME type = technical_efficiency difficulty = 5 }
	# Infantry-Armour Coordination Training
	component = { id = 6415 name = TECH_CMP_LD_41_5_NAME type = small_unit_tactics difficulty = 6 }

	required = { 6400 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = {
		command = { type = task_efficiency which = support_attack value = 0.01 }
		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.075 } 
		command = { type = ambush value = 0.25 }
		command = { type = breakthrough value = 0.25 }
		command = { type = delay value = 0.25 }
		command = { type = encirclement value = 0.5 }
		command = { type = tactical_withdrawal value = 0.75 }

		command = { type = max_organization which = cavalry value = 0.75 }
		command = { type = max_organization which = motorized value = 0.75 }
		command = { type = max_organization which = mechanized value = 1.0 }
		command = { type = max_organization which = light_armor value = 1.0 }
		command = { type = max_organization which = armor value = 1.0 }
		command = { type = max_organization which = paratrooper value = 0.75 }

		command = { type = morale which = infantry value = 1.0 }
		command = { type = morale which = cavalry value = 1.5 }
		command = { type = morale which = motorized value = 1.5 }
		command = { type = morale which = mechanized value = 2.0 }
		command = { type = morale which = light_armor value = 2.0 }
		command = { type = morale which = armor value = 2.0 }
		command = { type = morale which = paratrooper value = 1.5 }
		command = { type = morale which = marine value = 1.0 }
		command = { type = morale which = bergsjaeger value = 1.0 }
		command = { type = morale which = garrison value = 1.0 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 1.0 }
	}
}

# 1939 Mobile Mechanization Doctrine
application = {
	id = 6420
	name = TECH_APP_LD_42_NAME
	desc = TECH_APP_LD_42_DESC
	position = { x = 432 y = 244 }
	year = 1939

	# Armour Advocates
	component = { id = 6421 name = TECH_CMP_LD_42_1_NAME type = training difficulty = 6 }
	# Experimental Mechanized Unit
	component = { id = 6422 name = TECH_CMP_LD_42_2_NAME type = centralized_execution difficulty = 5 }
	# Armoured Corps
	component = { id = 6423 name = TECH_CMP_LD_42_3_NAME type = combined_arms_focus difficulty = 6 }
	# Armoured Support combat focus
	component = { id = 6424 name = TECH_CMP_LD_42_4_NAME type = technical_efficiency difficulty = 5 }
	# Tactical unit - Armoured Troop
	component = { id = 6425 name = TECH_CMP_LD_42_5_NAME type = large_unit_tactics difficulty = 6 }

	required = { 6400 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = {
		command = { type = task_efficiency which = support_attack value = 0.01 }
		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.0625 }
		command = { type = assault value = 0.25 }
		command = { type = breakthrough value = 0.25 }
		command = { type = counterattack value = 0.25 }
		command = { type = encirclement value = 0.25 }
		command = { type = tactical_withdrawal value = 0.75 }

		command = { type = new_model which = b_u9 value = 2 } # Construction Engineer
		command = { type = scrap_model which = b_u9 value = 1 }

		command = { type = max_organization which = infantry value = 1.0 }
		command = { type = max_organization which = cavalry value = 1.5 }
		command = { type = max_organization which = motorized value = 1.5 }
		command = { type = max_organization which = mechanized value = 2.0 }
		command = { type = max_organization which = light_armor value = 2.0 }
		command = { type = max_organization which = armor value = 2.0 }
		command = { type = max_organization which = paratrooper value = 1.5 }
		command = { type = max_organization which = marine value = 1.0 }
		command = { type = max_organization which = bergsjaeger value = 1.0 }
		command = { type = max_organization which = garrison value = 1.0 }
		command = { type = max_organization which = hq value = 1.0 }
		command = { type = max_organization which = militia value = 1.0 }

		command = { type = morale which = cavalry value = 0.5 }
		command = { type = morale which = motorized value = 0.5 }
		command = { type = morale which = mechanized value = 1.0 }
		command = { type = morale which = light_armor value = 1.0 }
		command = { type = morale which = armor value = 1.0 }
		command = { type = morale which = paratrooper value = 0.5 }
	}
}

# 1941 Blitzkrieg
application = {
	id = 6430
	name = TECH_APP_LD_43_NAME
	desc = TECH_APP_LD_43_DESC
	position = { x = 292 y = 264 }
	year = 1941

	# Armoured Role - Encirclement
	component = { id = 6431 name = TECH_CMP_LD_43_1_NAME type = training difficulty = 7 }
	# Forward Air Controllers
	component = { id = 6432 name = TECH_CMP_LD_43_2_NAME type = decentralized_execution difficulty = 6 }
	# Low Level Independent Commands
	component = { id = 6433 name = TECH_CMP_LD_43_3_NAME type = combined_arms_focus difficulty = 7 }
	# Combat Reconissance
	component = { id = 6434 name = TECH_CMP_LD_43_4_NAME type = technical_efficiency difficulty = 6 }
	# Tactical Unit Focus - Armoured Troop
	component = { id = 6435 name = TECH_CMP_LD_43_5_NAME type = small_unit_tactics difficulty = 7 }

	required = { 6410 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = {
		command = { type = task_efficiency which = support_attack value = 0.01 }
		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.075 }
		command = { type = ambush value = 0.25 }
		command = { type = breakthrough value = 0.25 }
		command = { type = delay value = 0.25 }
		command = { type = encirclement value = 0.5 }
		command = { type = tactical_withdrawal value = 0.75 }

		command = { type = max_organization which = cavalry value = 0.75 }
		command = { type = max_organization which = motorized value = 0.75 }
		command = { type = max_organization which = mechanized value = 1.0 }
		command = { type = max_organization which = light_armor value = 1.0 }
		command = { type = max_organization which = armor value = 1.0 }
		command = { type = max_organization which = paratrooper value = 0.75 }

		command = { type = morale which = infantry value = 1.0 }
		command = { type = morale which = cavalry value = 1.5 }
		command = { type = morale which = motorized value = 1.5 }
		command = { type = morale which = mechanized value = 2.0 }
		command = { type = morale which = light_armor value = 2.0 }
		command = { type = morale which = armor value = 2.0 }
		command = { type = morale which = paratrooper value = 1.5 }
		command = { type = morale which = marine value = 1.0 }
		command = { type = morale which = bergsjaeger value = 1.0 }
		command = { type = morale which = garrison value = 1.0 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 1.0 }
	}
}

# 1943 Breakthrough Priority Doctrine
application = {
	id = 6440
	name = TECH_APP_LD_44_NAME
	desc = TECH_APP_LD_44_DESC
	position = { x = 432 y = 264 }
	year = 1943

	# Bind enemy in depth-operations
	component = { id = 6441 name = TECH_CMP_LD_44_1_NAME type = training difficulty = 7 }
	# Counterattack disruption priority
	component = { id = 6442 name = TECH_CMP_LD_44_2_NAME type = centralized_execution difficulty = 6 }
	# Staff - Enemy assessment 
	component = { id = 6443 name = TECH_CMP_LD_44_3_NAME type = combined_arms_focus difficulty = 7 }
	# Strict formation coordination
	component = { id = 6444 name = TECH_CMP_LD_44_4_NAME type = technical_efficiency difficulty = 6 }
	# Prolonged endurance
	component = { id = 6445 name = TECH_CMP_LD_44_5_NAME type = large_unit_tactics difficulty = 7 }

	required = { 6420 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = {
		command = { type = task_efficiency which = support_attack value = 0.01 }
		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.0625 }
		command = { type = assault value = 0.25 }
		command = { type = breakthrough value = 0.25 }
		command = { type = counterattack value = 0.25 }
		command = { type = encirclement value = 0.25 }
		command = { type = tactical_withdrawal value = 0.75 }

		command = { type = new_model which = b_u9 value = 3 } # Construction Engineer
		command = { type = scrap_model which = b_u9 value = 2 }

		command = { type = max_organization which = infantry value = 1.0 }
		command = { type = max_organization which = cavalry value = 1.5 }
		command = { type = max_organization which = motorized value = 1.5 }
		command = { type = max_organization which = mechanized value = 2.0 }
		command = { type = max_organization which = light_armor value = 2.0 }
		command = { type = max_organization which = armor value = 2.0 }
		command = { type = max_organization which = paratrooper value = 1.5 }
		command = { type = max_organization which = marine value = 1.0 }
		command = { type = max_organization which = bergsjaeger value = 1.0 }
		command = { type = max_organization which = garrison value = 1.0 }
		command = { type = max_organization which = hq value = 1.0 }
		command = { type = max_organization which = militia value = 1.0 }

		command = { type = morale which = cavalry value = 0.5 }
		command = { type = morale which = motorized value = 0.5 }
		command = { type = morale which = mechanized value = 1.0 }
		command = { type = morale which = light_armor value = 1.0 }
		command = { type = morale which = armor value = 1.0 }
		command = { type = morale which = paratrooper value = 0.5 }
	}
}

# 1945 Envelopment Attack Focus
application = {
	id = 6450
	name = TECH_APP_LD_45_NAME
	desc = TECH_APP_LD_45_DESC
	position = { x = 292 y = 284 }
	year = 1945

	# Armour-Artillery Coordination
	component = { id = 6451 name = TECH_CMP_LD_45_1_NAME type = training difficulty = 7 }
	# Limited Objective Attacks
	component = { id = 6452 name = TECH_CMP_LD_45_2_NAME type = decentralized_execution difficulty = 6 }
	# Flexible Axis of Advance 
	component = { id = 6453 name = TECH_CMP_LD_45_3_NAME type = combined_arms_focus difficulty = 7 }
	# Air Reconnaissance 
	component = { id = 6454 name = TECH_CMP_LD_45_4_NAME type = technical_efficiency difficulty = 6 }
	# Night Combat Training
	component = { id = 6455 name = TECH_CMP_LD_45_5_NAME type = small_unit_tactics difficulty = 7 }

	required = { 6430 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = {
		command = { type = task_efficiency which = support_attack value = 0.01 }
		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.075 }
		command = { type = ambush value = 0.25 }
		command = { type = breakthrough value = 0.25 }
		command = { type = delay value = 0.25 }
		command = { type = encirclement value = 0.5 }
		command = { type = tactical_withdrawal value = 0.75 }

		command = { type = max_organization which = cavalry value = 0.75 }
		command = { type = max_organization which = motorized value = 0.75 }
		command = { type = max_organization which = mechanized value = 1.0 }
		command = { type = max_organization which = light_armor value = 1.0 }
		command = { type = max_organization which = armor value = 1.0 }
		command = { type = max_organization which = paratrooper value = 0.75 }

		command = { type = morale which = infantry value = 1.0 }
		command = { type = morale which = cavalry value = 1.5 }
		command = { type = morale which = motorized value = 1.5 }
		command = { type = morale which = mechanized value = 2.0 }
		command = { type = morale which = light_armor value = 2.0 }
		command = { type = morale which = armor value = 2.0 }
		command = { type = morale which = paratrooper value = 1.5 }
		command = { type = morale which = marine value = 1.0 }
		command = { type = morale which = bergsjaeger value = 1.0 }
		command = { type = morale which = garrison value = 1.0 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 1.0 }
	}
}

# 1947 Movement Speed Offensive Doctrine
application = {
	id = 6460
	name = TECH_APP_LD_46_NAME
	desc = TECH_APP_LD_46_DESC
	position = { x = 432 y = 284 }
	year = 1947

	# Airmobile combined-arms formations 
	component = { id = 6461 name = TECH_CMP_LD_46_1_NAME type = training difficulty = 7 }
	# Deep penetration raids
	component = { id = 6462 name = TECH_CMP_LD_46_2_NAME type = centralized_execution difficulty = 6 }
	# Multi-dimentional offensives
	component = { id = 6463 name = TECH_CMP_LD_46_3_NAME type = combined_arms_focus difficulty = 7 }
	# Specialized anti-recon detachments
	component = { id = 6464 name = TECH_CMP_LD_46_4_NAME type = technical_efficiency difficulty = 6 }
	# Camouflaged lines of departure
	component = { id = 6465 name = TECH_CMP_LD_46_5_NAME type = large_unit_tactics difficulty = 7 }

	required = { 6440 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = {
		command = { type = task_efficiency which = support_attack value = 0.01 }
		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.0625 }
		command = { type = assault value = 0.25 }
		command = { type = breakthrough value = 0.25 }
		command = { type = counterattack value = 0.25 }
		command = { type = encirclement value = 0.25 }
		command = { type = tactical_withdrawal value = 0.75 }

		command = { type = new_model which = b_u9 value = 4 } # Construction Engineer 
		command = { type = scrap_model which = b_u9 value = 3 }

		command = { type = max_organization which = infantry value = 1.0 }
		command = { type = max_organization which = cavalry value = 1.5 }
		command = { type = max_organization which = motorized value = 1.5 }
		command = { type = max_organization which = mechanized value = 2.0 }
		command = { type = max_organization which = light_armor value = 2.0 }
		command = { type = max_organization which = armor value = 2.0 }
		command = { type = max_organization which = paratrooper value = 1.5 }
		command = { type = max_organization which = marine value = 1.0 }
		command = { type = max_organization which = bergsjaeger value = 1.0 }
		command = { type = max_organization which = garrison value = 1.0 }
		command = { type = max_organization which = hq value = 1.0 }
		command = { type = max_organization which = militia value = 1.0 }

		command = { type = morale which = cavalry value = 0.5 }
		command = { type = morale which = motorized value = 0.5 }
		command = { type = morale which = mechanized value = 1.0 }
		command = { type = morale which = light_armor value = 1.0 }
		command = { type = morale which = armor value = 1.0 }
		command = { type = morale which = paratrooper value = 0.5 }
	}
}

# 1949 Mechanized Offensive
application = {
	id = 6470
	name = TECH_APP_LD_47_NAME
	desc = TECH_APP_LD_47_DESC
	position = { x = 292 y = 304 }
	year = 1949

	# Artillery Proximity fuses
	component = { id = 6471 name = TECH_CMP_LD_47_1_NAME type = training difficulty = 8 }
	# Tactical unit - Squad
	component = { id = 6472 name = TECH_CMP_LD_47_2_NAME type = decentralized_execution difficulty = 7 }
	# Air/Land mobility theory
	component = { id = 6473 name = TECH_CMP_LD_47_3_NAME type = combined_arms_focus difficulty = 8 }
	# Advanced air/land coordination
	component = { id = 6474 name = TECH_CMP_LD_47_4_NAME type = technical_efficiency difficulty = 7 }
	# Advanced squad level tactics
	component = { id = 6475 name = TECH_CMP_LD_47_5_NAME type = small_unit_tactics difficulty = 8 }

	required = { 6450 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = {
		command = { type = task_efficiency which = support_attack value = 0.01 }
		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.075 }
		command = { type = ambush value = 0.25 }
		command = { type = breakthrough value = 0.25 }
		command = { type = delay value = 0.25 }
		command = { type = encirclement value = 0.5 }
		command = { type = tactical_withdrawal value = 0.75 }

		command = { type = max_organization which = cavalry value = 0.75 }
		command = { type = max_organization which = motorized value = 0.75 }
		command = { type = max_organization which = mechanized value = 1.0 }
		command = { type = max_organization which = light_armor value = 1.0 }
		command = { type = max_organization which = armor value = 1.0 }
		command = { type = max_organization which = paratrooper value = 0.75 }

		command = { type = morale which = infantry value = 1.0 }
		command = { type = morale which = cavalry value = 1.5 }
		command = { type = morale which = motorized value = 1.5 }
		command = { type = morale which = mechanized value = 2.0 }
		command = { type = morale which = light_armor value = 2.0 }
		command = { type = morale which = armor value = 2.0 }
		command = { type = morale which = paratrooper value = 1.5 }
		command = { type = morale which = marine value = 1.0 }
		command = { type = morale which = bergsjaeger value = 1.0 }
		command = { type = morale which = garrison value = 1.0 }
		command = { type = morale which = hq value = 1.0 }
		command = { type = morale which = militia value = 1.0 }
	}
}

# 1951 Mechanized Wave
application = {
	id = 6480
	name = TECH_APP_LD_48_NAME
	desc = TECH_APP_LD_48_DESC
	position = { x = 432 y = 304 }
	year = 1951

	component = { id = 6481 name = TECH_CMP_LD_48_1_NAME type = training difficulty = 8 }
	component = { id = 6482 name = TECH_CMP_LD_48_2_NAME type = centralized_execution difficulty = 7 }
	component = { id = 6483 name = TECH_CMP_LD_48_3_NAME type = combined_arms_focus difficulty = 8 }
	component = { id = 6484 name = TECH_CMP_LD_48_4_NAME type = technical_efficiency difficulty = 7 }
	component = { id = 6485 name = TECH_CMP_LD_48_5_NAME type = large_unit_tactics difficulty = 8 }

	required = { 6460 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = {
		command = { type = task_efficiency which = support_attack value = 0.01 }
		command = { type = task_efficiency which = support_defense value = 0.01 }
		command = { type = task_efficiency which = reserves value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.0625 }
		command = { type = assault value = 0.25 }
		command = { type = breakthrough value = 0.25 }
		command = { type = counterattack value = 0.25 }
		command = { type = encirclement value = 0.25 }
		command = { type = tactical_withdrawal value = 0.75 }

		command = { type = max_organization which = infantry value = 1.0 }
		command = { type = max_organization which = cavalry value = 1.5 }
		command = { type = max_organization which = motorized value = 1.5 }
		command = { type = max_organization which = mechanized value = 2.0 }
		command = { type = max_organization which = light_armor value = 2.0 }
		command = { type = max_organization which = armor value = 2.0 }
		command = { type = max_organization which = paratrooper value = 1.5 }
		command = { type = max_organization which = marine value = 1.0 }
		command = { type = max_organization which = bergsjaeger value = 1.0 }
		command = { type = max_organization which = garrison value = 1.0 }
		command = { type = max_organization which = hq value = 1.0 }
		command = { type = max_organization which = militia value = 1.0 }

		command = { type = morale which = cavalry value = 0.5 }
		command = { type = morale which = motorized value = 0.5 }
		command = { type = morale which = mechanized value = 1.0 }
		command = { type = morale which = light_armor value = 1.0 }
		command = { type = morale which = armor value = 1.0 }
		command = { type = morale which = paratrooper value = 0.5 }
	}
}

# ###################################
# Firepower # 6500-6580 #############
# ###################################

# 1934 Firepower Focus Doctrine
application = {
	id = 6500
	name = TECH_APP_LD_50_NAME
	desc = TECH_APP_LD_50_DESC
	position = { x = 82 y = 224 }
	year = 1934

	# Tactical unit - Battalion 
	component = { id = 6501 name = TECH_CMP_LD_50_1_NAME type = training difficulty = 6 double_time = yes }
	# Fire Discipline 
	component = { id = 6502 name = TECH_CMP_LD_50_2_NAME type = large_unit_focus difficulty = 5 double_time = yes }
	# Interlocking Fields of Fire
	component = { id = 6503 name = TECH_CMP_LD_50_3_NAME type = artillery difficulty = 6 double_time = yes }
	# Drill and Discipline Mentality 
	component = { id = 6504 name = TECH_CMP_LD_50_4_NAME type = infantry_focus difficulty = 5 double_time = yes }
	# Organic Regimental Fire Support
	component = { id = 6505 name = TECH_CMP_LD_50_5_NAME type = artillery difficulty = 6 double_time = yes }

	required = { 2820 } # 1935 Medium and Heavy Artillery
	# Activated by: 1935 Medium and Heavy Artillery 2820

	effects = {
		command = { type = task_efficiency which = attack value = 0.01 }

		command = { type = ambush value = 0.25 }
		command = { type = assault value = 0.75 }
		command = { type = counterattack value = 0.5 }
		command = { type = delay value = 0.25 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }

		command = { type = activate_unit_type which = b_u4 } # Towed Artillery
		command = { type = activate_unit_type which = b_u5 } # Very Heavy Artillery Regiment

		command = { type = max_organization which = infantry value = 1.75 }
		command = { type = max_organization which = cavalry value = 1.0 }
		command = { type = max_organization which = motorized value = 1.0 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = paratrooper value = 1.0 }
		command = { type = max_organization which = marine value = 1.25 }
		command = { type = max_organization which = bergsjaeger value = 1.25 }
		command = { type = max_organization which = garrison value = 1.0 }
		command = { type = max_organization which = hq value = 1.75 }
		command = { type = max_organization which = militia value = 1.25 }

		command = { type = morale which = infantry value = 1.5 }
		command = { type = morale which = cavalry value = 0.5 }
		command = { type = morale which = motorized value = 0.5 }
		command = { type = morale which = paratrooper value = 0.5 }
		command = { type = morale which = marine value = 1.0 }
		command = { type = morale which = bergsjaeger value = 1.0 }
		command = { type = morale which = garrison value = 0.5 }
		command = { type = morale which = hq value = 1.5 }
		command = { type = morale which = militia value = 1.0 }
	}
}

# 1936 Attrition-Focus Doctrine
application = {
	id = 6510
	name = TECH_APP_LD_51_NAME
	desc = TECH_APP_LD_51_DESC
	position = { x = 12 y = 244 }
	year = 1936

	# Field fortification emphasis
	component = { id = 6511 name = TECH_CMP_LD_51_1_NAME type = training difficulty = 6 }
	# Operational reserves
	component = { id = 6512 name = TECH_CMP_LD_51_2_NAME type = large_unit_focus difficulty = 5 }
	# Large unit counterattacks
	component = { id = 6513 name = TECH_CMP_LD_51_3_NAME type = artillery difficulty = 6 }
	# Camouflaged Gun emplacements
	component = { id = 6514 name = TECH_CMP_LD_51_4_NAME type = infantry_focus difficulty = 5 }
	# Tactical unit focus - Company
	component = { id = 6515 name = TECH_CMP_LD_51_5_NAME type = centralized_execution difficulty = 6 }

	required = { 6500 }

	effects = {
		command = { type = task_efficiency which = attack value = 0.01 }

		command = { type = ambush value = 0.25 }
		command = { type = assault value = 0.75 }
		command = { type = counterattack value = 0.5 }
		command = { type = delay value = 0.25 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }
		command = { type = sce_frequency value = 0.0125 }

		command = { type = max_organization which = infantry value = 1.25 }
		command = { type = max_organization which = cavalry value = 0.75 }
		command = { type = max_organization which = motorized value = 0.75 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = paratrooper value = 0.75 }
		command = { type = max_organization which = marine value = 1.25 }
		command = { type = max_organization which = bergsjaeger value = 1.25 }
		command = { type = max_organization which = garrison value = 0.75 }
		command = { type = max_organization which = hq value = 1.25 }
		command = { type = max_organization which = militia value = 1.0 }

		command = { type = morale which = infantry value = 1.25 }
		command = { type = morale which = cavalry value = 0.75 }
		command = { type = morale which = motorized value = 0.75 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = paratrooper value = 0.75 }
		command = { type = morale which = marine value = 1.25 }
		command = { type = morale which = bergsjaeger value = 1.25 }
		command = { type = morale which = garrison value = 0.75 }
		command = { type = morale which = hq value = 1.25 }
		command = { type = morale which = militia value = 1.0 }
	}
}

# 1938 Superior Firepower Doctrine
application = {
	id = 6520
	name = TECH_APP_LD_52_NAME
	desc = TECH_APP_LD_52_DESC
	position = { x = 152 y = 244 }
	year = 1938

	# High Echelon Fire Support
	component = { id = 6521 name = TECH_CMP_LD_52_1_NAME type = training difficulty = 6 }
	# Advance under Fire
	component = { id = 6522 name = TECH_CMP_LD_52_2_NAME type = large_unit_focus difficulty = 5 }
	# Tactical unit - Company
	component = { id = 6523 name = TECH_CMP_LD_52_3_NAME type = artillery difficulty = 6 }
	# Indirect firesupport focus
	component = { id = 6524 name = TECH_CMP_LD_52_4_NAME type = combined_arms_focus difficulty = 5 }
	# Officer training - West Point method
	component = { id = 6525 name = TECH_CMP_LD_52_5_NAME type = decentralized_execution difficulty = 6 }

	required = { 6500 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = {
		command = { type = task_efficiency which = attack value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.025 }
		command = { type = assault value = 0.5 }
		command = { type = breakthrough value = 0.25 }
		command = { type = counterattack value = 0.25 }
		command = { type = delay value = 0.25 }
		command = { type = encirclement value = 0.25 }
		command = { type = tactical_withdrawal value = 0.25 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }

		command = { type = max_organization which = infantry value = 0.5 }
		command = { type = max_organization which = cavalry value = 0.5 }
		command = { type = max_organization which = motorized value = 0.5 }
		command = { type = max_organization which = mechanized value = 0.5 }
		command = { type = max_organization which = light_armor value = 0.5 }
		command = { type = max_organization which = armor value = 0.5 }
		command = { type = max_organization which = paratrooper value = 0.5 }
		command = { type = max_organization which = hq value = 1.0 }
		command = { type = max_organization which = militia value = 0.25 }

		command = { type = morale which = infantry value = 1.0 }
		command = { type = morale which = cavalry value = 1.0 }
		command = { type = morale which = motorized value = 1.0 }
		command = { type = morale which = mechanized value = 1.0 }
		command = { type = morale which = light_armor value = 1.0 }
		command = { type = morale which = armor value = 1.0 }
		command = { type = morale which = paratrooper value = 1.0 }
		command = { type = morale which = marine value = 0.5 }
		command = { type = morale which = bergsjaeger value = 0.5 }
		command = { type = morale which = garrison value = 0.5 }
		command = { type = morale which = hq value = 1.5 }
		command = { type = morale which = militia value = 0.75 }
	}
}

# 1940 Central Planning Doctrine
application = {
	id = 6530
	name = TECH_APP_LD_53_NAME
	desc = TECH_APP_LD_53_DESC
	position = { x = 12 y = 264 }
	year = 1940

	# Artillery divisions
	component = { id = 6531 name = TECH_CMP_LD_53_1_NAME type = training difficulty = 7 }
	# Multiple attack directions
	component = { id = 6532 name = TECH_CMP_LD_53_2_NAME type = large_unit_focus difficulty = 6 }
	# Advanced staff planning
	component = { id = 6533 name = TECH_CMP_LD_53_3_NAME type = artillery difficulty = 7 }
	# Centralized Artillery Control 
	component = { id = 6534 name = TECH_CMP_LD_53_4_NAME type = infantry_focus difficulty = 6 }
	# Tactical Unit Focus - Infantry Company
	component = { id = 6535 name = TECH_CMP_LD_53_5_NAME type = centralized_execution difficulty = 7 }

	required = { 6510 }

	effects = {
		command = { type = activate which = 2870 } # 1940 Rocket Artillery
		command = { type = activate which = 2880 } # 1943 Rocket Artillery
		command = { type = activate which = 2890 } # 1946 Rocket Artillery
		command = { type = activate which = 2900 } # 1949 Rocket Artillery

		command = { type = task_efficiency which = attack value = 0.01 }

		command = { type = ambush value = 0.25 }
		command = { type = assault value = 0.75 }
		command = { type = counterattack value = 0.5 }
		command = { type = delay value = 0.25 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }
		command = { type = sce_frequency value = 0.0125 }

		command = { type = max_organization which = infantry value = 1.25 }
		command = { type = max_organization which = cavalry value = 0.75 }
		command = { type = max_organization which = motorized value = 0.75 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = paratrooper value = 0.75 }
		command = { type = max_organization which = marine value = 1.25 }
		command = { type = max_organization which = bergsjaeger value = 1.25 }
		command = { type = max_organization which = garrison value = 0.75 }
		command = { type = max_organization which = hq value = 1.25 }
		command = { type = max_organization which = militia value = 1.0 }

		command = { type = morale which = infantry value = 1.25 }
		command = { type = morale which = cavalry value = 0.75 }
		command = { type = morale which = motorized value = 0.75 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = paratrooper value = 0.75 }
		command = { type = morale which = marine value = 1.25 }
		command = { type = morale which = bergsjaeger value = 1.25 }
		command = { type = morale which = garrison value = 0.75 }
		command = { type = morale which = hq value = 1.25 }
		command = { type = morale which = militia value = 1.0 }
	}
}

# 1942 Spearhead HQs
application = {
	id = 6540
	name = TECH_APP_LD_54_NAME
	desc = TECH_APP_LD_54_DESC
	position = { x = 152 y = 264 }
	year = 1942

	# Deep reconnaissance focus
	component = { id = 6541 name = TECH_CMP_LD_54_1_NAME type = training difficulty = 7 }
	# Advanced subunit SOP
	component = { id = 6542 name = TECH_CMP_LD_54_2_NAME type = large_unit_focus difficulty = 6 }
	# Territorial zones of responsibility
	component = { id = 6543 name = TECH_CMP_LD_54_3_NAME type = artillery difficulty = 7 }
	# Enemy disorganization focus
	component = { id = 6544 name = TECH_CMP_LD_54_4_NAME type = combined_arms_focus difficulty = 6 }
	# Self sustaining units
	component = { id = 6545 name = TECH_CMP_LD_54_5_NAME type = decentralized_execution difficulty = 7 }

	required = { 6520 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = {
		command = { type = task_efficiency which = attack value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.025 }
		command = { type = assault value = 0.5 }
		command = { type = breakthrough value = 0.25 }
		command = { type = counterattack value = 0.25 }
		command = { type = delay value = 0.25 }
		command = { type = encirclement value = 0.25 }
		command = { type = tactical_withdrawal value = 0.25 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }

		command = { type = max_organization which = infantry value = 0.5 }
		command = { type = max_organization which = cavalry value = 0.5 }
		command = { type = max_organization which = motorized value = 0.5 }
		command = { type = max_organization which = mechanized value = 0.5 }
		command = { type = max_organization which = light_armor value = 0.5 }
		command = { type = max_organization which = armor value = 0.5 }
		command = { type = max_organization which = paratrooper value = 0.5 }
		command = { type = max_organization which = hq value = 1.0 }
		command = { type = max_organization which = militia value = 0.25 }

		command = { type = morale which = infantry value = 1.0 }
		command = { type = morale which = cavalry value = 1.0 }
		command = { type = morale which = motorized value = 1.0 }
		command = { type = morale which = mechanized value = 1.0 }
		command = { type = morale which = light_armor value = 1.0 }
		command = { type = morale which = armor value = 1.0 }
		command = { type = morale which = paratrooper value = 1.0 }
		command = { type = morale which = marine value = 0.5 }
		command = { type = morale which = bergsjaeger value = 0.5 }
		command = { type = morale which = garrison value = 0.5 }
		command = { type = morale which = hq value = 1.5 }
		command = { type = morale which = militia value = 0.75 }
	}
}

# 1944 Firepower
application = {
	id = 6550
	name = TECH_APP_LD_55_NAME
	desc = TECH_APP_LD_55_DESC
	position = { x = 12 y = 284 }
	year = 1944

	# Deep reconnaissance focus
	component = { id = 6551 name = TECH_CMP_LD_55_1_NAME type = training difficulty = 7 }
	# Advanced subunit SOP
	component = { id = 6552 name = TECH_CMP_LD_55_2_NAME type = large_unit_focus difficulty = 6 }
	# Territorial zones of responsibility
	component = { id = 6553 name = TECH_CMP_LD_55_3_NAME type = artillery difficulty = 7 }
	# Enemy disorganization focus
	component = { id = 6554 name = TECH_CMP_LD_55_4_NAME type = infantry_focus difficulty = 6 }
	# Self sustaining units
	component = { id = 6555 name = TECH_CMP_LD_55_5_NAME type = centralized_execution difficulty = 7 }

	required = { 6530 }

	effects = {
		command = { type = task_efficiency which = attack value = 0.01 }

		command = { type = ambush value = 0.25 }
		command = { type = assault value = 0.75 }
		command = { type = counterattack value = 0.5 }
		command = { type = delay value = 0.25 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }
		command = { type = sce_frequency value = 0.0125 }

		command = { type = max_organization which = infantry value = 1.25 }
		command = { type = max_organization which = cavalry value = 0.75 }
		command = { type = max_organization which = motorized value = 0.75 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = paratrooper value = 0.75 }
		command = { type = max_organization which = marine value = 1.25 }
		command = { type = max_organization which = bergsjaeger value = 1.25 }
		command = { type = max_organization which = garrison value = 0.75 }
		command = { type = max_organization which = hq value = 1.25 }
		command = { type = max_organization which = militia value = 1.0 }

		command = { type = morale which = infantry value = 1.25 }
		command = { type = morale which = cavalry value = 0.75 }
		command = { type = morale which = motorized value = 0.75 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = paratrooper value = 0.75 }
		command = { type = morale which = marine value = 1.25 }
		command = { type = morale which = bergsjaeger value = 1.25 }
		command = { type = morale which = garrison value = 0.75 }
		command = { type = morale which = hq value = 1.25 }
		command = { type = morale which = militia value = 1.0 }
	}
}

# 1946 Firepower
application = {
	id = 6560
	name = TECH_APP_LD_56_NAME
	desc = TECH_APP_LD_56_DESC
	position = { x = 152 y = 284 }
	year = 1946

	# Deep reconnaissance focus
	component = { id = 6561 name = TECH_CMP_LD_56_1_NAME type = training difficulty = 7 }
	# Advanced subunit SOP
	component = { id = 6562 name = TECH_CMP_LD_56_2_NAME type = large_unit_focus difficulty = 6 }
	# Territorial zones of responsibility
	component = { id = 6563 name = TECH_CMP_LD_56_3_NAME type = artillery difficulty = 7 }
	# Enemy disorganization focus
	component = { id = 6564 name = TECH_CMP_LD_56_4_NAME type = combined_arms_focus difficulty = 6 }
	# Self sustaining units
	component = { id = 6565 name = TECH_CMP_LD_56_5_NAME type = decentralized_execution difficulty = 7 }

	required = { 6540 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = {
		command = { type = task_efficiency which = attack value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.025 }
		command = { type = assault value = 0.5 }
		command = { type = breakthrough value = 0.25 }
		command = { type = counterattack value = 0.25 }
		command = { type = delay value = 0.25 }
		command = { type = encirclement value = 0.25 }
		command = { type = tactical_withdrawal value = 0.25 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }

		command = { type = max_organization which = infantry value = 0.5 }
		command = { type = max_organization which = cavalry value = 0.5 }
		command = { type = max_organization which = motorized value = 0.5 }
		command = { type = max_organization which = mechanized value = 0.5 }
		command = { type = max_organization which = light_armor value = 0.5 }
		command = { type = max_organization which = armor value = 0.5 }
		command = { type = max_organization which = paratrooper value = 0.5 }
		command = { type = max_organization which = hq value = 1.0 }
		command = { type = max_organization which = militia value = 0.25 }

		command = { type = morale which = infantry value = 1.0 }
		command = { type = morale which = cavalry value = 1.0 }
		command = { type = morale which = motorized value = 1.0 }
		command = { type = morale which = mechanized value = 1.0 }
		command = { type = morale which = light_armor value = 1.0 }
		command = { type = morale which = armor value = 1.0 }
		command = { type = morale which = paratrooper value = 1.0 }
		command = { type = morale which = marine value = 0.5 }
		command = { type = morale which = bergsjaeger value = 0.5 }
		command = { type = morale which = garrison value = 0.5 }
		command = { type = morale which = hq value = 1.5 }
		command = { type = morale which = militia value = 0.75 }
	}
}

# 1948 Firepower
application = {
	id = 6570
	name = TECH_APP_LD_57_NAME
	desc = TECH_APP_LD_57_DESC
	position = { x = 12 y = 304 }
	year = 1948

	# Deep reconnaissance focus
	component = { id = 6571 name = TECH_CMP_LD_57_1_NAME type = training difficulty = 8 }
	# Advanced subunit SOP
	component = { id = 6572 name = TECH_CMP_LD_57_2_NAME type = large_unit_focus difficulty = 7 }
	# Territorial zones of responsibility
	component = { id = 6573 name = TECH_CMP_LD_57_3_NAME type = artillery difficulty = 8 }
	# Enemy disorganization focus
	component = { id = 6574 name = TECH_CMP_LD_57_4_NAME type = infantry_focus difficulty = 7 }
	# Self sustaining units
	component = { id = 6575 name = TECH_CMP_LD_57_5_NAME type = centralized_execution difficulty = 8 }

	required = { 6550 }

	effects = {
		command = { type = task_efficiency which = attack value = 0.01 }

		command = { type = ambush value = 0.25 }
		command = { type = assault value = 0.75 }
		command = { type = counterattack value = 0.5 }
		command = { type = delay value = 0.25 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }
		command = { type = sce_frequency value = 0.0125 }

		command = { type = max_organization which = infantry value = 1.25 }
		command = { type = max_organization which = cavalry value = 0.75 }
		command = { type = max_organization which = motorized value = 0.75 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = paratrooper value = 0.75 }
		command = { type = max_organization which = marine value = 1.25 }
		command = { type = max_organization which = bergsjaeger value = 1.25 }
		command = { type = max_organization which = garrison value = 0.75 }
		command = { type = max_organization which = hq value = 1.25 }
		command = { type = max_organization which = militia value = 1.0 }

		command = { type = morale which = infantry value = 1.25 }
		command = { type = morale which = cavalry value = 0.75 }
		command = { type = morale which = motorized value = 0.75 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = paratrooper value = 0.75 }
		command = { type = morale which = marine value = 1.25 }
		command = { type = morale which = bergsjaeger value = 1.25 }
		command = { type = morale which = garrison value = 0.75 }
		command = { type = morale which = hq value = 1.25 }
		command = { type = morale which = militia value = 1.0 }
	}
}

# 1950 Firepower
application = {
	id = 6580
	name = TECH_APP_LD_58_NAME
	desc = TECH_APP_LD_58_DESC
	position = { x = 152 y = 304 }
	year = 1950

	# Deep reconnaissance focus
	component = { id = 6581 name = TECH_CMP_LD_58_1_NAME type = training difficulty = 8 }
	# Advanced subunit SOP
	component = { id = 6582 name = TECH_CMP_LD_58_2_NAME type = large_unit_focus difficulty = 7 }
	# Territorial zones of responsibility
	component = { id = 6583 name = TECH_CMP_LD_58_3_NAME type = artillery difficulty = 8 }
	# Enemy disorganization focus
	component = { id = 6584 name = TECH_CMP_LD_58_4_NAME type = combined_arms_focus difficulty = 7 }
	# Self sustaining units
	component = { id = 6585 name = TECH_CMP_LD_58_5_NAME type = decentralized_execution difficulty = 8 }

	required = { 6560 }
	# Activated by: 1935 Light Armor Brigade Organization (6630) OR 1935 Armor Brigade Organization (6640)

	effects = {
		command = { type = task_efficiency which = attack value = 0.01 }
		command = { type = task_efficiency which = ground_attack value = 0.005 }

		command = { type = sce_frequency value = 0.025 }
		command = { type = assault value = 0.5 }
		command = { type = breakthrough value = 0.25 }
		command = { type = counterattack value = 0.25 }
		command = { type = delay value = 0.25 }
		command = { type = encirclement value = 0.25 }
		command = { type = tactical_withdrawal value = 0.25 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 0.5 }
		command = { type = attrition_mod value = 1 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = repair_mod value = 1 }

		command = { type = max_organization which = infantry value = 0.5 }
		command = { type = max_organization which = cavalry value = 0.5 }
		command = { type = max_organization which = motorized value = 0.5 }
		command = { type = max_organization which = mechanized value = 0.5 }
		command = { type = max_organization which = light_armor value = 0.5 }
		command = { type = max_organization which = armor value = 0.5 }
		command = { type = max_organization which = paratrooper value = 0.5 }
		command = { type = max_organization which = hq value = 1.0 }
		command = { type = max_organization which = militia value = 0.25 }

		command = { type = morale which = infantry value = 1.0 }
		command = { type = morale which = cavalry value = 1.0 }
		command = { type = morale which = motorized value = 1.0 }
		command = { type = morale which = mechanized value = 1.0 }
		command = { type = morale which = light_armor value = 1.0 }
		command = { type = morale which = armor value = 1.0 }
		command = { type = morale which = paratrooper value = 1.0 }
		command = { type = morale which = marine value = 0.5 }
		command = { type = morale which = bergsjaeger value = 0.5 }
		command = { type = morale which = garrison value = 0.5 }
		command = { type = morale which = hq value = 1.5 }
		command = { type = morale which = militia value = 0.75 }
	}
}

# ###################################
# Mechanization # 6600-6630 #########
# ###################################

# 1936 Cavalry Mechanization Doctrine
application = {
	id = 6600
	name = TECH_APP_LD_60_NAME
	desc = TECH_APP_LD_60_DESC
	position = { x = 12 y = 334 }
	year = 1936

	component = { id = 6601 name = TECH_CMP_LD_60_1_NAME type = technical_efficiency difficulty = 5 }
	# Mechanized Reconnaissance Battalion
	component = { id = 6602 name = TECH_CMP_LD_60_2_NAME type = small_unit_tactics difficulty = 5 }
	# Cavalry Mechanization
	component = { id = 6603 name = TECH_CMP_LD_60_3_NAME type = combined_arms_focus difficulty = 5 }
	# Armoured Support Combat Focus
	component = { id = 6604 name = TECH_CMP_LD_60_4_NAME type = decentralized_execution difficulty = 5 }
	# Tactical Unit - Cavalry Platoon
	component = { id = 6605 name = TECH_CMP_LD_60_5_NAME type = training difficulty = 5 }

	required = { 5220 } # Semi-Industrial Economy
	or_required = { 2000 2010 } # Production Rights OR '30 Postwar Tanks
	# Activated by: # Cavalry Support Unit Motorization (1880) 

	effects = { 
		command = { type = ambush value = 1 }
		command = { type = tactical_withdrawal value = 1 }

		command = { type = build_cost which = cavalry where = relative value = 10 }
		command = { type = transport_weight which = cavalry value = 1.0 }

		command = { type = build_time which = armored_car where = relative value = -5 } 
		command = { type = build_cost which = armored_car where = relative value = -5 }
		command = { type = build_cost which = b_u8 where = relative value = 10 } # Cavalry Regiment

		command = { type = supply_consumption which = cavalry value = 0.17 }
		command = { type = supply_consumption which = b_u8 value = 0.04 } # Cavalry Regiment

		command = { type = fuel_consumption which = cavalry value = 0.12 }
		command = { type = fuel_consumption which = b_u8 value = 0.03 } # Cavalry Regiment

		command = { type = transport_weight which = cavalry value = 2.6 }
		command = { type = transport_weight which = b_u8 value = 0.6 } # Cavalry Regiment

		command = { type = max_organization which = cavalry value = 2 }
		command = { type = max_organization which = motorized value = -0.5 }
		command = { type = max_organization which = mechanized value = -0.5 }
		command = { type = max_organization which = armor value = -0.5 }
		command = { type = max_organization which = light_armor value = -0.5 }
		command = { type = max_organization which = paratrooper value = -1 }
		command = { type = max_organization which = marine value = -1 }
		command = { type = max_organization which = bergsjaeger value = -1 }

		command = { type = max_organization which = armored_car value = 0.5 }
		command = { type = max_organization which = b_u8 value = 0.5 }# Cavalry Regiment

		command = { type = morale which = cavalry value = 2 }
		command = { type = morale which = motorized value = -0.5 }
		command = { type = morale which = mechanized value = -0.5 }
		command = { type = morale which = armor value = -0.5 }
		command = { type = morale which = light_armor value = -0.5 }
		command = { type = morale which = paratrooper value = -1 }
		command = { type = morale which = marine value = -1 }
		command = { type = morale which = bergsjaeger value = -1 }

		command = { type = morale which = armored_car value = 0.5 }
		command = { type = morale which = b_u8 value = 0.5 } # Cavalry Regiment

		command = { type = blizzard_attack which = cavalry value = 4.0 } # 100
		command = { type = snow_attack which = cavalry value = 4.0 }
		command = { type = frozen_attack which = cavalry value = 2.0 }
		command = { type = rain_attack which = cavalry value = 2.0 }
		command = { type = storm_attack which = cavalry value = 2.0 }
		command = { type = muddy_attack which = cavalry value = 2.0 }
		command = { type = desert_attack which = cavalry value = 2.0 }
		command = { type = mountain_attack which = cavalry value = 4.0 } # Movement based
		command = { type = hill_attack which = cavalry value = 2.0 } # Movement based
		command = { type = forest_attack which = cavalry value = 2.0 } # Movement based
		command = { type = jungle_attack which = cavalry value = 4.0 } # Movement based
		command = { type = swamp_attack which = cavalry value = 4.0 } # Movement based

		command = { type = blizzard_defense which = cavalry value = 2.0 }
		command = { type = snow_defense which = cavalry value = 1.0 }
		command = { type = frozen_defense which = cavalry value = 1.0 }
		command = { type = rain_defense which = cavalry value = 1.0 }
		command = { type = storm_defense which = cavalry value = 1.0 }
		command = { type = muddy_defense which = cavalry value = 1.0 }
		command = { type = desert_defense which = cavalry value = 3.0 }
		command = { type = mountain_defense which = cavalry value = 2.0 } # Movement based
		command = { type = hill_defense which = cavalry value = 1.0 } # Movement based
		command = { type = forest_defense which = cavalry value = 1.0 } # Movement based
		command = { type = jungle_defense which = cavalry value = 2.0 } # Movement based
		command = { type = swamp_defense which = cavalry value = 2.0 } # Movement based

		command = { type = blizzard_move which = cavalry value = 4.0 }
		command = { type = snow_move which = cavalry value = 2.0 }
		command = { type = frozen_move which = cavalry value = 2.0 }
		command = { type = rain_move which = cavalry value = 1.0 }
		command = { type = storm_move which = cavalry value = 2.0 }
		command = { type = muddy_move which = cavalry value = 2.0 }
		command = { type = desert_move which = cavalry value = 6.0 }
		command = { type = mountain_move which = cavalry value = 4.0 }
		command = { type = hill_move which = cavalry value = 2.0 }
		command = { type = forest_move which = cavalry value = 2.0 }
		command = { type = jungle_move which = cavalry value = 4.0 }
		command = { type = swamp_move which = cavalry value = 4.0 }
	}
}

# 1935 Tank Heavy Armor Doctrine
application = {
	id = 6610
	name = TECH_APP_LD_61_NAME
	desc = TECH_APP_LD_61_DESC
	position = { x = 152 y = 334 }
	year = 1935

	# Divisional Motorized Support Groups
	component = { id = 6611 name = TECH_CMP_LD_61_1_NAME type = large_unit_focus difficulty = 4 }
	component = { id = 6612 name = TECH_CMP_LD_61_2_NAME type = large_unit_tactics difficulty = 4 }
	# Grand Armored Battleplan
	component = { id = 6613 name = TECH_CMP_LD_61_3_NAME type = centralized_execution difficulty = 4 }
	# Independent Operation Mentality
	component = { id = 6614 name = TECH_CMP_LD_61_4_NAME type = technical_efficiency difficulty = 4 }
	# Tactical Unit - Armored Brigade
	component = { id = 6615 name = TECH_CMP_LD_61_5_NAME type = large_unit_tactics difficulty = 4 }

	required = { 5220 } # Semi-Industrial Economy
	# Activated by: # Production Rights (2000) OR '30 Postwar Tanks (2010)

	effects = {
		command = { type = deactivate which = 6620 } # '36 Balanced Armor Doctrine

		command = { type = breakthrough value = 1 }
		command = { type = counterattack value = 1 }
		command = { type = encirclement value = -1 }
		command = { type = tactical_withdrawal value = -1 }

		command = { type = build_cost which = armor where = relative value = 50 }
		command = { type = build_cost which = light_armor where = relative value = 50 }

		command = { type = max_organization which = armor value = 6.5 }
		command = { type = max_organization which = light_armor value = 5.5 }

		command = { type = morale which = armor value = -6.5 }
		command = { type = morale which = light_armor value = -5.5 }

		command = { type = supply_consumption which = armor value = 1.16 }
		command = { type = supply_consumption which = light_armor value = 0.81 }
		command = { type = fuel_consumption which = armor value = 0.33 }
		command = { type = fuel_consumption which = light_armor value = 0.23 }
		command = { type = transport_weight which = armor value = 11.4 }
		command = { type = transport_weight which = light_armor value = 8.0 }

		command = { type = blizzard_attack which = armor value = 4.0 }
		command = { type = snow_attack which = armor value = 4.0 }
		command = { type = frozen_attack which = armor value = 2.0 }
		command = { type = rain_attack which = armor value = 2.0 }
		command = { type = storm_attack which = armor value = 2.0 }
		command = { type = muddy_attack which = armor value = 2.0 }
		command = { type = desert_attack which = armor value = 1.0 }
		command = { type = mountain_attack which = armor value = -12.0 }
		command = { type = hill_attack which = armor value = -6.0 }
		command = { type = forest_attack which = armor value = -3.0 }
		command = { type = jungle_attack which = armor value = -11.0 }
		command = { type = swamp_attack which = armor value = -15.0 }
		command = { type = urban_attack which = armor value = -12.0 }
		command = { type = river_attack which = armor value = -8.0 }
		command = { type = shore_attack which = armor value = -8.0 }
		command = { type = fort_attack which = armor value = -12.0 }
		command = { type = blizzard_defense which = armor value = 2.0 }
		command = { type = snow_defense which = armor value = 1.0 }
		command = { type = frozen_defense which = armor value = 1.0 }
		command = { type = rain_defense which = armor value = 1.0 }
		command = { type = storm_defense which = armor value = 1.0 }
		command = { type = muddy_defense which = armor value = 1.0 }
		command = { type = desert_defense which = armor value = 2.0 }
		command = { type = mountain_defense which = armor value = -12.0 }
		command = { type = hill_defense which = armor value = -8.0 }
		command = { type = forest_defense which = armor value = -6.0 }
		command = { type = jungle_defense which = armor value = -8.0 }
		command = { type = swamp_defense which = armor value = -8.0 }
		command = { type = blizzard_move which = armor value = 4.0 }
		command = { type = snow_move which = armor value = 2.0 }
		command = { type = frozen_move which = armor value = 2.0 }
		command = { type = rain_move which = armor value = 1.0 }
		command = { type = storm_move which = armor value = 2.0 }
		command = { type = muddy_move which = armor value = 2.0 }
		command = { type = desert_move which = armor value = 4.0 }
		command = { type = mountain_move which = armor value = -4.0 }
		command = { type = hill_move which = armor value = -2.0 }
		command = { type = forest_move which = armor value = -2.0 }
		command = { type = jungle_move which = armor value = -4.0 }
		command = { type = swamp_move which = armor value = -4.0 }

		command = { type = blizzard_attack which = light_armor value = 4.0 }
		command = { type = snow_attack which = light_armor value = 4.0 }
		command = { type = frozen_attack which = light_armor value = 2.0 }
		command = { type = rain_attack which = light_armor value = 2.0 }
		command = { type = storm_attack which = light_armor value = 2.0 }
		command = { type = muddy_attack which = light_armor value = 2.0 }
		command = { type = desert_attack which = light_armor value = 1.0 }
		command = { type = mountain_attack which = light_armor value = -12.0 }
		command = { type = hill_attack which = light_armor value = -6.0 }
		command = { type = forest_attack which = light_armor value = -3.0 }
		command = { type = jungle_attack which = light_armor value = -11.0 }
		command = { type = swamp_attack which = light_armor value = -15.0 }
		command = { type = urban_attack which = light_armor value = -12.0 }
		command = { type = river_attack which = light_armor value = -8.0 }
		command = { type = shore_attack which = light_armor value = -8.0 }
		command = { type = fort_attack which = light_armor value = -12.0 }
		command = { type = blizzard_defense which = light_armor value = 2.0 }
		command = { type = snow_defense which = light_armor value = 1.0 }
		command = { type = frozen_defense which = light_armor value = 1.0 }
		command = { type = rain_defense which = light_armor value = 1.0 }
		command = { type = storm_defense which = light_armor value = 1.0 }
		command = { type = muddy_defense which = light_armor value = 1.0 }
		command = { type = desert_defense which = light_armor value = 2.0 }
		command = { type = mountain_defense which = light_armor value = -12.0 }
		command = { type = hill_defense which = light_armor value = -8.0 }
		command = { type = forest_defense which = light_armor value = -6.0 }
		command = { type = jungle_defense which = light_armor value = -8.0 }
		command = { type = swamp_defense which = light_armor value = -8.0 }
		command = { type = blizzard_move which = light_armor value = 4.0 }
		command = { type = snow_move which = light_armor value = 2.0 }
		command = { type = frozen_move which = light_armor value = 2.0 }
		command = { type = rain_move which = light_armor value = 1.0 }
		command = { type = storm_move which = light_armor value = 2.0 }
		command = { type = muddy_move which = light_armor value = 2.0 }
		command = { type = desert_move which = light_armor value = 4.0 }
		command = { type = mountain_move which = light_armor value = -4.0 }
		command = { type = hill_move which = light_armor value = -2.0 }
		command = { type = forest_move which = light_armor value = -2.0 }
		command = { type = jungle_move which = light_armor value = -4.0 }
		command = { type = swamp_move which = light_armor value = -4.0 }
	}
}

# 1935 Balanced Armor Doctrine
application = {
	id = 6620
	name = TECH_APP_LD_62_NAME
	desc = TECH_APP_LD_62_DESC
	position = { x = 152 y = 354 }
	year = 1935

	# Divisional Motorized Support Groups
	component = { id = 6621 name = TECH_CMP_LD_62_1_NAME type = large_unit_focus difficulty = 5 }
	# Combined Arms Tactics
	component = { id = 6622 name = TECH_CMP_LD_62_2_NAME type = combined_arms_focus difficulty = 5 }
	#
	component = { id = 6623 name = TECH_CMP_LD_62_3_NAME type = decentralized_execution difficulty = 5 }
	# Independent Operation Mentality
	component = { id = 6624 name = TECH_CMP_LD_62_4_NAME type = technical_efficiency difficulty = 5 }
	# Tactical Unit - Armored Brigade
	component = { id = 6625 name = TECH_CMP_LD_62_5_NAME type = small_unit_tactics difficulty = 5 }

	required = { 5220 } # Semi-Industrial Economy
	# Activated by: Production Rights (2000) OR '30 Postwar Tanks (2010)

	effects = {
		command = { type = deactivate which = 6610 } # '35 Tank Heavy Doctrine

		command = { type = breakthrough value = -1 }
		command = { type = counterattack value = -1 }
		command = { type = encirclement value = 1 }
		command = { type = tactical_withdrawal value = 1 }
	}
}

# 1935 Light Tank Brigade Organization
application = {
	id = 6630
	name = TECH_APP_LD_63_NAME
	desc = TECH_APP_LD_63_DESC
	position = { x = 292 y = 334 }
	year = 1935

	# Light Armor Advocates
	component = { id = 6631 name = TECH_CMP_LD_63_1_NAME type = combined_arms_focus difficulty = 5 }
	# Mechanized Reconnaissance Battalion
	component = { id = 6632 name = TECH_CMP_LD_63_2_NAME type = large_unit_focus difficulty = 4 }
	# Cavalry Mechanization
	component = { id = 6633 name = TECH_CMP_LD_63_3_NAME type = small_unit_tactics difficulty = 4 }
	# Armored Support combat focus
	component = { id = 6634 name = TECH_CMP_LD_63_4_NAME type = technical_efficiency difficulty = 4 }
	# Tactical Unit - Light Armored Platoon
	component = { id = 6635 name = TECH_CMP_LD_63_5_NAME type = training difficulty = 6 }

	required = { 5220 } # Semi-Industrial Economy
	or_required = { 6610 6620 } # '35 Tank Heavy OR '35 Balanced Armor
	# Activated by: Production Rights (2000) OR '30 Postwar Tanks (2010)

	effects = {
		command = { type = activate which = 2540 } # '36 Light Tank Div.
		command = { type = activate which = 2550 } # '39 Light Tank Div.
		command = { type = activate which = 2560 } # '41 Light Armored Div.
		command = { type = activate which = 2570 } # '43 Light Armored Div.
		command = { type = activate which = 2580 } # '45 Light Armored Div.
		command = { type = activate which = 2590 } # '47 Light Armored Div.
		command = { type = activate which = 2600 } # '49 Light Armored Div.

		command = { type = activate which = 6020 } # 1939 Operational
		command = { type = activate which = 6040 } # 1943 Operational
		command = { type = activate which = 6060 } # 1947 Operational
		command = { type = activate which = 6080 } # 1951 Operational

		command = { type = activate which = 6220 } # 1939 Offensive
		command = { type = activate which = 6240 } # 1943 Offensive
		command = { type = activate which = 6260 } # 1947 Offensive
		command = { type = activate which = 6280 } # 1951 Offensive

		command = { type = activate which = 6400 } # 1935 Mobility-Focus Doctrine
		command = { type = activate which = 6410 } # 1937 Mobility
		command = { type = activate which = 6420 } # 1939 Mobility
		command = { type = activate which = 6430 } # 1941 Mobility
		command = { type = activate which = 6440 } # 1943 Mobility
		command = { type = activate which = 6450 } # 1945 Mobility
		command = { type = activate which = 6460 } # 1947 Mobility
		command = { type = activate which = 6470 } # 1949 Mobility
		command = { type = activate which = 6480 } # 1951 Mobility

		command = { type = activate which = 6520 } # 1938 Firepower
		command = { type = activate which = 6540 } # 1942 Firepower
		command = { type = activate which = 6560 } # 1946 Firepower
		command = { type = activate which = 6580 } # 1950 Firepower

		command = { type = deactivate which = 6640 } # 1935 Armor Brigade Organization

		command = { type = activate_unit_type which = light_armor }

		command = { type = build_time which = light_armor_brigade where = relative value = -5 }
		command = { type = build_time which = super_heavy_armor where = relative value = -5 }
		command = { type = build_cost which = light_armor_brigade where = relative value = -5 }
		command = { type = build_cost which = super_heavy_armor where = relative value = -5 }

		command = { type = max_organization which = light_armor value = 4 }
		command = { type = max_organization which = cavalry value = -1 }
		command = { type = max_organization which = motorized value = -1 }
		command = { type = max_organization which = mechanized value = -1 }
		command = { type = max_organization which = armor value = -1 }
		command = { type = max_organization which = paratrooper value = -1 }
		command = { type = max_organization which = marine value = -1 }
		command = { type = max_organization which = bergsjaeger value = -1 }
		command = { type = max_organization which = light_armor_brigade value = 0.5 }
		command = { type = max_organization which = super_heavy_armor value = 0.5 }

		command = { type = morale which = light_armor value = 4 }
		command = { type = morale which = cavalry value = -1 }
		command = { type = morale which = motorized value = -1 }
		command = { type = morale which = mechanized value = -1 }
		command = { type = morale which = armor value = -1 }
		command = { type = morale which = paratrooper value = -1 }
		command = { type = morale which = marine value = -1 }
		command = { type = morale which = bergsjaeger value = -1 }
		command = { type = morale which = light_armor_brigade value = 0.5 }
		command = { type = morale which = super_heavy_armor value = 0.5 }
	}
}

# 1935 Tank Brigade Organization
application = {
	id = 6640
	name = TECH_APP_LD_64_NAME
	desc = TECH_APP_LD_64_DESC
	position = { x = 292 y = 354 }
	year = 1935

	# Armor Advocates
	component = { id = 6641 name = TECH_CMP_LD_64_1_NAME type = combined_arms_focus difficulty = 5 }
	# Mechanized Reconnaissance Battalion
	component = { id = 6642 name = TECH_CMP_LD_64_2_NAME type = large_unit_focus difficulty = 4 }
	# Cavalry Mechanization
	component = { id = 6643 name = TECH_CMP_LD_64_3_NAME type = small_unit_tactics difficulty = 4 }
	# Armored Support combat focus
	component = { id = 6644 name = TECH_CMP_LD_64_4_NAME type = technical_efficiency difficulty = 5 }
	# Tactical Unit - Light Armored Platoon
	component = { id = 6645 name = TECH_CMP_LD_64_5_NAME type = training difficulty = 6 }

	required = { 5220 } # Semi-Industrial Economy
	or_required = { 6610 6620 } # '35 Tank Heavy OR '35 Balanced Armor
	# Activated by: Production Rights (2000) OR '30 Postwar Tanks (2010)

	effects = {
		command = { type = activate which = 2610 } # '36 Tank Div.
		command = { type = activate which = 2620 } # '39 Tank Div.
		command = { type = activate which = 2630 } # '41 Armored Div.
		command = { type = activate which = 2640 } # '43 Armored Div.
		command = { type = activate which = 2650 } # '45 Armored Div. 
		command = { type = activate which = 2660 } # '47 Armored Div. 
		command = { type = activate which = 2670 } # '49 Armored Div.

		command = { type = activate which = 6020 } # 1939 Operational
		command = { type = activate which = 6040 } # 1943 Operational
		command = { type = activate which = 6060 } # 1947 Operational
		command = { type = activate which = 6080 } # 1951 Operational

		command = { type = activate which = 6220 } # 1939 Offensive
		command = { type = activate which = 6240 } # 1943 Offensive
		command = { type = activate which = 6260 } # 1947 Offensive
		command = { type = activate which = 6280 } # 1951 Offensive

		command = { type = activate which = 6400 } # 1935 Mobility-Focus Doctrine
		command = { type = activate which = 6410 } # 1937 Mobility
		command = { type = activate which = 6420 } # 1939 Mobility
		command = { type = activate which = 6430 } # 1941 Mobility
		command = { type = activate which = 6440 } # 1943 Mobility
		command = { type = activate which = 6450 } # 1945 Mobility
		command = { type = activate which = 6460 } # 1947 Mobility
		command = { type = activate which = 6470 } # 1949 Mobility
		command = { type = activate which = 6480 } # 1951 Mobility

		command = { type = activate which = 6520 } # 1938 Firepower
		command = { type = activate which = 6540 } # 1942 Firepower
		command = { type = activate which = 6560 } # 1946 Firepower
		command = { type = activate which = 6580 } # 1950 Firepower

		command = { type = deactivate which = 6630 } # 1935 Light Armor Brigade Organization

		command = { type = activate_unit_type which = armor }

		command = { type = build_time which = light_armor_brigade where = relative value = -5 }
		command = { type = build_time which = super_heavy_armor where = relative value = -5 }
		command = { type = build_cost which = light_armor_brigade where = relative value = -5 }
		command = { type = build_cost which = super_heavy_armor where = relative value = -5 }
 
		command = { type = max_organization which = armor value = 4 }
		command = { type = max_organization which = cavalry value = -1 }
		command = { type = max_organization which = motorized value = -1 }
		command = { type = max_organization which = mechanized value = -1 }
		command = { type = max_organization which = light_armor value = -1 }
		command = { type = max_organization which = paratrooper value = -1 }
		command = { type = max_organization which = marine value = -1 }
		command = { type = max_organization which = bergsjaeger value = -1 }
		command = { type = max_organization which = light_armor_brigade value = 0.5 }
		command = { type = max_organization which = super_heavy_armor value = 0.5 }

		command = { type = morale which = armor value = 4 }
		command = { type = morale which = cavalry value = -1 }
		command = { type = morale which = motorized value = -1 }
		command = { type = morale which = mechanized value = -1 }
		command = { type = morale which = light_armor value = -1 }
		command = { type = morale which = paratrooper value = -1 }
		command = { type = morale which = marine value = -1 }
		command = { type = morale which = bergsjaeger value = -1 }
		command = { type = morale which = light_armor_brigade value = 0.5 }
		command = { type = morale which = super_heavy_armor value = 0.5 }
	}
}

# 1944 Mechanized Infantry Role: Assault
application = {
	id = 6650
	name = TECH_APP_LD_65_NAME
	desc = TECH_APP_LD_65_DESC
	position = { x = 432 y = 334 }
	year = 1944

	# Centralized Assault Artillery
	component = { id = 6651 name = TECH_CMP_LD_65_1_NAME type = centralized_execution difficulty = 5 }
	# Assault Gun Brigade
	component = { id = 6652 name = TECH_CMP_LD_65_2_NAME type = large_unit_tactics difficulty = 5 }
	# Armored Artillery
	component = { id = 6653 name = TECH_CMP_LD_65_3_NAME type = artillery difficulty = 5 }
	# Direct Fire Support Coordination
	component = { id = 6654 name = TECH_CMP_LD_65_4_NAME type = combined_arms_focus difficulty = 5 }
	# Close Support Training
	component = { id = 6655 name = TECH_CMP_LD_65_5_NAME type = training difficulty = 5 }

	required = { 5220 } # Semi-Industrial Economy
	# Activated by: 1943 Light Armored Division Reorganization (2570) OR 1943 Armored Division Reorganization (2640)

	effects = {
		command = { type = deactivate which = 6660 } # 1944 Mechanized Infantry Role: Tactical Withdrawal
		command = { type = assault value = 2 }

		command = { type = build_cost which = mechanized value = 0.20 } # 5%
		command = { type = supply_consumption which = mechanized value = 0.09 }
		command = { type = fuel_consumption which = mechanized value = 0.05 }
		command = { type = transport_weight which = mechanized value = 1.1 }

		command = { type = build_time which = sp_artillery where = relative value = -2 }
		command = { type = build_time which = sp_rct_artillery where = relative value = -2 }
		command = { type = build_time which = b_u10 where = relative value = -2 } # Assault Gun
		command = { type = build_cost which = sp_artillery where = relative value = -2 }
		command = { type = build_cost which = sp_rct_artillery where = relative value = -2 }
		command = { type = build_cost which = b_u10 where = relative value = -2 } # Assault Gun

		command = { type = max_organization which = mechanized value = 4 }
		command = { type = max_organization which = cavalry value = -1 }
		command = { type = max_organization which = armor value = -1 }
		command = { type = max_organization which = light_armor value = -1 }
		command = { type = max_organization which = paratrooper value = -1 }
		command = { type = max_organization which = marine value = -1 }
		command = { type = max_organization which = bergsjaeger value = -1 }

		command = { type = max_organization which = sp_artillery value = 0.25 }
		command = { type = max_organization which = sp_rct_artillery value = 0.5 }
		command = { type = max_organization which = b_u10 value = 0.25 } # Assault Gun

		command = { type = morale which = mechanized value = 4 }
		command = { type = morale which = cavalry value = -1 }
		command = { type = morale which = armor value = -1 }
		command = { type = morale which = light_armor value = -1 }
		command = { type = morale which = paratrooper value = -1 }
		command = { type = morale which = marine value = -1 }
		command = { type = morale which = bergsjaeger value = -1 }

		command = { type = morale which = sp_artillery value = 0.5 }
		command = { type = morale which = sp_rct_artillery value = 0.25 }
		command = { type = morale which = b_u10 value = 0.50 } # Assault Gun
	}
}

# 1944 Mechanized Infantry Role: Tactical Withdrawal
application = {
	id = 6660
	name = TECH_APP_LD_66_NAME
	desc = TECH_APP_LD_66_DESC
	position = { x = 432 y = 354 }
	year = 1944

	# Vehicle Commander Initiative
	component = { id = 6661 name = TECH_CMP_LD_66_1_NAME type = decentralized_execution difficulty = 5 }
	# Tank Destroyer Company
	component = { id = 6662 name = TECH_CMP_LD_66_2_NAME type = small_unit_tactics difficulty = 5 }
	# Mobile Radio Communication System
	component = { id = 6663 name = TECH_CMP_LD_66_3_NAME type = electronics difficulty = 5 }
	# Mechanized Reserves
	component = { id = 6664 name = TECH_CMP_LD_66_4_NAME type = combined_arms_focus difficulty = 5 }
	# Close Support Training
	component = { id = 6665 name = TECH_CMP_LD_66_5_NAME type = training difficulty = 5 }

	required = { 5220 } # Semi-Industrial Economy
	# Activated by: 1943 Light Armored Division Reorganization (2570) OR 1943 Armored Division Reorganization (2640)

	effects = {
		command = { type = deactivate which = 6650 } # 1944 Mechanized Infantry Role: Assault

		command = { type = tactical_withdrawal value = 2 }

		command = { type = build_cost which = mechanized value = 0.20 } # 5%
		command = { type = supply_consumption which = mechanized value = 0.09 }
		command = { type = fuel_consumption which = mechanized value = 0.05 }
		command = { type = transport_weight which = mechanized value = 1.1 }

		command = { type = build_time which = armored_car where = relative value = -2 }
		command = { type = build_time which = tank_destroyer where = relative value = -2 }
		command = { type = build_cost which = armored_car where = relative value = -2 }
		command = { type = build_cost which = tank_destroyer where = relative value = -2 }

		command = { type = max_organization which = mechanized value = 4 }
		command = { type = max_organization which = cavalry value = -1 }
		command = { type = max_organization which = armor value = -1 }
		command = { type = max_organization which = light_armor value = -1 }
		command = { type = max_organization which = paratrooper value = -1 }
		command = { type = max_organization which = marine value = -1 }
		command = { type = max_organization which = bergsjaeger value = -1 }

		command = { type = max_organization which = armored_car value = 0.5 }
		command = { type = max_organization which = tank_destroyer value = 0.5 }

		command = { type = morale which = mechanized value = 4 }
		command = { type = morale which = cavalry value = -1 }
		command = { type = morale which = armor value = -1 }
		command = { type = morale which = light_armor value = -1 }
		command = { type = morale which = paratrooper value = -1 }
		command = { type = morale which = marine value = -1 }
		command = { type = morale which = bergsjaeger value = -1 }

		command = { type = morale which = armored_car value = 0.5 }
		command = { type = morale which = tank_destroyer value = 0.5 }
	}
}

# ########################################
# Infantry & Reserve Posture # 6700-6720 #
# ########################################

# 1938 Trained Reserves
application = {
	id = 6700
	name = TECH_APP_LD_70_NAME
	desc = TECH_APP_LD_70_DESC
	position = { x = 12 y = 412 }
	year = 1938

	# Reserve Call Up System
	component = { id = 6701 name = TECH_CMP_LD_70_1_NAME type = large_unit_focus difficulty = 4 }
	component = { id = 6702 name = TECH_CMP_LD_70_2_NAME type = centralized_execution difficulty = 4 }
	component = { id = 6703 name = TECH_CMP_LD_70_3_NAME type = infantry_focus difficulty = 4 }
	component = { id = 6704 name = TECH_CMP_LD_70_4_NAME type = large_unit_focus difficulty = 4 }
	# Annual Training Program
	component = { id = 6705 name = TECH_CMP_LD_70_5_NAME type = training difficulty = 4 }

	required = { }

	effects = {
		command = { type = build_time which = militia value = 10 } 
		command = { type = build_cost which = militia where = relative value = -8 } 
		command = { type = max_organization which = militia value = 3 }
		command = { type = morale which = militia value = 3 }
	}
}

# 1938 Experienced Reserves
application = {
	id = 6710
	name = TECH_APP_LD_71_NAME
	desc = TECH_APP_LD_71_DESC
	position = { x = 152 y = 412 }
	year = 1938

	component = { id = 6711 name = TECH_CMP_LD_71_1_NAME type = large_unit_focus difficulty = 5 }
	component = { id = 6712 name = TECH_CMP_LD_71_2_NAME type = centralized_execution difficulty = 5 }
	component = { id = 6713 name = TECH_CMP_LD_71_3_NAME type = infantry_focus difficulty = 5 }
	component = { id = 6714 name = TECH_CMP_LD_71_4_NAME type = training difficulty = 5 }
	component = { id = 6715 name = TECH_CMP_LD_71_5_NAME type = training difficulty = 5 }

	required = { 6700 }
	# Activated by: Full Mobilization event

	effects = {
		command = { type = build_time which = militia value = 15 } 
		command = { type = build_cost which = militia where = relative value = -10 } 
		command = { type = max_organization which = militia value = 3 }
		command = { type = morale which = militia value = 3 }
	}
}

# 6720 skipped intentionally due to Deactivation failure

# 1938 Infantry Division
application = {
	id = 6730
	name = TECH_APP_LD_73_NAME
	desc = TECH_APP_LD_73_DESC
	position = { x = 12 y = 354 }
	year = 1938

	component = { id = 6731 name = TECH_CMP_LD_73_1_NAME type = large_unit_focus difficulty = 5 }
	component = { id = 6732 name = TECH_CMP_LD_73_2_NAME type = centralized_execution difficulty = 5 }
	component = { id = 6733 name = TECH_CMP_LD_73_3_NAME type = infantry_focus difficulty = 5 }
	component = { id = 6734 name = TECH_CMP_LD_73_4_NAME type = large_unit_focus difficulty = 5 } 
	component = { id = 6735 name = TECH_CMP_LD_73_5_NAME type = training difficulty = 5 }

	required = { 5210 6700 } # Agricultural Economy & 1938 Trained Reserves
	# Activated by: Full Mobilization event

	effects = {
		command = { type = activate_unit_type which = infantry }
		command = { type = max_organization which = militia value = -3 }
		command = { type = morale which = militia value = -3 }
	}
}

# ###################################
# Doctrine & Experience # 6800-6840 #
# ###################################

# Aggressive Military Doctrine
application = {
	id = 6800
	name = TECH_APP_LD_80_NAME
	desc = TECH_APP_LD_80_DESC
	position = { x = 435 y = 388 }
	year = 1900

	component = { id = 6801 name = TECH_CMP_LD_80_1_NAME type = nuclear_physics difficulty = 5 }
	component = { id = 6802 name = TECH_CMP_LD_80_2_NAME type = training difficulty = 5 }
	component = { id = 6803 name = TECH_CMP_LD_80_3_NAME type = training difficulty = 5 }
	component = { id = 6804 name = TECH_CMP_LD_80_4_NAME type = training difficulty = 5 }
	component = { id = 6805 name = TECH_CMP_LD_80_5_NAME type = training difficulty = 5 }

	required = { 9999 }

	effects = {
		command = { type = task_efficiency which = attack value = 0.05 }
		command = { type = task_efficiency which = support_attack value = 0.05 }
		command = { type = task_efficiency which = support_defense value = -0.05 }
		command = { type = task_efficiency which = reserves value = -0.05 }

		command = { type = ambush value = -2 }
		command = { type = assault value = 2 }
		command = { type = breakthrough value = 2 }
		command = { type = counterattack value = 2 }
		command = { type = delay value = -2 }
		command = { type = tactical_withdrawal value = -2 }

		command = { type = max_organization which = land value = 4 }
		command = { type = morale which = land value = -2 }
	}
}

# Cautious Military Doctrine
application = {
	id = 6810
	name = TECH_APP_LD_81_NAME
	desc = TECH_APP_LD_81_DESC
	position = { x = 435 y = 420 }
	year = 1900

	component = { id = 6811 name = TECH_CMP_LD_81_1_NAME type = nuclear_physics difficulty = 5 }
	component = { id = 6812 name = TECH_CMP_LD_81_2_NAME type = training difficulty = 5 }
	component = { id = 6813 name = TECH_CMP_LD_81_3_NAME type = training difficulty = 5 }
	component = { id = 6814 name = TECH_CMP_LD_81_4_NAME type = training difficulty = 5 }
	component = { id = 6815 name = TECH_CMP_LD_81_5_NAME type = training difficulty = 5 }

	required = { 9999 }

	effects = {
		command = { type = task_efficiency which = attack value = -0.05 }
		command = { type = task_efficiency which = support_attack value = -0.05 }
		command = { type = task_efficiency which = support_defense value = 0.05 }
		command = { type = task_efficiency which = reserves value = 0.05 }

		command = { type = ambush value = 2 }
		command = { type = assault value = -2 }
		command = { type = breakthrough value = -2 }
		command = { type = counterattack value = -2 }
		command = { type = delay value = 2 }
		command = { type = tactical_withdrawal value = 2 }

		command = { type = max_organization which = land value = -2 }
		command = { type = morale which = land value = 4 }
	}
}

# Balanced Military Doctrine
application = {
	id = 6820
	name = TECH_APP_LD_82_NAME
	desc = TECH_APP_LD_82_DESC
	position = { x = 435 y = 404 }
	year = 1900

	component = { id = 6821 name = TECH_CMP_LD_82_1_NAME type = nuclear_physics difficulty = 5 }
	component = { id = 6822 name = TECH_CMP_LD_82_2_NAME type = training difficulty = 5 }
	component = { id = 6823 name = TECH_CMP_LD_82_3_NAME type = training difficulty = 5 }
	component = { id = 6824 name = TECH_CMP_LD_82_4_NAME type = training difficulty = 5 }
	component = { id = 6825 name = TECH_CMP_LD_82_5_NAME type = training difficulty = 5 }

	required = { 9999 }

	effects = {
		command = { type = max_organization which = land value = 1 }
		command = { type = morale which = land value = 1 }
	}
}

# 1936 Combat Experience
application = {
	id = 6830
	name = TECH_APP_LD_83_NAME
	desc = TECH_APP_LD_83_DESC
	position = { x = 154 y = 394 }
	year = 1936

	component = { id = 6831 name = TECH_CMP_LD_83_1_NAME type = large_unit_focus difficulty = 7 }
	component = { id = 6832 name = TECH_CMP_LD_83_2_NAME type = centralized_execution difficulty = 7 }
	component = { id = 6833 name = TECH_CMP_LD_83_3_NAME type = infantry_focus difficulty = 7 }
	component = { id = 6834 name = TECH_CMP_LD_83_4_NAME type = training difficulty = 7 }
	component = { id = 6835 name = TECH_CMP_LD_83_5_NAME type = training difficulty = 7 }

	required = { }
	# Activated by: Full Mobilization event

	effects = {
		command = { type = ground_def_eff value = 0.78 }
		command = { type = task_efficiency which = attack value = 0.05 }
		command = { type = task_efficiency which = support_attack value = 0.05 }
		command = { type = task_efficiency which = support_defense value = 0.05 }
		command = { type = task_efficiency which = reserves value = 0.05 }

		command = { type = sce_frequency value = 0.1 }
		command = { type = counterattack value = 1 }
		command = { type = delay value = 1 }
		command = { type = assault value = 1 }

		command = { type = tc_mod value = 2 }
		command = { type = hq_supply_eff value = 1 }

		command = { type = max_organization which = land value = 3 }
		command = { type = morale which = land value = 3 }
	}
}

# Neutrality Policy
application = {
	id = 6840
	name = TECH_APP_LD_84_NAME
	desc = TECH_APP_LD_84_DESC
	position = { x = 154 y = 378 }
	year = 1900

	component = { id = 6841 name = TECH_CMP_LD_84_1_NAME type = training difficulty = 5 }
	component = { id = 6842 name = TECH_CMP_LD_84_2_NAME type = training difficulty = 5 }
	component = { id = 6843 name = TECH_CMP_LD_84_3_NAME type = training difficulty = 5 }
	component = { id = 6844 name = TECH_CMP_LD_84_4_NAME type = training difficulty = 5 }
	component = { id = 6845 name = TECH_CMP_LD_84_5_NAME type = training difficulty = 5 }

	required = { 9999 }

	effects = {
		command = { type = ground_def_eff value = 0.74 }
		command = { type = task_efficiency which = attack value = -0.05 }
		command = { type = task_efficiency which = support_attack value = -0.05 }
		command = { type = task_efficiency which = support_defense value = -0.05 }
		command = { type = task_efficiency which = reserves value = -0.05 }

		command = { type = sce_frequency value = -0.1 }
		command = { type = counterattack value = -1 }
		command = { type = delay value = -1 }
		command = { type = assault value = -1 }

		command = { type = tc_mod value = -2 }
		command = { type = hq_supply_eff value = -1 }

		command = { type = max_organization which = land value = -3 }
		command = { type = morale which = land value = -3 }
	}
}

# ##################################
# Officer Class & Type # 6900-6930 #
# ##################################

# Professional Officer Class
application = {
	id = 6900
	name = TECH_APP_LD_90_NAME
	desc = TECH_APP_LD_90_DESC
	position = { x = 295 y = 416 }
	year = 1900

	component = { id = 6901 name = TECH_CMP_LD_90_1_NAME type = nuclear_physics difficulty = 5 }
	component = { id = 6902 name = TECH_CMP_LD_90_2_NAME type = training difficulty = 5 }
	component = { id = 6903 name = TECH_CMP_LD_90_3_NAME type = training difficulty = 5 }
	component = { id = 6904 name = TECH_CMP_LD_90_4_NAME type = training difficulty = 5 }
	component = { id = 6905 name = TECH_CMP_LD_90_5_NAME type = training difficulty = 5 }

	required = { 9999 }

	effects = {
		command = { type = ground_def_eff value = 0.78 }
		command = { type = hq_supply_eff value = 1 }
		command = { type = sce_frequency value = 0.1 }

		command = { type = max_organization which = land value = 2 }
		command = { type = morale which = land value = 2 }
	}
}

# Political Officer Class
application = {
	id = 6910
	name = TECH_APP_LD_91_NAME
	desc = TECH_APP_LD_91_DESC
	position = { x = 295 y = 400 }
	year = 1900

	component = { id = 6911 name = TECH_CMP_LD_91_1_NAME type = nuclear_physics difficulty = 5 }
	component = { id = 6912 name = TECH_CMP_LD_91_2_NAME type = training difficulty = 5 }
	component = { id = 6913 name = TECH_CMP_LD_91_3_NAME type = training difficulty = 5 }
	component = { id = 6914 name = TECH_CMP_LD_91_4_NAME type = training difficulty = 5 }
	component = { id = 6915 name = TECH_CMP_LD_91_5_NAME type = training difficulty = 5 }

	required = { 9999 }

	effects = {
		command = { type = ground_def_eff value = 0.74 }
		command = { type = hq_supply_eff value = 1 }
		command = { type = sce_frequency value = -0.1 }
		command = { type = max_organization which = land value = 3 }
		command = { type = morale which = land value = -1 }
	}
}

# Citizen Officer Class
application = {
	id = 6920
	name = TECH_APP_LD_92_NAME
	desc = TECH_APP_LD_92_DESC
	position = { x = 295 y = 384 }
	year = 1900

	component = { id = 6921 name = TECH_CMP_LD_92_1_NAME type = nuclear_physics difficulty = 5 }
	component = { id = 6922 name = TECH_CMP_LD_92_2_NAME type = training difficulty = 5 }
	component = { id = 6923 name = TECH_CMP_LD_92_3_NAME type = training difficulty = 5 }
	component = { id = 6924 name = TECH_CMP_LD_92_4_NAME type = training difficulty = 5 }
	component = { id = 6925 name = TECH_CMP_LD_92_5_NAME type = training difficulty = 5 }

	required = { 9999 }

	effects = {
		command = { type = ground_def_eff value = 0.76 }
		command = { type = hq_supply_eff value = -1 }
		command = { type = sce_frequency value = 0.1 }

		command = { type = max_organization which = land value = -1 }
		command = { type = morale which = land value = 3 }
	}
}

# Traditional Officer Class
application = {
	id = 6930
	name = TECH_APP_LD_93_NAME
	desc = TECH_APP_LD_93_DESC
	position = { x = 13 y = 378 }
	year = 1900

	component = { id = 6931 name = TECH_CMP_LD_93_1_NAME type = nuclear_physics difficulty = 5 }
	component = { id = 6932 name = TECH_CMP_LD_93_2_NAME type = training difficulty = 5 }
	component = { id = 6933 name = TECH_CMP_LD_93_3_NAME type = training difficulty = 5 }
	component = { id = 6934 name = TECH_CMP_LD_93_4_NAME type = training difficulty = 5 }
	component = { id = 6935 name = TECH_CMP_LD_93_5_NAME type = training difficulty = 5 }

	required = { 9999 }

	effects = {
		command = { type = delay value = 2 }
		command = { type = ambush value = -2 }
		command = { type = counterattack value = 2 }
		command = { type = tactical_withdrawal value = -2 }
		command = { type = assault value = 2 }
		command = { type = breakthrough value = -2 }
		command = { type = encirclement value = -2 }

		command = { type = hq_supply_eff value = 1 }

		command = { type = max_organization which = infantry value = 3 }
		command = { type = max_organization which = cavalry value = 3 }
		command = { type = max_organization which = bergsjaeger value = 3 }
		command = { type = max_organization which = hq value = 3 }
		command = { type = max_organization which = militia value = 3 }

		command = { type = max_organization which = anti_tank value = 0.5 }
		command = { type = max_organization which = artillery value = 0.5 }
		command = { type = max_organization which = engineer value = 0.5 }
		command = { type = max_organization which = sp_rct_artillery value = 0.5 }
		command = { type = max_organization which = b_u4 value = 0.5 } # Towed Artillery
		command = { type = max_organization which = b_u5 value = 0.5 } # VH Artillery
		command = { type = max_organization which = b_u6 value = 0.25 } # Lt Artillery
		command = { type = max_organization which = b_u7 value = 0.5 } # Infantry Regiment
		command = { type = max_organization which = b_u8 value = 0.5 } # Cavalry Regiment
	}
}

# Progressive Officer Class
application = {
	id = 6940
	name = TECH_APP_LD_94_NAME
	desc = TECH_APP_LD_94_DESC
	position = { x = 13 y = 394 }
	year = 1900

	component = { id = 6941 name = TECH_CMP_LD_94_1_NAME type = nuclear_physics difficulty = 5 }
	component = { id = 6942 name = TECH_CMP_LD_94_2_NAME type = training difficulty = 5 }
	component = { id = 6943 name = TECH_CMP_LD_94_3_NAME type = training difficulty = 5 }
	component = { id = 6944 name = TECH_CMP_LD_94_4_NAME type = training difficulty = 5 }
	component = { id = 6945 name = TECH_CMP_LD_94_5_NAME type = training difficulty = 5 }

	required = { 9999 }

	effects = {
		command = { type = ground_def_eff value = 0.80 }

		command = { type = delay value = -2 }
		command = { type = ambush value = 2 }
		command = { type = counterattack value = -2 }
		command = { type = tactical_withdrawal value = 2 }
		command = { type = assault value = -2 }
		command = { type = breakthrough value = 2 }
		command = { type = encirclement value = 2 }

		command = { type = sce_frequency value = 0.2 }

		command = { type = max_organization which = motorized value = 3 }
		command = { type = max_organization which = mechanized value = 3 }
		command = { type = max_organization which = light_armor value = 3 }
		command = { type = max_organization which = armor value = 3 }
		command = { type = max_organization which = paratrooper value = 3 }

		command = { type = max_organization which = heavy_armor value = 0.5 }
		command = { type = max_organization which = light_armor_brigade value = 0.5 }
		command = { type = max_organization which = rocket_artillery value = 0.5 }
		command = { type = max_organization which = sp_artillery value = 0.5 }
		command = { type = max_organization which = super_heavy_armor value = 0.5 }
		command = { type = max_organization which = tank_destroyer value = 0.5 }
		command = { type = max_organization which = b_u10 value = 0.25 } # Assault Gun
		command = { type = max_organization which = b_u11 value = 0.50 } # Heavy Tank Destroyer
	}
}
} # EOF

