#####################################
# Naval Doctrine ####################
#####################################
#
# This file has been modified for
#
#	CORE for Hearts of Iron 2: AoD
#
# Basic proposal and design for Hearts of Iron 2 by
#
#		Matedow
#
# ARM Revision by dec152000
#
# AoD revision by dec152000
# 
# Internal version:	AoD 0.70

technology = {
	id = 8
	category = naval_doctrines
	name = TECH_ND_NAME # Localized name
	desc = TECH_ND_DESC # Localized description

application = { # Admiralty 
	id = 8000
	name = TECH_APP_ND_00_NAME
	desc = TECH_APP_ND_00_DESC
	position = { x = 100 y = 15 }
	year = 1930

	component = {
		id = 8001
		name = TECH_CMP_ND_00_1_NAME # Command and Control System
		type = naval_training
		difficulty = 6
	}
	component = {
		id = 8002
		name = TECH_CMP_ND_00_2_NAME # Naval Headquarters
		type = centralized_execution
		difficulty = 6
	}
	component = {
		id = 8003
		name = TECH_CMP_ND_00_3_NAME # Long Range Communications
		type = centralized_execution 
		difficulty = 6
	}
	component = { 
		id = 8004
		name = TECH_CMP_ND_00_4_NAME # Flag Officer Training
		type = naval_training
		difficulty = 8
	}
	component = {
		id = 8005
		name = TECH_CMP_ND_00_5_NAME # Strategic Planning
		type = centralized_execution
		difficulty = 6
	}

	required = { }

	effects = {
		command = { type = activate which = 3760 } # Foreign Purchase: Destroyer
		command = { type = activate which = 3770 } # Foreign Purchase: Submarine

		command = { type = enable_task which = naval_combat_patrol }
		command = { type = enable_task which = naval_interdiction }
		command = { type = convoy_def_eff value = 0.01 }

		command = { type = max_organization which = battleship value = 1 }
		command = { type = morale which = battleship value = 1 }
		command = { type = max_organization which = battlecruiser value = 1 }
		command = { type = morale which = battlecruiser value = 1 }
		command = { type = max_organization which = heavy_cruiser value = 1 }
		command = { type = morale which = heavy_cruiser value = 1 }
		command = { type = max_organization which = light_cruiser value = 1 }
		command = { type = morale which = light_cruiser value = 1 }
		command = { type = max_organization which = destroyer value = 1 }
		command = { type = morale which = destroyer value = 1 }
	}
}

# 8080 Fleet Logistics Deleted

# 8090 Merchant Marine Deleted

##################################
# Anti-Submarine Warfare
##################################

application = { # Anti-Submarine Warfare
	id = 8010
	name = TECH_APP_ND_01_NAME
	desc = TECH_APP_ND_01_DESC
	position = { x = 312 y = 30 }
	year = 1930

	component = {
		id = 8011
		name = TECH_CMP_ND_01_1_NAME # Depth Charge Development
		type = small_taskforce_tactics 
		difficulty = 5
	}
	component = {
		id = 8012
		name = TECH_CMP_ND_01_2_NAME # ASW Tactics
		type = small_taskforce_tactics
		difficulty = 8
	}
	component = {
		id = 8013
		name = TECH_CMP_ND_01_3_NAME # Submarine Detection
		type = naval_training
		difficulty = 8
	}
	component = { 
		id = 8014
		name = TECH_CMP_ND_01_4_NAME # Specialized Vessel Design
		type = centralized_execution 
		difficulty = 6
	}
	component = {
		id = 8015
		name = TECH_CMP_ND_01_5_NAME # Vessel Crew Training
		type = naval_training
		difficulty = 12
	}

	required = { 8000 } # Admiralty
	or_required = { 3000 3010 3760 } # 1 000t Sloop OR 500t Destroyer OR Foreign Purchase: Destroyer
	# Activated by: # 1 000t Sloop (3000) OR 500t Destroyer (3010) OR Foreign Purchase: Destroyer (3760)

	effects = {
		command = { type = activate_unit_type which = naval_spotter_s } # ASW Destroyer
		command = { type = new_model which = naval_spotter_s value = 2 } # WW1 ASW Destroyer
		command = { type = scrap_model which = naval_spotter_s value = 0 } # ASW Optimization

		command = { type = allow_convoy_escorts }
		command = { type = morale which = destroyer value = 1 }
	}
}

application = { # Convoy Creation
	id = 8100
	name = TECH_APP_ND_10_NAME
	desc = TECH_APP_ND_10_DESC
	position = { x = 321 y = 50 }
	year = 1930

	component = {
		id = 8101
		name = TECH_CMP_ND_10_1_NAME # Route Planning
		type = seamanship
		difficulty = 5
	}
	component = {
		id = 8102
		name = TECH_CMP_ND_10_2_NAME # Merchant Captain Training
		type = naval_training
		difficulty = 6
	}
	component = {
		id = 8103
		name = TECH_CMP_ND_10_3_NAME # Escort Assignment
		type = seamanship
		difficulty = 5
	}
	component = {
		id = 8104
		name = TECH_CMP_ND_10_4_NAME # Communication Protocols
		type = naval_training
		difficulty = 5
	}
	component = {
		id = 8105
		name = TECH_CMP_ND_10_5_NAME # Cargo Planning
		type = centralized_execution
		difficulty = 3
	}

	required = { 8010 } # Anti-Submarine Warfare
	# Activated by: Full Mobilization Event

	effects = {
		command = { type = supply_dist_mod value = 1 }
		command = { type = convoy_def_eff value = 0.15 }
	}
}

application = { # Coastal Convoy Defense
	id = 8110
	name = TECH_APP_ND_11_NAME
	desc = TECH_APP_ND_11_DESC
	position = { x = 330 y = 70 }
	year = 1936

	component = {
		id = 8111
		name = TECH_CMP_ND_11_1_NAME # Coastal Minesweeping
		type = small_taskforce_tactics
		difficulty = 3
	}
	component = {
		id = 8112
		name = TECH_CMP_ND_11_2_NAME # Harbor Patrols
		type = seamanship 
		difficulty = 4
	}
	component = {
		id = 8113
		name = TECH_CMP_ND_11_3_NAME # Small Patrol Boats
		type = small_taskforce_tactics 
		difficulty = 3
	}
	component = {
		id = 8114
		name = TECH_CMP_ND_11_4_NAME # Coastal Convoy Routing
		type = centralized_execution
		difficulty = 4
	}
	component = {
		id = 8115
		name = TECH_CMP_ND_11_5_NAME # Convoy Scheduling
		type = centralized_execution 
		difficulty = 4
	}

	required = { 8100 } # Convoy Creation
	# Activated by: Full Mobilization Event

	effects = {
		command = { type = convoy_def_eff value = 0.05 }
	}
}

application = { # Independent ASW Group
	id = 8120
	name = TECH_APP_ND_12_NAME
	desc = TECH_APP_ND_12_DESC
	position = { x = 323 y = 90 }
	year = 1936

	component = {
		id = 8121
		name = TECH_CMP_ND_12_1_NAME # Area Control
		type = small_taskforce_tactics 
		difficulty = 4
	}
	component = {
		id = 8122
		name = TECH_CMP_ND_12_2_NAME # Group Coordination
		type = small_taskforce_tactics 
		difficulty = 6
	}
	component = {
		id = 8123
		name = TECH_CMP_ND_12_3_NAME # Long Range Detection
		type = centralized_execution 
		difficulty = 4
	}
	component = {
		id = 8124
		name = TECH_CMP_ND_12_4_NAME # Flotilla Flagship
		type = centralized_execution 
		difficulty = 5
	}
	component = {
		id = 8125
		name = TECH_CMP_ND_12_5_NAME # Sustained Operations
		type = seamanship
		difficulty = 6
	}

	required = { 8010 8450 } # Anti-Submarine Warfare AND Destroyer Tactical Doctrine
	# Activated by: # 1 000t Sloop (3000) OR 500t Destroyer (3010) OR Foreign Purchase: Destroyer (3760)

	effects = {
		command = { type = enable_task which = asw }
		command = { type = convoy_def_eff value = 0.05 }

		command = { type = new_model which = naval_spotter_s value = 3 } # Interwar ASW Destroyer
		command = { type = scrap_model which = naval_spotter_s value = 2 } # WW1 ASW Destroyer

		command = { type = max_positioning which = destroyer value = 0.02 }
		command = { type = min_positioning which = destroyer value = 0.02 }
		command = { type = morale which = destroyer value = 1 }
	}
}

application = { # Coordinated ASW Attacks
	id = 8130
	name = TECH_APP_ND_13_NAME
	desc = TECH_APP_ND_13_DESC
	position = { x = 323 y = 110 }
	year = 1938

	component = {
		id = 8131
		name = TECH_CMP_ND_13_1_NAME # Staggered Attacks
		type = centralized_execution 
		difficulty = 4
	}
	component = {
		id = 8132
		name = TECH_CMP_ND_13_2_NAME # Submarine Tracking
		type = naval_training
		difficulty = 6
	}
	component = {
		id = 8133
		name = TECH_CMP_ND_13_3_NAME # Variable Depth Fusing
		type = small_taskforce_tactics
		difficulty = 4
	}
	component = {
		id = 8134
		name = TECH_CMP_ND_13_4_NAME # Depth Charge Throwers
		type = naval_training 
		difficulty = 5
	}
	component = {
		id = 8135
		name = TECH_CMP_ND_13_5_NAME # Operational Training
		type = small_taskforce_tactics
		difficulty = 8
	}

	required = { 8010 8450 } # Anti-Submarine Warfare AND Destroyer Tactical Doctrine
	# Activated by: # 1 000t Sloop (3000) OR 500t Destroyer (3010) OR Foreign Purchase: Destroyer (3760)

	effects = {
		command = { type = new_model which = naval_spotter_s value = 4 } # Improved ASW Destroyer
		command = { type = scrap_model which = naval_spotter_s value = 3 } # Interwar ASW Destroyer

		command = { type = convoy_def_eff value = 0.10 }
		command = { type = task_efficiency which = ASW value = 0.05 }
	}
}

application = { # Focal Point Defense
	id = 8140
	name = TECH_APP_ND_14_NAME
	desc = TECH_APP_ND_14_DESC
	position = { x = 310 y = 170 }
	year = 1940

	component = { 
		id = 8141
		name = TECH_CMP_ND_14_1_NAME # Focal Point Identification
		type = seamanship
		difficulty = 4
	}
	component = {
		id = 8142
		name = TECH_CMP_ND_14_2_NAME # Force Allocation
		type = centralized_execution
		difficulty = 4
	}
	component = {
		id = 8143
		name = TECH_CMP_ND_14_3_NAME # Flexible Convoy Routing
		type = centralized_execution
		difficulty = 6
	}
	component = {
		id = 8144
		name = TECH_CMP_ND_14_4_NAME # Long Range Attack
		type = small_taskforce_tactics
		difficulty = 6
	}
	component = {
		id = 8145
		name = TECH_CMP_ND_14_5_NAME # Distant Convoy Defense
		type = small_taskforce_tactics
		difficulty = 8
	}

	required = { 8120 8130 } # Independent ASW Group AND Coordinated ASW Attacks
	# Activated by: # 1 000t Sloop (3000) OR 500t Destroyer (3010) OR Foreign Purchase: Destroyer (3760)

	effects = {
		command = { type = task_efficiency which = ASW value = 0.05 }
		command = { type = convoy_def_eff value = 0.10 }

		command = { type = max_positioning which = destroyer value = 0.02 }
		command = { type = min_positioning which = destroyer value = 0.02 }
	}
}

application = { # ASW Aircraft
	id = 8150
	name = TECH_APP_ND_15_NAME
	desc = TECH_APP_ND_15_DESC
	position = { x = 320 y = 190 }
	year = 1940

	component = {
		id = 8151
		name = TECH_CMP_ND_15_1_NAME # Bomb Bay Modification
		type = aeronautics
		difficulty = 4
	}
	component = {
		id = 8152
		name = TECH_CMP_ND_15_2_NAME # Aircrew Training
		type = aeronautics
		difficulty = 8
	}
	component = {
		id = 8153
		name = TECH_CMP_ND_15_3_NAME # Submarine Detection
		type = electronics
		difficulty = 6
	}
	component = {
		id = 8154
		name = TECH_CMP_ND_15_4_NAME # Air Dropped Depth Charges
		type = naval_artillery
		difficulty = 6
	}
	component = {
		id = 8155
		name = TECH_CMP_ND_15_5_NAME # Long Range Patrols
		type = technical_efficiency
		difficulty = 6
	}

	required = { 8140 8830 } # Focal Point Defense AND Shoreside Schools
	or_required = { 9190 9290 } # Specialized Tasks OR Naval Air Arm
	# Activated by: 1938 Patrol Bomber (9290) OR 1940 Aircraft Purchase (4560)

	effects = {
		command = { type = convoy_def_eff value = 0.10 }
		command = { type = activate_unit_type which = naval_asw } # ASW Carrier Air Group
		command = { type = max_organization which = naval_bomber value = 1 }
		command = { type = morale which = naval_bomber value = 1 }
	}
}

application = { # Aircraft-Destroyer Coordination
	id = 8160
	name = TECH_APP_ND_16_NAME
	desc = TECH_APP_ND_16_DESC
	position = { x = 328 y = 210 }
	year = 1942

	component = {
		id = 8161
		name = TECH_CMP_ND_16_1_NAME # Communication Protocol
		type = naval_training
		difficulty = 5
	}
	component = {
		id = 8162
		name = TECH_CMP_ND_16_2_NAME # Target Designation
		type = small_taskforce_tactics
		difficulty = 4
	}
	component = {
		id = 8163
		name = TECH_CMP_ND_16_3_NAME # Marker Buoy
		type = naval_training 
		difficulty = 3
	}
	component = {
		id = 8164
		name = TECH_CMP_ND_16_4_NAME # Crew Training
		type = naval_training
		difficulty = 8
	}
	component = {
		id = 8165
		name = TECH_CMP_ND_16_5_NAME # Operational Training
		type = small_taskforce_tactics
		difficulty = 12
	}

	required = { 8150 } # ASW Aircraft
	# Activated by: 1938 Patrol Bomber (9290) OR 1940 Aircraft Purchase (4560)

	effects = {
		command = { type = task_efficiency which = ASW value = 0.10 }
		command = { type = convoy_def_eff value = 0.10 }
		command = { type = max_organization which = escort_carrier value = 1 }
		command = { type = morale which = escort_carrier value = 2 }
	}
}

application = { # Hunter/Killer Tactics
	id = 8170
	name = TECH_APP_ND_17_NAME
	desc = TECH_APP_ND_17_DESC
	position = { x = 310 y = 230 }
	year = 1943

	component = {
		id = 8171
		name = TECH_CMP_ND_17_1_NAME # Aggressive Prosecution
		type = small_taskforce_tactics
		difficulty = 6
	}
	component = {
		id = 8172
		name = TECH_CMP_ND_17_2_NAME # Tracking Handoff
		type = small_taskforce_tactics
		difficulty = 5
	}
	component = {
		id = 8173
		name = TECH_CMP_ND_17_3_NAME # Multiple Attacks
		type = small_taskforce_tactics
		difficulty = 6
	}
	component = {
		id = 8174
		name = TECH_CMP_ND_17_4_NAME # Information Sharing
		type = centralized_execution
		difficulty = 6
	}
	component = {
		id = 8175
		name = TECH_CMP_ND_17_5_NAME # Operational Training
		type = naval_training 
		difficulty = 12
	}

	required = { 8120 8130 } # Independent ASW Group AND Coordinated ASW Attacks
	# Activated by: 1 500t Sloop (3040) OR 1 500t Frigate (3990) OR 1 500t Destroyer (3050) OR 2 000t Destroyer (3070) OR Foreign Purchase: Destroyer (3760)

	effects = {
		command = { type = activate which = 3090 } # 3 000t Destroyer
		command = { type = task_efficiency which = ASW value = 0.15 }
		command = { type = convoy_def_eff value = 0.10 }
		command = { type = surprise which = naval value = 1 }
	}
}

application = { # Blind Attacks
	id = 8180
	name = TECH_APP_ND_18_NAME
	desc = TECH_APP_ND_18_DESC
	position = { x = 320 y = 250 }
	year = 1944

	component = {
		id = 8181
		name = TECH_CMP_ND_18_1_NAME # Sonar Operator Training
		type = naval_training
		difficulty = 6
	}
	component = {
		id = 8182
		name = TECH_CMP_ND_18_2_NAME # Target Solution Development
		type = naval_training 
		difficulty = 6
	}
	component = {
		id = 8183
		name = TECH_CMP_ND_18_3_NAME # Target Reaquisition
		type = small_taskforce_tactics
		difficulty = 6
	}
	component = {
		id = 8184
		name = TECH_CMP_ND_18_4_NAME # Attack Evaluation
		type = seamanship
		difficulty = 6
	}
	component = {
		id = 8185
		name = TECH_CMP_ND_18_5_NAME # Operational Training
		type = small_taskforce_tactics
		difficulty = 14
	}

	required = { 5520 8170 } # 1941 Electronics AND Hunter/Killer Tactics 
	# Activated by: # 1941 Electronics (5520)

	effects = {
		command = { type = task_efficiency which = ASW value = 0.10 }
		command = { type = convoy_def_eff value = 0.10 }
		command = { type = surprise which = naval value = 1 }

		command = { type = max_organization which = destroyer value = 2 }
		command = { type = morale which = destroyer value = 5 }

		command = { type = night_attack which = destroyer value = 10 } # 20%
		command = { type = blizzard_attack which = destroyer value = 8 } # 10%
		command = { type = storm_attack which = destroyer value = 5 } 
		command = { type = snow_attack which = destroyer value = 5 } # 20%
		command = { type = rain_attack which = destroyer value = 2 }
	}
}

application = { # ASW Standoff Attacks
	id = 8190
	name = TECH_APP_ND_19_NAME
	desc = TECH_APP_ND_19_DESC
	position = { x = 330 y = 270 }
	year = 1946

	component = {
		id = 8191
		name = TECH_CMP_ND_19_1_NAME # Rocket Propelled Weapons
		type = naval_artillery
		difficulty = 6
	}
	component = {
		id = 8192
		name = TECH_CMP_ND_19_2_NAME # Long Range Sonar
		type = naval_engineering
		difficulty = 6
	}
	component = {
		id = 8193
		name = TECH_CMP_ND_19_3_NAME # Control Detonation
		type = naval_artillery
		difficulty = 6
	}
	component = {
		id = 8194
		name = TECH_CMP_ND_19_4_NAME # Motion Analysis
		type = naval_artillery 
		difficulty = 6
	}
	component = {
		id = 8195
		name = TECH_CMP_ND_19_5_NAME # Operational Testing
		type = naval_artillery 
		difficulty = 16
	}

	required = { 7100 8180 } # Small Guided Missile AND Blind Attacks
	# Activated by: Small Guided Missile (7100)

	effects = {
		command = { type = activate which = 3100 } # 3 500t Destroyer

		command = { type = task_efficiency which = ASW value = 0.10 }
		command = { type = convoy_def_eff value = 0.10 }

		command = { type = max_positioning which = destroyer value = 0.04 }
		command = { type = min_positioning which = destroyer value = 0.04 }

		command = { type = build_cost which = destroyer value = 0.4 } # 10%
		command = { type = manpower which = destroyer value = 0.11 }
		command = { type = morale which = destroyer value = 5 }
	}
}

application = { # Specialized Escort Design
	id = 8200
	name = TECH_APP_ND_20_NAME
	desc = TECH_APP_ND_20_DESC
	position = { x = 320 y = 130 }
	year = 1938

	component = {
		id = 8201
		name = TECH_CMP_ND_20_1_NAME # Long Range Requirement
		type = naval_engineering 
		difficulty = 2
	}
	component = {
		id = 8202
		name = TECH_CMP_ND_20_2_NAME # Heavy ASW Battery
		type = naval_artillery
		difficulty = 4
	}
	component = {
		id = 8203
		name = TECH_CMP_ND_20_3_NAME # Fast Construction Specification
		type = industrial_engineering 
		difficulty = 4
	}
	component = {
		id = 8204
		name = TECH_CMP_ND_20_4_NAME # Available Power Plant
		type = naval_engineering
		difficulty = 2
	}
	component = {
		id = 8205
		name = TECH_CMP_ND_20_5_NAME # Design Specification
		type = naval_engineering
		difficulty = 3
	}

	required = { 8010 } # Anti-Submarine Warfare 
	or_required = { 3030 3040 } # 2 000t Sloop OR 1 500t Sloop 
	# Activated by: Full Mobilization Event

	effects = {
		command = { type = activate which = 3990 } # 1 500t Frigate
		command = { type = deactivate which = 8210 } # Current DD Design

		command = { type = new_model which = naval_spotter_s value = 4 } # Improved ASW Fire Control System
		command = { type = new_model which = naval_spotter_s value = 3 } # Interwar ASW Fire Control System
		command = { type = scrap_model which = naval_spotter_s value = 3 } # Interwar ASW Fire Control System
		command = { type = scrap_model which = naval_spotter_s value = 2 } # WW1 ASW Fire Control System
	}
}

application = { # Current DD Design
	id = 8210
	name = TECH_APP_ND_21_NAME
	desc = TECH_APP_ND_21_DESC
	position = { x = 320 y = 150 }
	year = 1938

	component = {
		id = 8211
		name = TECH_CMP_ND_21_1_NAME # Successful Destroyer Design
		type = naval_engineering
		difficulty = 2
	}
	component = {
		id = 8212
		name = TECH_CMP_ND_21_2_NAME # Improved ASW Battery Placement
		type = naval_artillery
		difficulty = 3
	}
	component = {
		id = 8213
		name = TECH_CMP_ND_21_3_NAME # Minor Design Changes
		type = naval_engineering
		difficulty = 3
	}
	component = {
		id = 8214
		name = TECH_CMP_ND_21_4_NAME # Power Plant Mass Production
		type = naval_engineering
		difficulty = 6
	}
	component = {
		id = 8215
		name = TECH_CMP_ND_21_5_NAME # Large Construction Contract
		type = industrial_engineering 
		difficulty = 3
	}

	required = { 8010 } # Anti-Submarine Warfare
	or_required = { 3050 3060 } # 1 500t DD or Large DD
	# Activated by: Full Mobilization Event

	effects = {
		command = { type = deactivate which = 8200 } # Specialized Escort Design

		command = { type = new_model which = naval_spotter_s value = 4 } # Improved ASW Fire Control System
		command = { type = new_model which = naval_spotter_s value = 3 } # Interwar ASW Fire Control System
		command = { type = scrap_model which = naval_spotter_s value = 3 } # Interwar ASW Fire Control System
		command = { type = scrap_model which = naval_spotter_s value = 2 } # WW1 ASW Fire Control System

		command = { type = task_efficiency which = asw value = 0.10 }
		command = { type = convoy_def_eff value = 0.05 }
		command = { type = convoy_prod_mod which = escorts value = 5 }
		command = { type = build_time which = destroyer where = relative value = -5 }
		command = { type = max_organization which = destroyer value = 1 }
		command = { type = morale which = destroyer value = 1 }
	}
}

##################################
# Carrier Warfare
##################################

application = { # Carrier Warfare
	id = 8020
	name = TECH_APP_ND_02_NAME
	desc = TECH_APP_ND_02_DESC
	position = { x = 465 y = 10 }
	year = 1930

	component = {
		id = 8021
		name = TECH_CMP_ND_02_1_NAME # Carrier Operation Concepts
		type = carrier_tactics
		difficulty = 28
	}
	component = {
		id = 8022
		name = TECH_CMP_ND_02_2_NAME # Naval Aviation
		type = seamanship 
		difficulty = 8
	}
	component = {
		id = 8023
		name = TECH_CMP_ND_02_3_NAME # Specialised Aircraft Designs
		type = centralized_execution 
		difficulty = 8
	}
	component = {
		id = 8024
		name = TECH_CMP_ND_02_4_NAME # Naval Air Station Establishment
		type = centralized_execution 
		difficulty = 8
	}
	component = {
		id = 8025
		name = TECH_CMP_ND_02_5_NAME # Air Crew Training
		type = naval_training
		difficulty = 14
	}

	required = { 8000 } # Admiralty
	# Activated by: 1936 CAG Development (4900) OR 1939 Converted CAG (4910) OR Purpose-designed 1938 CAG (4950)
 
	effects = {
		command = { type = max_positioning which = carrier value = 0.03 }
		command = { type = max_positioning which = escort_carrier value = 0.02 }
		command = { type = max_organization which = carrier value = 5 }
		command = { type = max_organization which = escort_carrier value = 3 }
	}
}

application = { # Basic Carrier Ops
	id = 8220
	name = TECH_APP_ND_22_NAME
	desc = TECH_APP_ND_22_DESC
	position = { x = 465 y = 30 }
	year = 1930

	component = {
		id = 8221
		name = TECH_CMP_ND_22_1_NAME # Flight Scheduling
		type = seamanship 
		difficulty = 8
	}
	component = {
		id = 8222
		name = TECH_CMP_ND_22_2_NAME # Flight Deck Operations
		type = carrier_tactics
		difficulty = 9
	}
	component = {
		id = 8223
		name = TECH_CMP_ND_22_3_NAME # Aircraft Ordinance Operations
		type = seamanship 
		difficulty = 9
	}
	component = {
		id = 8224
		name = TECH_CMP_ND_22_4_NAME # Specialized Crew Training
		type = naval_training
		difficulty = 14
	}
	component = {
		id = 8225
		name = TECH_CMP_ND_22_5_NAME # Operational Training
		type = carrier_tactics
		difficulty = 18
	}

	required = { 8020 8830 } # Carrier Warfare AND Shoreside Schools
	# Activated by: 25 000t Conversion Carrier (3300) OR 10 000t Light Carrier (3450)

	effects = {
		command = { type = max_positioning which = carrier value = 0.04 }
		command = { type = min_positioning which = carrier value = 0.04 }
		command = { type = max_positioning which = escort_carrier value = 0.03 }
		command = { type = min_positioning which = escort_carrier value = 0.03 }

		command = { type = max_organization which = carrier value = 5 }
		command = { type = morale which = carrier value = 3 }
		command = { type = max_organization which = escort_carrier value = 3 }
		command = { type = morale which = escort_carrier value = 2 }
	}
}

application = { # Escort Carrier Ops
	id = 8230
	name = TECH_APP_ND_23_NAME
	desc = TECH_APP_ND_23_DESC
	position = { x = 475 y = 50 }
	year = 1940

	component = {
		id = 8231
		name = TECH_CMP_ND_23_1_NAME # Small Flight Deck Operations
		type = carrier_tactics
		difficulty = 3
	}
	component = {
		id = 8232
		name = TECH_CMP_ND_23_2_NAME # Aircraft Deck Spotting
		type = seamanship # carrier_tactics
		difficulty = 3
	}
	component = {
		id = 8233
		name = TECH_CMP_ND_23_3_NAME # ASW Training
		type = naval_training
		difficulty = 4
	}
	component = {
		id = 8234
		name = TECH_CMP_ND_23_4_NAME # Specialized Aircrew Training
		type = naval_training
		difficulty = 6
	}
	component = {
		id = 8235
		name = TECH_CMP_ND_23_5_NAME # Operational Training
		type = carrier_tactics
		difficulty = 8
	}

	required = { 8150 8220 } # ASW Aircraft AND Basic Carrier Ops
	# Activated by: 8 000t Conversion Escort Carrier (3410) 

	effects = {
		command = { type = task_efficiency which = asw value = 0.15 }
		command = { type = max_positioning which = escort_carrier value = -0.07 }
		command = { type = min_positioning which = escort_carrier value = -0.07 }
		command = { type = max_organization which = escort_carrier value = -3 }
		command = { type = morale which = escort_carrier value = -2 }
	}
}

application = { # Battleline Support Doctrine
	id = 8240
	name = TECH_APP_ND_24_NAME
	desc = TECH_APP_ND_24_DESC
	position = { x = 460 y = 70 }
	year = 1930

	component = {
		id = 8241
		name = TECH_CMP_ND_24_1_NAME # Battleline Scouting
		type = large_taskforce_tactics
		difficulty = 6
	}
	component = {
		id = 8242
		name = TECH_CMP_ND_24_2_NAME # Carrier Aircraft Fire Spotting
		type = naval_training
		difficulty = 8
	}
	component = {
		id = 8243
		name = TECH_CMP_ND_24_3_NAME # Close Range Attacks
		type = carrier_tactics
		difficulty = 6
	}
	component = {
		id = 8244
		name = TECH_CMP_ND_24_4_NAME # Battlefleet Coordination
		type = centralized_execution
		difficulty = 9
	}
	component = {
		id = 8245
		name = TECH_CMP_ND_24_5_NAME # Operational Training
		type = large_taskforce_tactics
		difficulty = 12
	}

	required = { 8220 } # Basic Carrier Ops
	or_required = { 8520 8530 } # Maneuver Battle Doctrine OR Line of Battle Doctrine
	# Activated by: 25 000t Conversion Carrier (3300) OR 10 000t Light Carrier (3450)

	effects = {
		command = { type = activate which = 4090 } # Purpose-designed Carrier Air Group Policy

		command = { type = enable_task which = naval_port_strike }
		command = { type = enable_task which = naval_airbase_strike }
		command = { type = task_efficiency which = naval_combat_patrol value = 0.05 }
		command = { type = task_efficiency which = naval_interdiction value = 0.05 }
		command = { type = surprise which = naval value = 5 }

		command = { type = max_positioning which = carrier value = 0.04 }
		command = { type = min_positioning which = carrier value = 0.04 }
		command = { type = max_positioning which = escort_carrier value = 0.03 }
		command = { type = min_positioning which = escort_carrier value = 0.03 }

		command = { type = max_organization which = carrier value = 5 }
		command = { type = morale which = carrier value = 3 }
		command = { type = max_organization which = escort_carrier value = 3 }
		command = { type = morale which = escort_carrier value = 2 }
	}
}

application = { # Independent Carrier Doctrine
	id = 8250
	name = TECH_APP_ND_25_NAME
	desc = TECH_APP_ND_25_DESC
	position = { x = 458 y = 190 }
	year = 1937

	component = {
		id = 8251
		name = TECH_CMP_ND_25_1_NAME # Standoff Attacks
		type = carrier_tactics
		difficulty = 4
	}
	component = {
		id = 8252
		name = TECH_CMP_ND_25_2_NAME # Aircraft Scouting
		type = carrier_tactics
		difficulty = 4
	}
	component = {
		id = 8253
		name = TECH_CMP_ND_25_3_NAME # Hit & Run Tactics
		type = carrier_tactics
		difficulty = 4
	}
	component = {
		id = 8254
		name = TECH_CMP_ND_25_4_NAME # Single Carrier Utilization
		type = decentralized_execution
		difficulty = 8
	}
	component = {
		id = 8255
		name = TECH_CMP_ND_25_5_NAME # Operational Training
		type = small_taskforce_tactics
		difficulty = 12
	}

	required = { 8240 } # Battleline Support Doctrine
	or_required = { 3340 3350 } # 20 000t Fleet Carrier OR 25 000t Fleet Carrier
	# Activated by: 20 000t Fleet Carrier (3340) OR 25 000t Fleet Carrier (3350)

	effects = {
		command = { type = task_efficiency which = naval_airbase_strike value = 0.05 }
		command = { type = task_efficiency which = naval_combat_patrol value = 0.05 }
		command = { type = task_efficiency which = naval_interdiction value = 0.05 }
		command = { type = task_efficiency which = naval_port_strike value = 0.05 }

		command = { type = max_positioning which = carrier value = 0.12 }
		command = { type = min_positioning which = carrier value = 0.12 }
		command = { type = max_positioning which = escort_carrier value = 0.07 }
		command = { type = min_positioning which = escort_carrier value = 0.07 }

		command = { type = max_organization which = carrier value = 5 }
		command = { type = morale which = carrier value = 10 }
		command = { type = max_organization which = escort_carrier value = 3 }
		command = { type = morale which = escort_carrier value = 6 }
	}
}

application = { # Port Strike Tactics
	id = 8260
	name = TECH_APP_ND_26_NAME
	desc = TECH_APP_ND_26_DESC
	position = { x = 475 y = 150 }
	year = 1938

	component = {
		id = 8261
		name = TECH_CMP_ND_26_1_NAME # Shallow Running Torpedoes
		type = aircraft_testing
		difficulty = 5
	}
	component = {
		id = 8262
		name = TECH_CMP_ND_26_2_NAME # Anchorage Scouting
		type = piloting
		difficulty = 5
	}
	component = {
		id = 8263
		name = TECH_CMP_ND_26_3_NAME # Infrastructure Targeting
		type = decentralized_execution
		difficulty = 6
	}
	component = {
		id = 8264
		name = TECH_CMP_ND_26_4_NAME # Tactical Suprise
		type = carrier_tactics
		difficulty = 6
	}
	component = {
		id = 8265
		name = TECH_CMP_ND_26_5_NAME # Operational Training
		type = carrier_tactics
		difficulty = 6
	}

	required = { 8240 } # Battleline Support Doctrine
	or_required = { 3340 3350 } # 20 000t Fleet Carrier OR 25 000t Fleet Carrier
	# Activated by: 20 000t Fleet Carrier (3340) OR 25 000t Fleet Carrier (3350)

	effects = {
		command = { type = task_efficiency which = naval_port_strike value = 0.75 }
		command = { type = task_efficiency which = naval_airbase_strike value = 0.30 }
		command = { type = intelligence which = us value = 2 }
		command = { type = surprise which = naval value = 5 }

		command = { type = max_organization which = carrier value = 5 }
		command = { type = morale which = carrier value = 5 }

		command = { type = night_attack which = carrier value = 5 } # 5%
	}
}

application = { # Combat Air Patrol
	id = 8270
	name = TECH_APP_ND_27_NAME
	desc = TECH_APP_ND_27_DESC
	position = { x = 470 y = 90 }
	year = 1936

	component = {
		id = 8271
		name = TECH_CMP_ND_27_1_NAME # Air Mission Scheduling
		type = centralized_execution
		difficulty = 4
	}
	component = {
		id = 8272
		name = TECH_CMP_ND_27_2_NAME # Patrol Patterns
		type = carrier_tactics
		difficulty = 6
	}
	component = {
		id = 8273
		name = TECH_CMP_ND_27_3_NAME # Communication Protocols
		type = carrier_tactics
		difficulty = 4
	}
	component = {
		id = 8274
		name = TECH_CMP_ND_27_4_NAME # Air-to-Air Combat Training
		type = fighter_tactics
		difficulty = 8
	}
	component = {
		id = 8275
		name = TECH_CMP_ND_27_5_NAME # Intercept Procedures
		type = piloting
		difficulty = 4
	}

	required = { 8240 } # Battleline Support Doctrine
	# Activated by: 25 000t Conversion Carrier (3300) OR 10 000t Light Carrier (3450)

	effects = {
		command = { type = task_efficiency which = naval_airbase_strike value = 0.15 }
		command = { type = surprise which = naval value = 1 }

		command = { type = max_organization which = carrier value = 4 }
		command = { type = morale which = carrier value = 2 }

		command = { type = max_organization which = escort_carrier value = 2 }
		command = { type = morale which = escort_carrier value = 1 }
	}
}

application = { # Carrier Task Force
	id = 8280
	name = TECH_APP_ND_28_NAME
	desc = TECH_APP_ND_28_DESC
	position = { x = 465 y = 210 }
	year = 1939

	component = {
		id = 8281
		name = TECH_CMP_ND_28_1_NAME # Multiple Carrier Coordination
		type = carrier_tactics
		difficulty = 6
	}
	component = {
		id = 8282
		name = TECH_CMP_ND_28_2_NAME # Screening Vessel Coordination
		type = large_taskforce_tactics
		difficulty = 5
	}
	component = {
		id = 8283
		name = TECH_CMP_ND_28_3_NAME # Concentric Ring Formation
		type = large_taskforce_tactics
		difficulty = 5
	}
	component = {
		id = 8284
		name = TECH_CMP_ND_28_4_NAME # Carrier Defense
		type = carrier_tactics
		difficulty = 6
	}
	component = {
		id = 8285
		name = TECH_CMP_ND_28_5_NAME # Strike Coordination
		type = centralized_execution
		difficulty = 6
	}

	required = { 8250 } # Independent Carrier Doctrine
	# Activated by: 20 000t Fleet Carrier (3340) OR 25 000t Fleet Carrier (3350)

	effects = {
		command = { type = deactivate which = 8890 } # Littoral Operations
		command = { type = deactivate which = 8910 } # Army Support Operations

		command = { type = task_efficiency which = naval_combat_patrol value = 0.10 }
		command = { type = task_efficiency which = naval_port_strike value = 0.15 }
		command = { type = task_efficiency which = naval_airbase_strike value = 0.10 }
		command = { type = surprise which = naval value = 2 }

		command = { type = max_positioning which = carrier value = 0.06 }
		command = { type = min_positioning which = carrier value = 0.06 }
		command = { type = max_positioning which = escort_carrier value = 0.04 }
		command = { type = min_positioning which = escort_carrier value = 0.04 }

		command = { type = max_organization which = carrier value = 5 }
		command = { type = morale which = carrier value = 5 }
		command = { type = max_organization which = escort_carrier value = 2 }
		command = { type = morale which = escort_carrier value = 2 }
		command = { type = max_organization which = battleship value = -5 }
		command = { type = max_organization which = battlecruiser value = 3 }
		command = { type = max_organization which = heavy_cruiser value = 3 }
		command = { type = max_organization which = light_cruiser value = 3 }
	}
}

application = { # Central Fighter Direction Control
	id = 8290
	name = TECH_APP_ND_29_NAME
	desc = TECH_APP_ND_29_DESC
	position = { x = 475 y = 110 }
	year = 1942

	component = {
		id = 8291
		name = TECH_CMP_ND_29_1_NAME # Raid Plotting
		type = carrier_tactics
		difficulty = 5
	}
	component = {
		id = 8292
		name = TECH_CMP_ND_29_2_NAME # Fighter Vectoring
		type = centralized_execution
		difficulty = 5
	}
	component = {
		id = 8293
		name = TECH_CMP_ND_29_3_NAME # Controller Training
		type = fighter_tactics
		difficulty = 5
	}
	component = {
		id = 8294
		name = TECH_CMP_ND_29_4_NAME # Air Combat Teams
		type = fighter_tactics
		difficulty = 10
	}
	component = {
		id = 8295
		name = TECH_CMP_ND_29_5_NAME # Mulitiple CAG Coordination
		type = centralized_execution
		difficulty = 5
	}

	required = { 5620 8270 } # High-end Decimetric Radar AND Combat Air Patrol
	# Activated by: High-end Decimetric Radar (5620) 

	effects = {
		command = { type = task_efficiency which = naval_airbase_strike value = 0.15 }
		command = { type = surprise which = naval value = 2 }

		command = { type = morale which = cag value = 5 }
		command = { type = morale which = b_u1 value = 2 } # Escort Carrier Air Group
		command = { type = morale which = naval_asw value = 2 } # ASW Carrier Air Group

		command = { type = night_attack which = carrier value = 10 } # 10%
		command = { type = rain_attack which = carrier value = 6 }
		command = { type = snow_attack which = carrier value = 7 }
		command = { type = night_attack which = escort_carrier value = 10 }
		command = { type = rain_attack which = escort_carrier value = 6 }
		command = { type = snow_attack which = escort_carrier value = 7 }

		command = { type = night_defense which = carrier value = 10 } # 10%
		command = { type = rain_defense which = carrier value = 6 }
		command = { type = snow_defense which = carrier value = 7 }
		command = { type = night_defense which = escort_carrier value = 10 }
		command = { type = rain_defense which = escort_carrier value = 6 }
		command = { type = snow_defense which = escort_carrier value = 7 }
	}
}

application = { # Sea Zone Control
	id = 8300
	name = TECH_APP_ND_30_NAME
	desc = TECH_APP_ND_30_DESC
	position = { x = 472 y = 230 }
	year = 1944

	component = {
		id = 8301
		name = TECH_CMP_ND_30_1_NAME # Air Superiority
		type = carrier_tactics
		difficulty = 6
	}
	component = {
		id = 8302
		name = TECH_CMP_ND_30_2_NAME # Long Range Reconnesance
		type = carrier_tactics
		difficulty = 6
	}
	component = {
		id = 8303
		name = TECH_CMP_ND_30_3_NAME # Sustained Operations
		type = seamanship
		difficulty = 6
	}
	component = {
		id = 8304
		name = TECH_CMP_ND_30_4_NAME # Coordinated Attacks
		type = centralized_execution
		difficulty = 8
	}
	component = {
		id = 8305
		name = TECH_CMP_ND_30_5_NAME # Escort Refueling
		type = seamanship
		difficulty = 8
	}

	required = { 8280 } # Carrier Task Force
	or_required = { 8870 8880 } # Forward Basing OR Underway Replenishment
	# Activated by: 25 000t Fleet Carrier (3360) OR 30 000t Fleet Carrier (3370)

	effects = {
		command = { type = task_efficiency which = naval_airbase_strike value = 0.15 }
		command = { type = task_efficiency which = naval_interdiction value = 0.05 }
		command = { type = task_efficiency which = naval_combat_patrol value = 0.15 }
		command = { type = task_efficiency which = naval_port_strike value = 0.15 }
		command = { type = task_efficiency which = asw value = 0.10 }
		command = { type = task_efficiency which = convoy_raiding value = 0.05 }
		command = { type = convoy_def_eff value = 0.05 }

		command = { type = max_positioning which = carrier value = 0.06 }
		command = { type = min_positioning which = carrier value = 0.06 }
		command = { type = max_positioning which = escort_carrier value = 0.04 }
		command = { type = min_positioning which = escort_carrier value = 0.04 }

		command = { type = max_organization which = carrier value = 5 }
		command = { type = morale which = carrier value = 10 }

		command = { type = max_organization which = escort_carrier value = 2 }
		command = { type = morale which = escort_carrier value = 5 }
	}
}

application = { # Force Projection
	id = 8310
	name = TECH_APP_ND_31_NAME
	desc = TECH_APP_ND_31_DESC
	position = { x = 479 y = 250 }
	year = 1946

	component = {
		id = 8311
		name = TECH_CMP_ND_31_1_NAME # Land Target Selection
		type = centralized_execution
		difficulty = 6
	}
	component = {
		id = 8312
		name = TECH_CMP_ND_31_2_NAME # Ground Force Coordination
		type = carrier_tactics
		difficulty = 6
	}
	component = {
		id = 8313
		name = TECH_CMP_ND_31_3_NAME # Littoral Operations
		type = carrier_tactics
		difficulty = 6
	}
	component = {
		id = 8314
		name = TECH_CMP_ND_31_4_NAME # Strategic Targets
		type = centralized_execution
		difficulty = 6
	}
	component = {
		id = 8315
		name = TECH_CMP_ND_31_5_NAME # Ground Attack Training
		type = piloting
		difficulty = 14
	}

	required = { 8300 } # Sea Zone Control
	# Activated by: 25 000t Fleet Carrier (3360) OR 30 000t Fleet Carrier (3370)

	effects = {
		command = { type = task_efficiency which = naval_airbase_strike value = 0.40 }
		command = { type = task_efficiency which = naval_port_strike value = 0.40 }
		command = { type = task_efficiency which = shore_bombardment value = 0.10 }
		command = { type = surprise which = naval value = 5 }

		command = { type = max_positioning which = carrier value = 0.06 }
		command = { type = min_positioning which = carrier value = 0.06 }
		command = { type = max_positioning which = escort_carrier value = 0.04 }
		command = { type = min_positioning which = escort_carrier value = 0.04 }

		command = { type = max_organization which = carrier value = 10 }
		command = { type = max_organization which = escort_carrier value = 5 }
		command = { type = morale which = carrier value = 10 }
		command = { type = morale which = escort_carrier value = 5 }
	}
}

application = { # Carrier Based Jet Aircraft Operations
	id = 8320
	name = TECH_APP_ND_32_NAME
	desc = TECH_APP_ND_32_DESC
	position = { x = 475 y = 170 }
	year = 1948

	component = {
		id = 8321
		name = TECH_CMP_ND_32_1_NAME # Carrier Based Jet Aircraft Specifications
		type = naval_engineering
		difficulty = 5
	}
	component = {
		id = 8322
		name = TECH_CMP_ND_32_2_NAME # Flight Deck Equipment Development
		type = naval_engineering
		difficulty = 5
	}
	component = {
		id = 8323
		name = TECH_CMP_ND_32_3_NAME # Carrier Conversion
		type = naval_engineering
		difficulty = 14
	}
	component = {
		id = 8324
		name = TECH_CMP_ND_32_4_NAME # Pilot Training
		type = carrier_tactics
		difficulty = 10
	}
	component = {
		id = 8325
		name = TECH_CMP_ND_32_5_NAME # Operational Training
		type = carrier_tactics
		difficulty = 14
	}

	required = { 7520 8240 } # 1947 Turbojet Carrier Air Group AND Battleline Support Doctrine
	# Activated by: 1947 Turbojet Carrier Air Group (7520)

	effects = {
		command = { type = task_efficiency which = naval_airbase_strike value = 0.15 }
		command = { type = task_efficiency which = naval_port_strike value = 0.15 }
		command = { type = task_efficiency which = shore_bombardment value = 0.10 }

		command = { type = max_positioning which = carrier value = 0.06 }
		command = { type = min_positioning which = carrier value = 0.06 }

		command = { type = max_organization which = carrier value = 10 }
		command = { type = morale which = carrier value = 10 }

		command = { type = night_attack which = carrier value = 10 } # 10%
		command = { type = night_defense which = carrier value = 10 } # 10%
	}
}

application = { # Night Operations Doctrine
	id = 8330
	name = TECH_APP_ND_33_NAME
	desc = TECH_APP_ND_33_DESC
	position = { x = 479 y = 130 }
	year = 1943

	component = {
		id = 8331
		name = TECH_CMP_ND_33_1_NAME # Low Visibility Lighting
		type = carrier_tactics
		difficulty = 5
	}
	component = {
		id = 8332
		name = TECH_CMP_ND_33_2_NAME # Deck Crew Training
		type = carrier_tactics
		difficulty = 5
	}
	component = {
		id = 8333
		name = TECH_CMP_ND_33_3_NAME # Landing Officer Training
		type = centralized_execution
		difficulty = 6
	}
	component = {
		id = 8334
		name = TECH_CMP_ND_33_4_NAME # Flight Crew Training
		type = piloting
		difficulty = 8
	}
	component = {
		id = 8335
		name = TECH_CMP_ND_33_5_NAME # Low Visibilty Navigation
		type = piloting
		difficulty = 4
	}

	required = { 8290 } # Central Fighter Direction Control
	# Activated by: Carrier Aircraft Diversity (9370)

	effects = {
		command = { type = max_organization which = carrier value = 5 }
		command = { type = morale which = carrier value = 10 }
		command = { type = max_organization which = escort_carrier value = 2 }
		command = { type = morale which = escort_carrier value = 5 }

		command = { type = night_attack which = carrier value = 20 } # 20%
		command = { type = night_defense which = carrier value = 20 }
		command = { type = night_attack which = escort_carrier value = 20 }
		command = { type = night_defense which = carrier value = 20 }
		command = { type = rain_attack which = carrier value = 6 } # 10%
		command = { type = snow_attack which = carrier value = 7 }
		command = { type = rain_attack which = escort_carrier value = 6 }
		command = { type = snow_attack which = escort_carrier value = 7 }
	}
}

##################################
# Anti-Commerce Warfare
##################################

application = { # Anti-Commerce Warfare
	id = 8030
	name = TECH_APP_ND_03_NAME
	desc = TECH_APP_ND_03_DESC
	position = { x = 160 y = 50 }
	year = 1930

	component = {
		id = 8031
		name = TECH_CMP_ND_03_1_NAME # Tonnage Warfare Concept
		type = small_taskforce_tactics
		difficulty = 6
	}
	component = {
		id = 8032
		name = TECH_CMP_ND_03_2_NAME # Trade Route Identification
		type = centralized_execution
		difficulty = 3
	}
	component = {
		id = 8033
		name = TECH_CMP_ND_03_3_NAME # Suprise Attacks
		type = small_taskforce_tactics
		difficulty = 6
	}
	component = {
		id = 8034
		name = TECH_CMP_ND_03_4_NAME # Prize Crew Training
		type = naval_training
		difficulty = 6
	}
	component = {
		id = 8035
		name = TECH_CMP_ND_03_5_NAME # Dead Reckoning Navigation
		type = seamanship
		difficulty = 6
	}

	required = { 8000 } # Admiralty 
	# Activated by: 5 000t Protected Cruiser (3120) OR Foreign Purchase: Submarine (3770) OR Foreign Purchase: Cruiser (3780) OR Interwar Short Range Submarine (3800) OR Interwar Medium Range Submarine (3860) OR Interwar Long Range Submarine (3920)

	effects = {
		command = { type = enable_task which = convoy_raiding }
		command = { type = max_positioning which = submarine value = 0.03 }
		command = { type = max_positioning which = nuclear_submarine value = 0.03 }
	}
}

# 8340 Merchant Raider Tactics DELETED

application = { # Capital Ship Raiding
	id = 8350
	name = TECH_APP_ND_35_NAME
	desc = TECH_APP_ND_35_DESC
	position = { x = 170 y = 70 }
	year = 1930

	component = {
		id = 8351
		name = TECH_CMP_ND_35_1_NAME # Ammunition Conservation
		type = seamanship
		difficulty = 5
	}
	component = {
		id = 8352
		name = TECH_CMP_ND_35_2_NAME # Escort Engagement
		type = small_taskforce_tactics
		difficulty = 6
	}
	component = {
		id = 8353
		name = TECH_CMP_ND_35_3_NAME # Target Selection
		type = small_taskforce_tactics
		difficulty = 6
	}
	component = {
		id = 8354
		name = TECH_CMP_ND_35_4_NAME # Intellegence Intrepretation
		type = naval_training
		difficulty = 8
	}
	component = {
		id = 8355
		name = TECH_CMP_ND_35_5_NAME # Patrol Evasion
		type = small_taskforce_tactics
		difficulty = 6
	}

	required = { 8030 } # Anti-Commerce Warfare
	or_required = { 3220 3230 3240 3270 3610 3620 3640 3650 3660 3670 3680 3690 } # 8 000t Heavy Cruiser OR 9 000t Heavy Cruiser OR 10 000t Heavy Cruiser OR 12 000t Coastal Defence Ship OR Dreadnought 25 000t Dreadnaught Battlecruiser OR 30 000t Dreadnaught Battlecruiser OR 40 000t Battlecruiser OR 30 000t Battlecruiser OR 35 000t Light Battleship OR 25 000t Battlecruiser OR 35 000t Battlecruiser OR 45 000t Battlecruiser
	# Activated by: 8 000t Heavy Cruiser (3220) OR 9 000t Heavy Cruiser (3230) OR 10 000t Heavy Cruiser (3240) OR 12 000t Coastal Defence Ship (3270) OR Dreadnought 25 000t Dreadnaught Battlecruiser (3610) OR 30 000t Dreadnaught Battlecruiser (3620) OR 40 000t Battlecruiser (3640) OR 30 000t Battlecruiser (3650) OR 35 000t Light Battleship (3660) OR 25 000t Battlecruiser (3670) OR 35 000t Battlecruiser (3680) OR 45 000t Battlecruiser (3690)

	effects = {
		command = { type = new_model which = b_u3 value = 6 } # Commerce Raider

		command = { type = activate_unit_type which = b_u2 } # Capital Design
		command = { type = new_model which = b_u2 value = 6 } # Commerce Raider
		command = { type = scrap_model which = b_u2 value = 0 } # 1910 Capital Ship

		command = { type = task_efficiency which = convoy_raiding value = 0.05 }

		command = { type = max_positioning which = battlecruiser value = -0.06 }
		command = { type = min_positioning which = battlecruiser value = -0.06 }
		command = { type = max_positioning which = heavy_cruiser value = -0.05 }
		command = { type = min_positioning which = heavy_cruiser value = -0.05 }

		command = { type = max_organization which = battlecruiser value = -2 }
		command = { type = morale which = battlecruiser value = 5 }

		command = { type = max_organization which = heavy_cruiser value = -2 }
		command = { type = morale which = heavy_cruiser value = 5 }
	}
}

application = { # Basic Submarine Tactics
	id = 8360
	name = TECH_APP_ND_36_NAME
	desc = TECH_APP_ND_36_DESC
	position = { x = 170 y = 90 }
	year = 1930

	component = {
		id = 8361
		name = TECH_CMP_ND_36_1_NAME # Attack Party Training
		type = naval_training
		difficulty = 6
	}
	component = {
		id = 8362
		name = TECH_CMP_ND_36_2_NAME # Periscope Use
		type = submarine_tactics
		difficulty = 6
	}
	component = {
		id = 8363
		name = TECH_CMP_ND_36_3_NAME # Battery Use Managment
		type = submarine_tactics
		difficulty = 6
	}
	component = {
		id = 8364
		name = TECH_CMP_ND_36_4_NAME # Submerged Navigation
		type = seamanship
		difficulty = 6
	}
	component = {
		id = 8365
		name = TECH_CMP_ND_36_5_NAME # Escort Evasion
		type = submarine_tactics
		difficulty = 8
	}

	required = { 3800 8030 } # Coast Defense Submarine AND Anti-Commerce Warfare
	# Activated by: Foreign Purchase: Submarine (3770) OR Interwar Short Range Submarine (3800) OR Interwar Medium Range Submarine (3860) OR Interwar Long Range Submarine (3920)

	effects = {
		command = { type = activate which = 8380 } # Screen Penetration
		command = { type = task_efficiency which = convoy_raiding value = 0.05 }

		command = { type = max_positioning which = submarine value = 0.04 }
		command = { type = min_positioning which = submarine value = 0.03 }
		command = { type = max_positioning which = nuclear_submarine value = 0.04 }
		command = { type = min_positioning which = nuclear_submarine value = 0.03 }

		command = { type = morale which = submarine value = 2 }
		command = { type = night_attack which = submarine value = 3 } # 20%
		command = { type = morale which = nuclear_submarine value = 3 }
		command = { type = night_attack which = nuclear_submarine value = 3 } # 20%
	}
}

application = { # Anti-Warship Tactics
	id = 8370
	name = TECH_APP_ND_37_NAME
	desc = TECH_APP_ND_37_DESC
	position = { x = 180 y = 110 }
	year = 1930

	component = {
		id = 8371
		name = TECH_CMP_ND_37_1_NAME # High Speed Target Tracking
		type = naval_training
		difficulty = 9
	}
	component = {
		id = 8372
		name = TECH_CMP_ND_37_2_NAME # Evasive Maneuvers Prediction
		type = submarine_tactics
		difficulty = 6
	}
	component = {
		id = 8373
		name = TECH_CMP_ND_37_3_NAME # Crash Diving
		type = seamanship
		difficulty = 9
	}
	component = {
		id = 8374
		name = TECH_CMP_ND_37_4_NAME # Multiple Torpedo Salvoes
		type = submarine_tactics
		difficulty = 6
	}
	component = {
		id = 8375
		name = TECH_CMP_ND_37_5_NAME # Quick Reloading Drill
		type = submarine_tactics
		difficulty = 9
	}

	required = { 8360 } # Basic Submarine Tactics
	# Activated by: Foreign Purchase: Submarine (3770) OR Interwar Short Range Submarine (3800) OR Interwar Medium Range Submarine (3860) OR Interwar Long Range Submarine (3920)

	effects = {
		command = { type = task_efficiency which = naval_combat_patrol value = 0.02 }
		command = { type = task_efficiency which = naval_interdiction value = 0.02 }

		command = { type = max_organization which = submarine value = 1 }
		command = { type = max_organization which = nuclear_submarine value = 1 }

		command = { type = morale which = submarine value = 2 }
		command = { type = morale which = nuclear_submarine value = 3 }

		command = { type = max_positioning which = submarine value = 0.04 }
		command = { type = max_positioning which = nuclear_submarine value = 0.04 }
	}
}

application = { # Screen Penetration
	id = 8380
	name = TECH_APP_ND_38_NAME
	desc = TECH_APP_ND_38_DESC
	position = { x = 180 y = 130 }
	year = 1936

	component = {
		id = 8381
		name = TECH_CMP_ND_38_1_NAME # Escort Position Determination
		type = naval_training
		difficulty = 4
	}
	component = {
		id = 8382
		name = TECH_CMP_ND_38_2_NAME # Silent Running
		type = seamanship
		difficulty = 6
	}
	component = {
		id = 8383
		name = TECH_CMP_ND_38_3_NAME # Pattern Timing
		type = naval_training
		difficulty = 4
	}
	component = {
		id = 8384
		name = TECH_CMP_ND_38_4_NAME # Sonar Baffles Exploitation
		type = submarine_tactics
		difficulty = 6
	}
	component = {
		id = 8385
		name = TECH_CMP_ND_38_5_NAME # Screen Gap Exploitation
		type = submarine_tactics
		difficulty = 5
	}

	required = { 8360 } # Basic Submarine Tactics
	# Activated by: Foreign Purchase: Submarine (3770) OR Interwar Short Range Submarine (3800) OR Interwar Medium Range Submarine (3860) OR Interwar Long Range Submarine (3920)

	effects = {
		command = { type = task_efficiency which = convoy_raiding value = 0.02 }

		command = { type = max_organization which = submarine value = 1 }
		command = { type = max_organization which = nuclear_submarine value = 1 }

		command = { type = morale which = submarine value = 2 }
		command = { type = morale which = nuclear_submarine value = 3 }

		command = { type = min_positioning which = submarine value = 0.06 }
		command = { type = min_positioning which = nuclear_submarine value = 0.06 }
	}
}

application = { # Unlimited Submarine Warfare
	id = 8390
	name = TECH_APP_ND_39_NAME
	desc = TECH_APP_ND_39_DESC
	position = { x = 160 y = 190 }
	year = 1936

	component = {
		id = 8391
		name = TECH_CMP_ND_39_1_NAME # Political Will
		type = centralized_execution
		difficulty = 16
	}
	component = {
		id = 8392
		name = TECH_CMP_ND_39_2_NAME # Submerged Attacks
		type = submarine_tactics
		difficulty = 6
	}
	component = {
		id = 8393
		name = TECH_CMP_ND_39_3_NAME # Neutral Vessel Identification
		type = naval_training
		difficulty = 4
	}
	component = {
		id = 8394
		name = TECH_CMP_ND_39_4_NAME # Torpedo Conservation
		type = submarine_tactics
		difficulty = 6
	}
	component = {
		id = 8395
		name = TECH_CMP_ND_39_5_NAME # Trade Route Interdiction
		type = submarine_tactics
		difficulty = 6
	}

	required = { 8370 8380 } # Anti-Warship Tactics AND Screen Penetration
	# Activated by: Full Mobilization Event

	effects = {
		command = { type = task_efficiency which = convoy_raiding value = 0.15 }

		command = { type = max_positioning which = submarine value = 0.08 }
		command = { type = max_positioning which = nuclear_submarine value = 0.08 }

		command = { type = min_positioning which = submarine value = 0.08 }
		command = { type = min_positioning which = nuclear_submarine value = 0.08 }

		command = { type = morale which = submarine value = 2 }
		command = { type = morale which = nuclear_submarine value = 3 }

		command = { type = manpower which = submarine value = 0.03 }
		command = { type = manpower which = nuclear_submarine value = 0.03 }

		command = { type = night_attack which = submarine value = 3 } # 20%
		command = { type = night_attack which = nuclear_submarine value = 3 }

		command = { type = night_defense which = submarine value = 3 }
		command = { type = night_defense which = nuclear_submarine value = 3 }
	}
}

application = { # Wolfpack Tactics
	id = 8400
	name = TECH_APP_ND_40_NAME
	desc = TECH_APP_ND_40_DESC
	position = { x = 170 y = 210 }
	year = 1940

	component = {
		id = 8401
		name = TECH_CMP_ND_40_1_NAME # Submarine Concentration
		type = centralized_execution
		difficulty = 6
	}
	component = {
		id = 8402
		name = TECH_CMP_ND_40_2_NAME # Coordinated Attacks
		type = small_taskforce_tactics
		difficulty = 8
	}
	component = {
		id = 8403
		name = TECH_CMP_ND_40_3_NAME # Target Selection
		type = submarine_tactics
		difficulty = 4
	}
	component = {
		id = 8404
		name = TECH_CMP_ND_40_4_NAME # Communication Protocol
		type = submarine_tactics
		difficulty = 5
	}
	component = {
		id = 8405
		name = TECH_CMP_ND_40_5_NAME # Shoreside Control
		type = centralized_execution
		difficulty = 5
	}

	required = { 8390 8840 } # Unlimited Submarine Warefare and Naval Intelligence Service 
	# Activated by: 1939 Encryption (5540)

	effects = {
		command = { type = task_efficiency which = convoy_raiding value = 0.15 }

		command = { type = morale which = submarine value = 10 }
		command = { type = morale which = nuclear_submarine value = 15 }

		command = { type = night_attack which = submarine value = 3 } # 20%
		command = { type = night_attack which = nuclear_submarine value = 3 }

		command = { type = rain_attack which = submarine value = 1 }
		command = { type = rain_attack which = nuclear_submarine value = 1 }

		command = { type = snow_attack which = submarine value = 2 }
		command = { type = snow_attack which = nuclear_submarine value = 2 }

		command = { type = night_defense which = submarine value = 3 }
		command = { type = night_defense which = nuclear_submarine value = 3 }

		command = { type = rain_defense which = submarine value = 1 }
		command = { type = rain_defense which = nuclear_submarine value = 1 }

		command = { type = snow_defense which = submarine value = 2 }
		command = { type = snow_defense which = nuclear_submarine value = 2 }
	}
}

application = { # Night Attacks
	id = 8410
	name = TECH_APP_ND_41_NAME
	desc = TECH_APP_ND_41_DESC
	position = { x = 170 y = 170 }
	year = 1939

	component = {
		id = 8411
		name = TECH_CMP_ND_41_1_NAME # Lookout Training
		type = seamanship
		difficulty = 6
	}
	component = {
		id = 8412
		name = TECH_CMP_ND_41_2_NAME # Surfaced Attacks
		type = submarine_tactics
		difficulty = 5
	}
	component = {
		id = 8413
		name = TECH_CMP_ND_41_3_NAME # Non-reflective Paint
		type = submarine_tactics
		difficulty = 4
	}
	component = {
		id = 8414
		name = TECH_CMP_ND_41_4_NAME # Ballasting for Awash Deck
		type = seamanship
		difficulty = 4
	}
	component = {
		id = 8415
		name = TECH_CMP_ND_41_5_NAME # Silouette Avoidance
		type = submarine_tactics
		difficulty = 4
	}

	required = { 8370 8380 } # Anti-Warship Tactics AND Screen Penetration
	# Activated by: Foreign Purchase: Submarine (3770) OR Interwar Short Range Submarine (3800) OR Interwar Medium Range Submarine (3860) OR Interwar Long Range Submarine (3920)

	effects = {
		command = { type = task_efficiency which = convoy_raiding value = 0.10 }

		command = { type = morale which = submarine value = 2 }
		command = { type = morale which = nuclear_submarine value = 3 }

		command = { type = min_positioning which = submarine value = 0.04 }
		command = { type = min_positioning which = nuclear_submarine value = 0.04 }

		command = { type = night_attack which = submarine value = 15 } # 100%
		command = { type = night_attack which = nuclear_submarine value = 15 }

		command = { type = night_defense which = submarine value = 15 }
		command = { type = night_defense which = nuclear_submarine value = 15 }
	}
}

application = { # Blind Attacks: Submarine
	id = 8420
	name = TECH_APP_ND_42_NAME
	desc = TECH_APP_ND_42_DESC
	position = { x = 170 y = 230 }
	year = 1943

	component = {
		id = 8421
		name = TECH_CMP_ND_42_1_NAME # Sonar Operator Training
		type = naval_training
		difficulty = 6
		double_time = yes
	}
	component = {
		id = 8422
		name = TECH_CMP_ND_42_2_NAME # Time-to-Target Calculation
		type = naval_training
		difficulty = 4
	}
	component = {
		id = 8423
		name = TECH_CMP_ND_42_3_NAME # Fire Control Solution Development
		type = submarine_tactics 
		difficulty = 4
	}
	component = { 
		id = 8424
		name = TECH_CMP_ND_42_4_NAME # Thermocline Determination
		type = seamanship
		difficulty = 6
	}
	component = {
		id = 8425
		name = TECH_CMP_ND_42_5_NAME # Operational Training
		type = submarine_tactics
		difficulty = 16
	}

	required = { 5520 8390 } # 1941 Electronics AND Unlimited Submarine Warfare
	# Activated by: 1941 Electronics (5520)

	effects = {
		command = { type = task_efficiency which = convoy_raiding value = 0.05 }

		command = { type = new_model which = naval_torpedoes_l value = 6 } # Advanced Submarine Equipment
		command = { type = new_model which = naval_torpedoes_l value = 5 } # Improved Submarine Equipment
		command = { type = new_model which = naval_torpedoes_l value = 4 } # Basic Submarine Equipment
		command = { type = scrap_model which = naval_torpedoes_l value = 5 } # Improved Submarine Equipment
		command = { type = scrap_model which = naval_torpedoes_l value = 4 } # Basic Submarine Equipment

		command = { type = new_model which = naval_mines value = 6 } # Advanced Heavy Submarine Equipment
		command = { type = new_model which = naval_mines value = 5 } # Improved Heavy Submarine Equipment
		command = { type = new_model which = naval_mines value = 4 } # Basic Heavy Submarine Equipment
		command = { type = scrap_model which = naval_mines value = 5 } # Improved Heavy Submarine Equipment
		command = { type = scrap_model which = naval_mines value = 4 } # Basic Heavy Submarine Equipment

		command = { type = new_model which = b_u16 value = 6 } # Advanced Large Submarine Equipment
		command = { type = new_model which = b_u16 value = 5 } # Improved Large Submarine Equipment
		command = { type = new_model which = b_u16 value = 4 } # Basic Large Submarine Equipment
		command = { type = scrap_model which = b_u16 value = 5 } # Improved Large Submarine Equipment
		command = { type = scrap_model which = b_u16 value = 4 } # Basic Large Submarine Equipment

		command = { type = max_positioning which = submarine value = 0.04 }
		command = { type = max_positioning which = nuclear_submarine value = 0.04 }

		command = { type = min_positioning which = submarine value = 0.04 }
		command = { type = min_positioning which = nuclear_submarine value = 0.04 }

		command = { type = morale which = submarine value = 4 }
		command = { type = morale which = nuclear_submarine value = 6 }

		command = { type = rain_attack which = submarine value = 5 } # 100%
		command = { type = rain_attack which = nuclear_submarine value = 5 }

		command = { type = snow_attack which = submarine value = 10 }
		command = { type = snow_attack which = nuclear_submarine value = 10 }

		command = { type = rain_defense which = submarine value = 5 }
		command = { type = rain_defense which = nuclear_submarine value = 5 }

		command = { type = snow_defense which = submarine value = 10 }
		command = { type = snow_defense which = nuclear_submarine value = 10 }

		command = { type = night_attack which = submarine value = 3 } # 20%
		command = { type = night_attack which = nuclear_submarine value = 3 }

		command = { type = night_defense which = submarine value = 3 }
		command = { type = night_defense which = nuclear_submarine value = 3 }
	}
}

application = { # Snorkel Use Doctrine
	id = 8430
	name = TECH_APP_ND_43_NAME
	desc = TECH_APP_ND_43_DESC
	position = { x = 165 y = 150 }
	year = 1938

	component = {
		id = 8431
		name = TECH_CMP_ND_43_1_NAME # Snorkel Concept
		type = submarine_tactics
		difficulty = 5
	}
	component = {
		id = 8432
		name = TECH_CMP_ND_43_2_NAME # Extendable Air Mast
		type = naval_engineering
		difficulty = 5
	}
	component = {
		id = 8433
		name = TECH_CMP_ND_43_3_NAME # Water Exclusion Valve
		type = naval_engineering
		difficulty = 7
	}
	component = {
		id = 8434
		name = TECH_CMP_ND_43_4_NAME # Submerged Battery Recharging
		type = submarine_tactics
		difficulty = 6
	}
	component = {
		id = 8435
		name = TECH_CMP_ND_43_5_NAME # Snorkel Testing
		type = submarine_tactics
		difficulty = 18
	}

	required = { 8360 } # Basic Submarine Tactics
	or_required = { 3810 3870 3930 } # Basic SR Submarine OR Basic MR Submarine OR Basic LR Submarine
	# Activated by: Full Mobilization Event OR Improved SR Submarine (3820) OR Improved MR Submarine (3880) OR Improved LR Submarine (3940)

	effects = {
		command = { type = activate which = 3840 } # Semi-Modern SR Submarine
		command = { type = activate which = 3900 } # Semi-Modern MR Submarine
		command = { type = activate which = 3960 } # Semi-Modern LR Submarine

		command = { type = task_efficiency which = convoy_raiding value = 0.10 }
		command = { type = task_efficiency which = naval_combat_patrol value = 0.02 }
		command = { type = task_efficiency which = naval_interdiction value = 0.02 }

		command = { type = build_time which = submarine where = relative value = 3 }
		command = { type = build_time which = nuclear_submarine where = relative value = 3 }

		command = { type = build_cost which = submarine where = relative value = 2 }
		command = { type = build_cost which = nuclear_submarine where = relative value = 2 }

		command = { type = morale which = submarine value = 10 }
		command = { type = morale which = nuclear_submarine value = 15 }

		command = { type = night_attack which = submarine value = 3 } # 20%
		command = { type = night_attack which = nuclear_submarine value = 3 } # 20%

		command = { type = night_defense which = submarine value = 3 }
		command = { type = night_defense which = nuclear_submarine value = 3 }
	}
}

application = { # Improved Blind Attacks: Submarine
	id = 8440
	name = TECH_APP_ND_44_NAME
	desc = TECH_APP_ND_44_DESC
	position = { x = 175 y = 250 }
	year = 1947

	component = {
		id = 8441
		name = TECH_CMP_ND_44_1_NAME # Sonar Operator Training
		type = naval_training
		difficulty = 8
		double_time = yes
	}
	component = {
		id = 8442
		name = TECH_CMP_ND_44_2_NAME # Time-to-Target Calculation
		type = naval_training
		difficulty = 5
	}
	component = {
		id = 8443
		name = TECH_CMP_ND_44_3_NAME # Fire Control Solution Development
		type = submarine_tactics
		difficulty = 5
	}
	component = {
		id = 8444
		name = TECH_CMP_ND_44_4_NAME # Thermocline Determination
		type = seamanship
		difficulty = 8
	}
	component = {
		id = 8445
		name = TECH_CMP_ND_44_5_NAME # Operational Training
		type = submarine_tactics
		difficulty = 21
	}

	required = { 5520 8420 } # 1943 Electronics AND Blind Attacks: Submarine
	# Activated by: 1943 Electronics (5520)

	effects = {
		command = { type = task_efficiency which = convoy_raiding value = 0.05 }

		command = { type = new_model which = naval_torpedoes_l value = 7 } # Semi-Modern Submarine Equipment
		command = { type = new_model which = naval_torpedoes_l value = 6 } # Advanced Submarine Equipment
		command = { type = new_model which = naval_torpedoes_l value = 5 } # Improved Submarine Equipment
		command = { type = new_model which = naval_torpedoes_l value = 4 } # Basic Submarine Equipment
		command = { type = scrap_model which = naval_torpedoes_l value = 6 } # Advanced Submarine Equipment
		command = { type = scrap_model which = naval_torpedoes_l value = 5 } # Improved Submarine Equipment
		command = { type = scrap_model which = naval_torpedoes_l value = 4 } # Basic Submarine Equipment

		command = { type = new_model which = naval_mines value = 7 } # Semi-Modern Heavy Submarine Equipment
		command = { type = new_model which = naval_mines value = 6 } # Advanced Heavy Submarine Equipment
		command = { type = new_model which = naval_mines value = 5 } # Improved Heavy Submarine Equipment
		command = { type = new_model which = naval_mines value = 4 } # Basic Heavy Submarine Equipment
		command = { type = scrap_model which = naval_mines value = 6 } # Advanced Heavy Submarine Equipment
		command = { type = scrap_model which = naval_mines value = 5 } # Improved Heavy Submarine Equipment
		command = { type = scrap_model which = naval_mines value = 4 } # Basic Heavy Submarine Equipment

		command = { type = new_model which = b_u16 value = 7 } # Semi-Modern Large Submarine Equipment
		command = { type = new_model which = b_u16 value = 6 } # Advanced Large Submarine Equipment
		command = { type = new_model which = b_u16 value = 5 } # Improved Large Submarine Equipment
		command = { type = new_model which = b_u16 value = 4 } # Basic Large Submarine Equipment
		command = { type = scrap_model which = b_u16 value = 6 } # Advanced Large Submarine Equipment
		command = { type = scrap_model which = b_u16 value = 5 } # Improved Large Submarine Equipment
		command = { type = scrap_model which = b_u16 value = 4 } # Basic Large Submarine Equipment

		command = { type = max_positioning which = submarine value = 0.04 }
		command = { type = max_positioning which = nuclear_submarine value = 0.04 }

		command = { type = min_positioning which = submarine value = 0.04 }
		command = { type = min_positioning which = nuclear_submarine value = 0.04 }

		command = { type = morale which = submarine value = 4 }
		command = { type = morale which = nuclear_submarine value = 6 }

		command = { type = rain_attack which = submarine value = 5 } # 100%
		command = { type = rain_attack which = nuclear_submarine value = 5 }

		command = { type = snow_attack which = submarine value = 10 }
		command = { type = snow_attack which = nuclear_submarine value = 10 }

		command = { type = rain_defense which = submarine value = 5 }
		command = { type = rain_defense which = nuclear_submarine value = 5 }

		command = { type = snow_defense which = submarine value = 10 }
		command = { type = snow_defense which = nuclear_submarine value = 10 }

		command = { type = night_attack which = submarine value = 3 } # 20%
		command = { type = night_attack which = nuclear_submarine value = 3 }

		command = { type = night_defense which = submarine value = 3 }
		command = { type = night_defense which = nuclear_submarine value = 3 }
	}
}

##################################
# Naval Superiority
##################################

application = { # Naval Superiority
	id = 8040
	name = TECH_APP_ND_04_NAME
	desc = TECH_APP_ND_04_DESC
	position = { x = 10 y = 50 }
	year = 1930

	component = {
		id = 8041
		name = TECH_CMP_ND_04_1_NAME # Mahanian Doctrine
		type = centralized_execution
		difficulty = 10
	}
	component = {
		id = 8042
		name = TECH_CMP_ND_04_2_NAME # Gunnery Training
		type = naval_training
		difficulty = 10
	}
	component = {
		id = 8043
		name = TECH_CMP_ND_04_3_NAME # Fleet Construction Plan
		type = centralized_execution
		difficulty = 12
	}
	component = {
		id = 8044
		name = TECH_CMP_ND_04_4_NAME # Tactical Coordination
		type = large_taskforce_tactics
		difficulty = 12
	}
	component = {
		id = 8045
		name = TECH_CMP_ND_04_5_NAME # Fleet Navigation
		type = seamanship
		difficulty = 10
	}

	required = { 8000 } # Admiralty 
	# Activated by: # 1 000t Sloop (3000) OR 500t Destroyer (3010) OR Foreign Purchase: Destroyer (3760)

	effects = {
		command = { type = max_positioning which = battleship value = 0.12 }
		command = { type = min_positioning which = battleship value = 0.06 }
		command = { type = max_positioning which = battlecruiser value = 0.12 }
		command = { type = min_positioning which = battlecruiser value = 0.06 }
		command = { type = max_positioning which = heavy_cruiser value = 0.09 }
		command = { type = min_positioning which = heavy_cruiser value = 0.05 }
		command = { type = max_positioning which = light_cruiser value = 0.09 }
		command = { type = min_positioning which = light_cruiser value = 0.05 }
		command = { type = max_positioning which = destroyer value = 0.07 }
		command = { type = min_positioning which = destroyer value = 0.04 }

		command = { type = max_organization which = battleship value = 4 }
		command = { type = morale which = battleship value = 10 }
		command = { type = max_organization which = battlecruiser value = 4 }
		command = { type = morale which = battlecruiser value = 10 }
		command = { type = max_organization which = heavy_cruiser value = 4 }
		command = { type = morale which = heavy_cruiser value = 10 }
		command = { type = max_organization which = light_cruiser value = 4 }
		command = { type = morale which = light_cruiser value = 10 }
		command = { type = max_organization which = destroyer value = 4 }
		command = { type = morale which = destroyer value = 10 }
	}
}

# 8440 Fleet Maneuvers DELETED

application = { # Destroyer Tactical Doctrine
	id = 8450
	name = TECH_APP_ND_45_NAME
	desc = TECH_APP_ND_45_DESC
	position = { x = 20 y = 70 }
	year = 1930

	component = {
		id = 8451
		name = TECH_CMP_ND_45_1_NAME # Gunnery Training
		type = naval_training
		difficulty = 5
	}
	component = {
		id = 8452
		name = TECH_CMP_ND_45_2_NAME # Torpedo Attack Training
		type = naval_training
		difficulty = 5
	}
	component = {
		id = 8453
		name = TECH_CMP_ND_45_3_NAME # Navigation Training
		type = seamanship
		difficulty = 3
	}
	component = {
		id = 8454
		name = TECH_CMP_ND_45_4_NAME # Doctrine Development
		type = small_taskforce_tactics
		difficulty = 6
	}
	component = {
		id = 8455
		name = TECH_CMP_ND_45_5_NAME # Operational Training
		type = naval_training
		difficulty = 12
	}

	required = { 8040 } # Naval Superiority
	# Activated by: 500t Destroyer (3010) OR Foreign Purchase: Destroyer (3760)

	effects = {
		command = { type = activate which = 8010 } # Anti-Submarine Warfare
		command = { type = activate which = 8460 } # Independent Destroyers Doctrine
		command = { type = activate which = 8470 } # Fleet Escort Destroyer Doctrine

		command = { type = max_positioning which = destroyer value = 0.07 }
		command = { type = min_positioning which = destroyer value = 0.07 }
		command = { type = max_organization which = destroyer value = 3 }
		command = { type = morale which = destroyer value = 5 }
	}
}

application = { # Independent Destroyers Doctrine
	id = 8460
	name = TECH_APP_ND_46_NAME
	desc = TECH_APP_ND_46_DESC
	position = { x = 28 y = 90 }
	year = 1930

	component = {
		id = 8461
		name = TECH_CMP_ND_46_1_NAME # Surface Warfare Training
		type = seamanship
		difficulty = 6
	}
	component = {
		id = 8462
		name = TECH_CMP_ND_46_2_NAME # Torpedo Attack Training
		type = naval_training
		difficulty = 6
	}
	component = {
		id = 8463
		name = TECH_CMP_ND_46_3_NAME # Independent Maneuvering
		type = decentralized_execution
		difficulty = 6
	}
	component = {
		id = 8464
		name = TECH_CMP_ND_46_4_NAME # Tactical Doctrine Refinement
		type = small_taskforce_tactics
		difficulty = 6
	}
	component = {
		id = 8465
		name = TECH_CMP_ND_46_5_NAME # Operational Training
		type = small_taskforce_tactics
		difficulty = 15
	}

	required = { 8450 } # Destroyer Tactical Doctrine
	# Activated by: Destroyer Tactical Doctrine (8450)

	effects = {
		command = { type = deactivate which = 8470 } # Fleet Escort Destroyers Doctrine

		command = { type = activate_unit_type which = naval_radar_s } # ASuW Destroyer
		command = { type = new_model which = naval_radar_s value = 0 } # ASuW Optimization

		command = { type = task_efficiency which = naval_interdiction value = 0.05 }
		command = { type = task_efficiency which = naval_combat_patrol value = -0.05 }
		command = { type = convoy_def_eff value = -0.05 }
		command = { type = surprise which = naval value = 10 }

		command = { type = max_positioning which = destroyer value = 0.07 }
		command = { type = min_positioning which = destroyer value = -0.04 }
		command = { type = build_time which = destroyer where = relative value = 5 }

		command = { type = build_time which = naval_anti_air_s value = 5 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = 5 where = relative } # Fleet Destroyer 
		command = { type = build_time which = naval_improved_hull_s value = 5 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = 5 where = relative } # ASuW Destroyer 
		command = { type = build_time which = naval_spotter_s value = 5 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = 5 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = 5 where = relative } # 610mm Torpedo Destroyer

		command = { type = max_organization which = destroyer value = -5 }
		command = { type = morale which = destroyer value = 10 }
		command = { type = manpower which = destroyer value = 0.06 }

		command = { type = night_attack which = destroyer value = 10 } # 20%
		command = { type = night_defense which = destroyer value = 10 }
		command = { type = rain_attack which = destroyer value = 2 }
		command = { type = rain_defense which = destroyer value = 5 }
		command = { type = snow_attack which = destroyer value = 2 }
		command = { type = snow_defense which = destroyer value = 5 }
	}
}

application = { # Fleet Escort Destroyer Doctrine
	id = 8470
	name = TECH_APP_ND_47_NAME
	desc = TECH_APP_ND_47_DESC
	position = { x = 28 y = 110 }
	year = 1930

	component = {
		id = 8471
		name = TECH_CMP_ND_47_1_NAME # Anti-Submarine Warfare Training
		type = naval_training
		difficulty = 8
	}
	component = {
		id = 8472
		name = TECH_CMP_ND_47_2_NAME # Coordinated Maneuvers
		type = centralized_execution
		difficulty = 8
	}
	component = {
		id = 8473
		name = TECH_CMP_ND_47_3_NAME # Capital Ship Screening
		type = large_taskforce_tactics
		difficulty = 6
	}
	component = {
		id = 8474
		name = TECH_CMP_ND_47_4_NAME # Tactical Doctrine
		type = small_taskforce_tactics
		difficulty = 6
	}
	component = {
		id = 8475
		name = TECH_CMP_ND_47_5_NAME # Operational Training
		type = large_taskforce_tactics
		difficulty = 15
	}

	required = { 8450 } # Destroyer Tactical Doctrine
	# Activated by: Destroyer Tactical Doctrine (8450)

	effects = {
		command = { type = deactivate which = 8460 } # Independent Destroyer Doctrine

		command = { type = task_efficiency which = asw value = 0.10 }
		command = { type = task_efficiency which = naval_combat_patrol value = 0.05 }
		command = { type = task_efficiency which = naval_interdiction value = -0.05 }
		command = { type = convoy_def_eff value = 0.05 }

		command = { type = max_positioning which = destroyer value = -0.04 }
		command = { type = min_positioning which = destroyer value = 0.07 }

		command = { type = build_time which = destroyer where = relative value = 5 }
		command = { type = build_time which = naval_anti_air_s value = 5 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = 5 where = relative } # Fleet Destroyer 
		command = { type = build_time which = naval_improved_hull_s value = 5 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = 5 where = relative } # ASuW Destroyer 
		command = { type = build_time which = naval_spotter_s value = 5 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = 5 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = 5 where = relative } # 610mm Torpedo Destroyer

		command = { type = max_organization which = destroyer value = 5 }
		command = { type = morale which = destroyer value = -10 }
		command = { type = manpower which = destroyer value = 0.06 }

		command = { type = night_attack which = destroyer value = -10 } # 20%
		command = { type = night_defense which = destroyer value = -10 }

		command = { type = night_defense which = battleship value = 5 } # 10%
		command = { type = night_defense which = battlecruiser value = 5 }
		command = { type = night_defense which = carrier value = 10 }
		command = { type = night_defense which = escort_carrier value = 10 }
		command = { type = night_defense which = heavy_cruiser value = 5 }
		command = { type = night_defense which = light_cruiser value = 5 }
		command = { type = night_defense which = transport value = 10 }
	}
}

application = { # Cruiser Tactical Doctrine
	id = 8480
	name = TECH_APP_ND_48_NAME
	desc = TECH_APP_ND_48_DESC
	position = { x = 20 y = 130 }
	year = 1930

	component = {
		id = 8481
		name = TECH_CMP_ND_48_1_NAME # Main Battery Gunnery Training
		type = naval_training
		difficulty = 8
	}
	component = {
		id = 8482
		name = TECH_CMP_ND_48_2_NAME # Navigation Training
		type = seamanship
		difficulty = 6
	}
	component = {
		id = 8483
		name = TECH_CMP_ND_48_3_NAME # Destroyer Coordination
		type = seamanship
		difficulty = 6
	}
	component = {
		id = 8484
		name = TECH_CMP_ND_48_4_NAME # Doctrine Development
		type = small_taskforce_tactics
		difficulty = 8
	}
	component = {
		id = 8485
		name = TECH_CMP_ND_48_5_NAME # Operational Training
		type = naval_training
		difficulty = 15
	}

	required = { 8040 } # Naval Superiority
	# Activated by: 5 000t Protected Cruiser (3120) OR 3 000t Light Cruiser (3140) OR 4 000t Coastal Defence Ship (3200) OR Foreign Purchase: Cruiser (3780)

	effects = {
		command = { type = activate which = 8490 } # Independent Cruiser Doctrine
		command = { type = activate which = 8500 } # Battleline Cruiser Doctrine

		command = { type = max_positioning which = heavy_cruiser value = 0.10 }
		command = { type = min_positioning which = heavy_cruiser value = 0.10 }
		command = { type = max_positioning which = light_cruiser value = 0.10 }
		command = { type = min_positioning which = light_cruiser value = 0.10 }

		command = { type = max_organization which = heavy_cruiser value = 3 }
		command = { type = morale which = heavy_cruiser value = 5 }
		command = { type = max_organization which = light_cruiser value = 3 }
		command = { type = morale which = light_cruiser value = 5 }
	}
}

application = { # Independent Cruiser Doctrine
	id = 8490
	name = TECH_APP_ND_49_NAME
	desc = TECH_APP_ND_49_DESC
	position = { x = 28 y = 150 }
	year = 1930

	component = {
		id = 8491
		name = TECH_CMP_ND_49_1_NAME # Long Range Communications
		type = decentralized_execution
		difficulty = 6
	}
	component = {
		id = 8492
		name = TECH_CMP_ND_49_2_NAME # Reconnisance Training
		type = naval_training
		difficulty = 6
	}
	component = {
		id = 8493
		name = TECH_CMP_ND_49_3_NAME # Screen Penetration
		type = seamanship
		difficulty = 6
	}
	component = {
		id = 8494
		name = TECH_CMP_ND_49_4_NAME # Flotilla Flagship
		type = decentralized_execution
		difficulty = 6
	}
	component = {
		id = 8495
		name = TECH_CMP_ND_49_5_NAME # Superior Force Evasion
		type = small_taskforce_tactics
		difficulty = 6
	}

	required = { 8480 } # Cruiser Tactical Doctrine
	# Activated by: Cruiser Tactical Doctrine (8480) 

	effects = {
		command = { type = deactivate which = 8500 } # Battleline Cruiser Doctrine

		command = { type = task_efficiency which = convoy_raiding value = 0.05 }
		command = { type = task_efficiency which = naval_combat_patrol value = 0.05 }
		command = { type = task_efficiency which = naval_interdiction value = -0.05 }

		command = { type = max_positioning which = heavy_cruiser value = 0.09 }
		command = { type = min_positioning which = heavy_cruiser value = -0.05 }
		command = { type = max_positioning which = light_cruiser value = 0.09 }
		command = { type = min_positioning which = light_cruiser value = -0.05 }

		command = { type = max_organization which = heavy_cruiser value = -5 }
		command = { type = max_organization which = light_cruiser value = -5 }
		command = { type = morale which = heavy_cruiser value = 10 }
		command = { type = morale which = light_cruiser value = 10 }

		command = { type = night_attack which = heavy_cruiser value = 10 } # 20%
		command = { type = night_defense which = heavy_cruiser value = 10 }
		command = { type = night_attack which = light_cruiser value = 10 }
		command = { type = night_defense which = light_cruiser value = 10 }
	}
}

application = { # Battleline Cruiser Doctrine
	id = 8500
	name = TECH_APP_ND_50_NAME
	desc = TECH_APP_ND_50_DESC
	position = { x = 28 y = 170 }
	year = 1930

	component = {
		id = 8501
		name = TECH_CMP_ND_50_1_NAME # Capital Ship Screening
		type = large_taskforce_tactics
		difficulty = 6
	}
	component = {
		id = 8502
		name = TECH_CMP_ND_50_2_NAME # Coordinated Maneuvering
		type = centralized_execution
		difficulty = 9
	}
	component = {
		id = 8503
		name = TECH_CMP_ND_50_3_NAME # Screening Vessel Flagship
		type = centralized_execution
		difficulty = 6
	}
	component = {
		id = 8504
		name = TECH_CMP_ND_50_4_NAME # Long Range Gunnery
		type = naval_training
		difficulty = 8
	}
	component = {
		id = 8505
		name = TECH_CMP_ND_50_5_NAME # Target Selection
		type = seamanship
		difficulty = 6
	}

	required = { 8480 } # Cruiser Tactical Doctrine
	# Activated by: Cruiser Tactical Doctrine (8480) 

	effects = {
		command = { type = deactivate which = 8490 } # Independent Cruiser Doctrine
		command = { type = deactivate which = 8520 } # Maneuver Battle Doctrine

		command = { type = task_efficiency which = naval_interdiction value = 0.05 }
		command = { type = task_efficiency which = naval_combat_patrol value = -0.05 }
		command = { type = task_efficiency which = shore_bombardment value = 0.05 }

		command = { type = max_positioning which = heavy_cruiser value = -0.05 }
		command = { type = min_positioning which = heavy_cruiser value = 0.09 }
		command = { type = max_positioning which = light_cruiser value = -0.05 }
		command = { type = min_positioning which = light_cruiser value = 0.09 }

		command = { type = max_organization which = heavy_cruiser value = 5 }
		command = { type = morale which = heavy_cruiser value = -10 }
		command = { type = max_organization which = light_cruiser value = 5 }
		command = { type = morale which = light_cruiser value = -10 }

		command = { type = night_attack which = heavy_cruiser value = -10 } # 20%
		command = { type = night_defense which = heavy_cruiser value = -10 }
		command = { type = night_attack which = light_cruiser value = -10 }
		command = { type = night_defense which = light_cruiser value = -10 }

		command = { type = night_defense which = battleship value = 5 } # 10%
		command = { type = night_defense which = battlecruiser value = 5 }
		command = { type = night_defense which = carrier value = 10 }
		command = { type = night_defense which = escort_carrier value = 10 }
		command = { type = night_defense which = transport value = 10 }
	}
}

application = { # Battleship Tactical Doctrine
	id = 8510
	name = TECH_APP_ND_51_NAME
	desc = TECH_APP_ND_51_DESC
	position = { x = 20 y = 190 }
	year = 1930

	component = {
		id = 8511
		name = TECH_CMP_ND_51_1_NAME # Main Battery Gunnery Training
		type = naval_training
		difficulty = 11
	}
	component = {
		id = 8512
		name = TECH_CMP_ND_51_2_NAME # Secondary Battery Gunnery Training
		type = naval_training
		difficulty = 8
	}
	component = {
		id = 8513
		name = TECH_CMP_ND_51_3_NAME # Navigation
		type = seamanship
		difficulty = 8
	}
	component = {
		id = 8514
		name = TECH_CMP_ND_51_4_NAME # Doctrine Development
		type = small_taskforce_tactics
		difficulty = 11
	}
	component = {
		id = 8515
		name = TECH_CMP_ND_51_5_NAME # Operational Training
		type = naval_training
		difficulty = 21
	}

	required = { 8040 } # Naval Superiority
	# Activated by: 15 000t Dreadnought Battleship (3510) OR 25 000t Dreadnaught Battlecruiser (3610) OR Foreign Purchase: Capital Ship (3790)

	effects = {
		command = { type = activate which = 8520 } # Maneuver Battle Doctrine
		command = { type = activate which = 8530 } # Line of Battle Doctrine

		command = { type = task_efficiency which = shore_bombardment value = 0.10 }

		command = { type = max_positioning which = battleship value = 0.12 }
		command = { type = min_positioning which = battleship value = 0.12 }
		command = { type = max_positioning which = battlecruiser value = 0.12 }
		command = { type = min_positioning which = battlecruiser value = 0.12 }

		command = { type = max_organization which = battleship value = 3 }
		command = { type = max_organization which = battlecruiser value = 3 }
		command = { type = morale which = battleship value = 5 }
		command = { type = morale which = battleship value = 5 }
	}
}

application = { # Maneuver Battle Doctrine
	id = 8520
	name = TECH_APP_ND_52_NAME
	desc = TECH_APP_ND_52_DESC
	position = { x = 28 y = 210 }
	year = 1930

	component = {
		id = 8521
		name = TECH_CMP_ND_52_1_NAME # Independent Maneuver
		type = seamanship
		difficulty = 6
	}
	component = {
		id = 8522
		name = TECH_CMP_ND_52_2_NAME # Target Selection
		type = naval_training
		difficulty = 6
	}
	component = {
		id = 8523
		name = TECH_CMP_ND_52_3_NAME # Short Range Gunnery
		type = naval_training
		difficulty = 5
	}
	component = {
		id = 8524
		name = TECH_CMP_ND_52_4_NAME # Tactical Control
		type = decentralized_execution
		difficulty = 9
	}
	component = {
		id = 8525
		name = TECH_CMP_ND_52_5_NAME # Battle Plan
		type = small_taskforce_tactics
		difficulty = 12
	}

	required = { 8510 } # Battleship Tactical Doctrine
	# Activated by: Battleship Tactical Doctrine (8510) 

	effects = {
		command = { type = deactivate which = 8500 } # Battleline Cruiser Doctrine
		command = { type = deactivate which = 8530 } # Line of Battle Doctrine

		command = { type = max_organization which = battleship value = -5 }
		command = { type = morale which = battleship value = 10 }
		command = { type = max_organization which = battlecruiser value = -5 }
		command = { type = morale which = battlecruiser value = 10 }

		command = { type = max_positioning which = battleship value = 0.12 }
		command = { type = min_positioning which = battleship value = -0.06 }
		command = { type = max_positioning which = battlecruiser value = 0.12 }
		command = { type = min_positioning which = battlecruiser value = -0.06 }

		command = { type = night_attack which = battleship value = 10 } # 20%
		command = { type = night_defense which = battleship value = 10 }
		command = { type = night_attack which = battlecruiser value = 10 }
		command = { type = night_defense which = battlecruiser value = 10 }
	}
}

application = { # Line of Battle Doctrine
	id = 8530
	name = TECH_APP_ND_53_NAME
	desc = TECH_APP_ND_53_DESC
	position = { x = 28 y = 230 }
	year = 1930

	component = {
		id = 8531
		name = TECH_CMP_ND_53_1_NAME # Coordinated Maneuvering
		type = centralized_execution
		difficulty = 9
	}
	component = {
		id = 8532
		name = TECH_CMP_ND_53_2_NAME # Fleet Gunnery Practice
		type = naval_training
		difficulty = 6
	}
	component = {
		id = 8533
		name = TECH_CMP_ND_53_3_NAME # Target Assignment
		type = naval_training
		difficulty = 6
	}
	component = {
		id = 8534
		name = TECH_CMP_ND_53_4_NAME # Screening Vessel Maneuvering
		type = large_taskforce_tactics
		difficulty = 8
	}
	component = {
		id = 8535
		name = TECH_CMP_ND_53_5_NAME # Operational Training
		type = large_taskforce_tactics
		difficulty = 12
	}

	required = { 8510 } # Battleship Tactical Doctrine
	# Activated by: Battleship Tactical Doctrine (8510)

	effects = {
		command = { type = deactivate which = 8520 } # Maneuver Battle Doctrine

		command = { type = max_positioning which = battleship value = -0.06 }
		command = { type = min_positioning which = battleship value = 0.12 }
		command = { type = max_positioning which = battlecruiser value = -0.06 }
		command = { type = min_positioning which = battlecruiser value = 0.12 }

		command = { type = max_organization which = battleship value = 5 }
		command = { type = morale which = battleship value = -10 }
		command = { type = max_organization which = battlecruiser value = 5 }
		command = { type = morale which = battlecruiser value = -10 }

		command = { type = night_attack which = battleship value = -10 } # 20%
		command = { type = night_defense which = battleship value = -10 }
		command = { type = night_attack which = battlecruiser value = -10 }
		command = { type = night_defense which = battlecruiser value = -10 }
	}
}

application = { # Night Fighting Tactical Doctrine
	id = 8540
	name = TECH_APP_ND_54_NAME
	desc = TECH_APP_ND_54_DESC
	position = { x = 20 y = 250 }
	year = 1938

	component = {
		id = 8541
		name = TECH_CMP_ND_54_1_NAME # Flashless Powder
		type = decentralized_execution
		difficulty = 7
	}
	component = {
		id = 8542
		name = TECH_CMP_ND_54_2_NAME # Large Diameter Optics
		type = decentralized_execution
		difficulty = 7
	}
	component = {
		id = 8543
		name = TECH_CMP_ND_54_3_NAME # Target Designation
		type = naval_training
		difficulty = 7
	}
	component = {
		id = 8544
		name = TECH_CMP_ND_54_4_NAME # Friend/Foe Identification
		type = seamanship
		difficulty = 7
	}
	component = {
		id = 8545
		name = TECH_CMP_ND_54_5_NAME # Operational Training
		type = small_taskforce_tactics
		difficulty = 18
	}

	required = { 8820 } # Naval War College
	or_required = { 8450 8480 8510 } # Destroyer Tactical Doctrine OR Cruiser Tactical Doctrine OR Battleship Tactical Doctrine
	# Activated by: Full Mobilization Event

	effects = {
		command = { type = task_efficiency which = naval_interdiction value = 0.10 }
		command = { type = task_efficiency which = naval_combat_patrol value = 0.10 }
		command = { type = task_efficiency which = convoy_raiding value = 0.05 }
		command = { type = task_efficiency which = asw value = 0.05 }

		command = { type = convoy_def_eff value = 0.10 }
		command = { type = surprise which = naval value = 15 }

		command = { type = max_organization which = destroyer value = 6 }
		command = { type = max_organization which = heavy_cruiser value = 4 }
		command = { type = max_organization which = light_cruiser value = 4 }
		command = { type = max_organization which = battleship value = 2 }
		command = { type = max_organization which = battlecruiser value = 2 }

		command = { type = morale which = destroyer value = 12 }
		command = { type = morale which = heavy_cruiser value = 8 }
		command = { type = morale which = light_cruiser value = 8 }
		command = { type = morale which = battleship value = 5 }
		command = { type = morale which = battlecruiser value = 5 }

		command = { type = night_attack which = destroyer value = 15 } # 30%
		command = { type = night_attack which = heavy_cruiser value = 10 } # 20%
		command = { type = night_attack which = light_cruiser value = 10 }
		command = { type = night_attack which = battleship value = 5 } # 10%
		command = { type = night_attack which = battlecruiser value = 5 }

		command = { type = night_defense which = destroyer value = 15 } # 30%
		command = { type = night_defense which = heavy_cruiser value = 10 } # 20%
		command = { type = night_defense which = light_cruiser value = 10 }
		command = { type = night_defense which = battleship value = 5 } # 10%
		command = { type = night_defense which = battlecruiser value = 5 }
	}
}

application = { # Radar Fighting Tactical Doctrine
	id = 8550
	name = TECH_APP_ND_55_NAME
	desc = TECH_APP_ND_55_DESC
	position = { x = 20 y = 270 }
	year = 1943

	component = {
		id = 8551
		name = TECH_CMP_ND_55_1_NAME # Combat Information Center
		type = centralized_execution
		difficulty = 8
	}
	component = {
		id = 8552
		name = TECH_CMP_ND_55_2_NAME # Friend/Foe Identification
		type = naval_training
		difficulty = 9
	}
	component = {
		id = 8553
		name = TECH_CMP_ND_55_3_NAME # Target Designation
		type = naval_training
		difficulty = 9
	}
	component = {
		id = 8554
		name = TECH_CMP_ND_55_4_NAME # Radar Fire Control
		type = centralized_execution
		difficulty = 10
	}
	component = {
		id = 8555
		name = TECH_CMP_ND_55_5_NAME # Operational Training
		type = small_taskforce_tactics
		difficulty = 18
	}

	required = { 5630 8820 } # Low-end Centimetric Radar AND Naval War College
	or_required = { 8450 8480 8510 } # Destroyer Tactical Doctrine OR Cruiser Tactical Doctrine OR Battleship Tactical Doctrine
	# Activated by: Low-end Centimetric Radar (5630)

	effects = {
		command = { type = convoy_def_eff value = 0.15 }

		command = { type = max_organization which = battleship value = 6 }
		command = { type = max_organization which = battlecruiser value = 6 }
		command = { type = max_organization which = heavy_cruiser value = 4 }
		command = { type = max_organization which = light_cruiser value = 4 }
		command = { type = max_organization which = destroyer value = 2 }

		command = { type = morale which = battleship value = 12 }
		command = { type = morale which = battlecruiser value = 12 }
		command = { type = morale which = heavy_cruiser value = 8 }
		command = { type = morale which = light_cruiser value = 8 }
		command = { type = morale which = destroyer value = 4 }

		command = { type = max_positioning which = battleship value = 0.15 }
		command = { type = min_positioning which = battleship value = 0.15 }
		command = { type = max_positioning which = battlecruiser value = 0.15 }
		command = { type = min_positioning which = battlecruiser value = 0.15 }
		command = { type = max_positioning which = heavy_cruiser value = 0.12 }
		command = { type = min_positioning which = heavy_cruiser value = 0.12 }
		command = { type = max_positioning which = light_cruiser value = 0.12 }
		command = { type = min_positioning which = light_cruiser value = 0.12 }
		command = { type = max_positioning which = destroyer value = 0.09 }
		command = { type = min_positioning which = destroyer value = 0.09 }

		command = { type = night_attack which = battleship value = 15 } # 30%
		command = { type = night_attack which = battlecruiser value = 15 }
		command = { type = night_attack which = heavy_cruiser value = 10 } # 20%
		command = { type = night_attack which = light_cruiser value = 10 }
		command = { type = night_attack which = destroyer value = 5 } # 10%

		command = { type = night_defense which = battleship value = 15 } # 30%
		command = { type = night_defense which = battlecruiser value = 15 }
		command = { type = night_defense which = heavy_cruiser value = 10 } # 20%
		command = { type = night_defense which = light_cruiser value = 10 }
		command = { type = night_defense which = destroyer value = 5 } # 10%
		command = { type = night_defense which = carrier value = 10 }
		command = { type = night_defense which = escort_carrier value = 10 }
		command = { type = night_defense which = transport value = 10 }
	}
}

##################################
# Amphibious Warfare
##################################

application = { # Amphibious Warfare
	id = 8050
	name = TECH_APP_ND_05_NAME
	desc = TECH_APP_ND_05_DESC
	position = { x = 315 y = 310 }
	year = 1930

	component = {
		id = 8051
		name = TECH_CMP_ND_05_1_NAME # Beach Criteria Development
		type = seamanship
		difficulty = 6
	}
	component = {
		id = 8052
		name = TECH_CMP_ND_05_2_NAME # Equipment Waterproofing
		type = seamanship
		difficulty = 6
	}
	component = {
		id = 8053
		name = TECH_CMP_ND_05_3_NAME # Water Survivial Training
		type = naval_training
		difficulty = 6
	}
	component = {
		id = 8054
		name = TECH_CMP_ND_05_4_NAME # Troop Transport Plans
		type = centralized_execution
		difficulty = 9
	}
	component = {
		id = 8055
		name = TECH_CMP_ND_05_5_NAME # Disembarkation Plans
		type = centralized_execution
		difficulty = 9
	}

	required = { 8000 8790 } # Converted Coastal Trading Vessel AND Shoreside Logistics
	# Activated by: Converted Coastal Trading Vessel (3700)

	effects = {
		command = { type = enable_task which = amphibious_assault }
		command = { type = max_positioning which = transport value = 0.03 }
	}
}

application = { # Basic Amphibious Operations
	id = 8570
	name = TECH_APP_ND_57_NAME
	desc = TECH_APP_ND_57_DESC
	position = { x = 323 y = 330 }
	year = 1930

	component = {
		id = 8571
		name = TECH_CMP_ND_57_1_NAME # Supply Movement
		type = centralized_execution 
		difficulty = 6
	}
	component = {
		id = 8572
		name = TECH_CMP_ND_57_2_NAME # Beach Selection
		type = seamanship
		difficulty = 6
	}
	component = {
		id = 8573
		name = TECH_CMP_ND_57_3_NAME # Tide Calculation
		type = seamanship
		difficulty = 6
	}
	component = {
		id = 8574
		name = TECH_CMP_ND_57_4_NAME # Beach Reconnesance
		type = naval_training
		difficulty = 8
	}
	component = {
		id = 8575
		name = TECH_CMP_ND_57_5_NAME # Deceptive Operations
		type = large_taskforce_tactics
		difficulty = 9
	}

	required = { 8050 } # Amphibious Warfare
	# Activated by: Converted Coastal Trading Vessel (3700)

	effects = {
		command = { type = task_efficiency which = amphibious_assault value = 0.10 }
		command = { type = task_efficiency which = shore_bombardment value = 0.05 }
		command = { type = max_amphib_mod value = 1 }

		command = { type = shore_attack which = infantry value = 3 } # 5
		command = { type = shore_attack which = paratrooper value = 2 }
		command = { type = shore_attack which = marine value = 1 } 
		command = { type = shore_attack which = bergsjaeger value = 2 }
		command = { type = shore_attack which = militia value = 2 }
	}
}

application = { # Naval Fire Support
	id = 8580
	name = TECH_APP_ND_58_NAME
	desc = TECH_APP_ND_58_DESC
	position = { x = 320 y = 350 }
	year = 1930

	component = {
		id = 8581
		name = TECH_CMP_ND_58_1_NAME # Target Communication
		type = naval_training
		difficulty = 8
	}
	component = {
		id = 8582
		name = TECH_CMP_ND_58_2_NAME # Pre-planned Fire Missions
		type = centralized_execution
		difficulty = 6
	}
	component = {
		id = 8583
		name = TECH_CMP_ND_58_3_NAME # Littoral Operations
		type = seamanship
		difficulty = 9
	}
	component = {
		id = 8584
		name = TECH_CMP_ND_58_4_NAME # Spotter Training
		type = naval_training
		difficulty = 8
	}
	component = {
		id = 8585
		name = TECH_CMP_ND_58_5_NAME # HE Ordinance Loadout
		type = centralized_execution
		difficulty = 6
	}

	required = { 8040 8570 } # Naval Superiority AND Basic Amphibious Operations
	# Activated by: Converted Coastal Trading Vessel (3700)

	effects = {
		command = { type = enable_task which = shore_bombardment }
		command = { type = task_efficiency which = shore_bombardment value = 0.20 }
		command = { type = task_efficiency which = amphibious_assault value = 0.10 }
	}
}

application = { # Improvised Landing Craft
	id = 8620
	name = TECH_APP_ND_62_NAME
	desc = TECH_APP_ND_62_DESC
	position = { x = 310 y = 370 }
	year = 1930

	component = {
		id = 8621
		name = TECH_CMP_ND_62_1_NAME # Civilian Craft Requisition
		type = centralized_execution
		difficulty = 6
	}
	component = {
		id = 8622
		name = TECH_CMP_ND_62_2_NAME # Minimal Conversion
		type = seamanship
		difficulty = 5
	}
	component = {
		id = 8623
		name = TECH_CMP_ND_62_3_NAME # Loading Procedure
		type = naval_training
		difficulty = 6
	}
	component = {
		id = 8624
		name = TECH_CMP_ND_62_4_NAME # Craft Deployment
		type = seamanship
		difficulty = 6
	}
	component = {
		id = 8625
		name = TECH_CMP_ND_62_5_NAME # Coxswain Training
		type = naval_training
		difficulty = 8
	}

	required = { 8570 } # Basic Amphibious Operations
	# Activated by: Converted Coastal Trading Vessel (3700)

	effects = {
		command = { type = task_efficiency which = amphibious_assault value = 0.10 }

		command = { type = build_cost which = transport where = relative value = 5 } # 5%

		command = { type = shore_attack which = infantry value = 3 } # 5
		command = { type = shore_attack which = paratrooper value = 2 }
		command = { type = shore_attack which = marine value = 1 }
		command = { type = shore_attack which = bergsjaeger value = 2 }
		command = { type = shore_attack which = militia value = 2 }
	}
}

application = { # Specialized Army Units
	id = 8670
	name = TECH_APP_ND_67_NAME
	desc = TECH_APP_ND_67_DESC
	position = { x = 320 y = 390 }
	year = 1930

	component = {
		id = 8671
		name = TECH_CMP_ND_67_1_NAME # Recruit Selection
		type = infantry_focus
		difficulty = 6
	}
	component = {
		id = 8672
		name = TECH_CMP_ND_67_2_NAME # Specialized Training
		type = training
		difficulty = 8
	}
	component = {
		id = 8673
		name = TECH_CMP_ND_67_3_NAME # Elite Mindset
		type = small_unit_tactics
		difficulty = 6
	}
	component = {
		id = 8674
		name = TECH_CMP_ND_67_4_NAME # Offensive Tactics Focus
		type = large_unit_tactics
		difficulty = 9
	}
	component = {
		id = 8675
		name = TECH_CMP_ND_67_5_NAME # Shore Assault Training
		type = infantry_focus
		difficulty = 9
	}

	required = { 8620 } # Improvised Landing Craft
	# Activated by: Full Mobilization Event

	effects = {
		command = { type = max_amphib_mod value = 3 } 
		command = { type = task_efficiency which = amphibious_assault value = 0.03 }

		command = { type = shore_attack which = infantry value = 3 } # 5
		command = { type = shore_attack which = paratrooper value = 2 }
		command = { type = shore_attack which = marine value = 1 }
		command = { type = shore_attack which = bergsjaeger value = 2 }
		command = { type = shore_attack which = militia value = 2 }
	}
}

application = { # Basic Landing Craft
	id = 8630
	name = TECH_APP_ND_63_NAME
	desc = TECH_APP_ND_63_DESC
	position = { x = 319 y = 410 }
	year = 1936

	component = {
		id = 8631
		name = TECH_CMP_ND_63_1_NAME # Dual Mode Propulsion
		type = naval_engineering
		difficulty = 4
	}
	component = {
		id = 8632
		name = TECH_CMP_ND_63_2_NAME # Open Conning Station
		type = naval_engineering
		difficulty = 3
	}
	component = {
		id = 8633
		name = TECH_CMP_ND_63_3_NAME # Wheeled Mobility
		type = mechanics
		difficulty = 4
	}
	component = {
		id = 8634
		name = TECH_CMP_ND_63_4_NAME # Gasoline Engine
		type = general_equipment
		difficulty = 4
	}
	component = {
		id = 8635
		name = TECH_CMP_ND_63_5_NAME # Mass Production
		type = industrial_engineering
		difficulty = 5
	}

	required = { 8620 } # Improvised Landing Craft
	# Activated by: Converted Merchant Vessel (3710) OR Purpose Built Transport (3730)

	effects = {
		command = { type = activate which = 1710 } # 1939 Marine Division

		command = { type = task_efficiency which = amphibious_assault value = 0.03 }

		command = { type = build_cost which = transport where = relative value = 5 } # 5% 

		command = { type = shore_attack which = infantry value = 3 } # 5
		command = { type = shore_attack which = paratrooper value = 2 }
		command = { type = shore_attack which = marine value = 1 }
		command = { type = shore_attack which = bergsjaeger value = 2 }
		command = { type = shore_attack which = militia value = 2 }
	}
}

application = { # Improved Landing Craft
	id = 8640
	name = TECH_APP_ND_64_NAME
	desc = TECH_APP_ND_64_DESC
	position = { x = 327 y = 430 }
	year = 1941

	component = {
		id = 8641
		name = TECH_CMP_ND_64_1_NAME # Armor Plate
		type = naval_engineering
		difficulty = 5
	}
	component = {
		id = 8642
		name = TECH_CMP_ND_64_2_NAME # Improved Fuel Stowage
		type = naval_engineering
		difficulty = 4
	}
	component = {
		id = 8643
		name = TECH_CMP_ND_64_3_NAME # Hinged Ramp
		type = mechanics # naval_engineering
		difficulty = 5
	}
	component = {
		id = 8644
		name = TECH_CMP_ND_64_4_NAME # Wheeled Propulsion
		type = general_equipment # naval_engineering
		difficulty = 5
	}
	component = {
		id = 8645
		name = TECH_CMP_ND_64_5_NAME # Mass Production
		type = industrial_engineering # naval_training
		difficulty = 6
	}

	required = { 8630 } # Basic Landing Craft
	# Activated by: Converted Merchant Vessel (3710) OR Purpose Built Transport (3730)

	effects = {
		command = { type = activate which = 1720 } # 1943 Marine Division
		command = { type = activate which = 3740 } # Attack Transport

		command = { type = task_efficiency which = amphibious_assault value = 0.03 }

		command = { type = build_cost which = transport where = relative value = 5 } # 5%

		command = { type = shore_attack which = infantry value = 3 } # 5
		command = { type = shore_attack which = paratrooper value = 2 }
		command = { type = shore_attack which = marine value = 1 }
		command = { type = shore_attack which = bergsjaeger value = 2 }
		command = { type = shore_attack which = militia value = 2 }
	}
}

application = { # Vehicle Landing Craft
	id = 8650
	name = TECH_APP_ND_65_NAME
	desc = TECH_APP_ND_65_DESC
	position = { x = 335 y = 450 }
	year = 1942

	component = {
		id = 8651
		name = TECH_CMP_ND_65_1_NAME # Strengthened Deck
		type = naval_engineering
		difficulty = 6
	}
	component = {
		id = 8652
		name = TECH_CMP_ND_65_2_NAME # Flat Bottom Construction
		type = naval_engineering # seamanship
		difficulty = 5
	}
	component = {
		id = 8653
		name = TECH_CMP_ND_65_3_NAME # Combat Loading
		type = mechanics # seamanship
		difficulty = 6
	}
	component = {
		id = 8654
		name = TECH_CMP_ND_65_4_NAME # Vehicle Securing System
		type = general_equipment # naval_engineering
		difficulty = 6
	}
	component = {
		id = 8655
		name = TECH_CMP_ND_65_5_NAME # Mass Production
		type = industrial_engineering # naval_training
		difficulty = 6
	}

	required = { 8640 8800 } # Improved Landing Craft AND Domestic Naval Construction
	# Activated by: Converted Merchant Vessel (3710) OR Purpose Built Transport (3730)

	effects = {
		command = { type = task_efficiency which = amphibious_assault value = 0.03 }

		command = { type = build_cost which = transport where = relative value = 5 } # 5% 

		command = { type = shore_attack which = infantry value = 3 } # 5
		command = { type = shore_attack which = paratrooper value = 2 }
		command = { type = shore_attack which = marine value = 1 }
		command = { type = shore_attack which = bergsjaeger value = 2 }
		command = { type = shore_attack which = militia value = 2 }

		command = { type = shore_attack which = cavalry value = 5 } # 7
		command = { type = shore_attack which = motorized value = 5 }

		command = { type = shore_attack which = mechanized value = 8 } # 10
		command = { type = shore_attack which = light_armor value = 9 }
		command = { type = shore_attack which = armor value = 9 }
	}
}

application = { # Advanced Landing Craft
	id = 8660
	name = TECH_APP_ND_66_NAME
	desc = TECH_APP_ND_66_DESC
	position = { x = 335 y = 470 }
	year = 1945

	component = {
		id = 8661
		name = TECH_CMP_ND_66_1_NAME # Defensive Armament
		type = naval_engineering # naval_artillery
		difficulty = 7
	}
	component = {
		id = 8662
		name = TECH_CMP_ND_66_2_NAME # Armored Conning Station
		type = naval_engineering
		difficulty = 6
	}
	component = {
		id = 8663
		name = TECH_CMP_ND_66_3_NAME # Tracked Mobility
		type = mechanics
		difficulty = 7
	}
	component = {
		id = 8664
		name = TECH_CMP_ND_66_4_NAME # Diesel Engine
		type = general_equipment # naval_engineering
		difficulty = 7
	}
	component = {
		id = 8665
		name = TECH_CMP_ND_66_5_NAME # Mass Production
		type = industrial_engineering # naval_training
		difficulty = 7
	}

	required = { 8640 } # Improved Landing Craft
	# Activated by: Converted Merchant Vessel (3710) OR Purpose Built Transport (3730)

	effects = {
		command = { type = activate which = 1730 } # 1947 Marine Division
		command = { type = task_efficiency which = amphibious_assault value = 0.03 }

		command = { type = build_cost which = transport where = relative value = 5 } # 5%

		command = { type = shore_attack which = infantry value = 3 } # 5
		command = { type = shore_attack which = cavalry value = 3 }
		command = { type = shore_attack which = motorized value = 3 }
		command = { type = shore_attack which = mechanized value = 4 }
		command = { type = shore_attack which = light_armor value = 4 }
		command = { type = shore_attack which = armor value = 4 }
		command = { type = shore_attack which = paratrooper value = 2 }
		command = { type = shore_attack which = marine value = 1 }
		command = { type = shore_attack which = bergsjaeger value = 2 }
		command = { type = shore_attack which = militia value = 2 }
	}
}

##################################
# Naval Infantry
##################################

application = { # Naval Infantry Training
	id = 8060
	name = TECH_APP_ND_06_NAME
	desc = TECH_APP_ND_06_DESC
	position = { x = 462 y = 310 }
	year = 1930

	component = {
		id = 8061
		name = TECH_CMP_ND_06_1_NAME # Naval Crew Selection
		type = infantry_focus
		difficulty = 6
	}
	component = {
		id = 8062
		name = TECH_CMP_ND_06_2_NAME # Weapons Training
		type = training
		difficulty = 9
	}
	component = {
		id = 8063
		name = TECH_CMP_ND_06_3_NAME # Drill of the Foot
		type = small_unit_tactics
		difficulty = 8
	}
	component = {
		id = 8064
		name = TECH_CMP_ND_06_4_NAME # Naval Officer Training
		type = naval_training
		difficulty = 8
	}
	component = {
		id = 8065
		name = TECH_CMP_ND_06_5_NAME # Unit Integration
		type = large_unit_tactics
		difficulty = 8
	}

	required = { 8050 } # Amphibious Warfare
	# Activated by: Converted Coastal Trading Vessel (3700)

	effects = {
		command = { type = activate_unit_type which = marine }
		
		command = { type = task_efficiency which = amphibious_assault value = 0.10 }
		
		command = { type = shore_attack which = infantry value = 3 } # 5
		command = { type = shore_attack which = paratrooper value = 2 }
		command = { type = shore_attack which = marine value = 1 } 
		command = { type = shore_attack which = bergsjaeger value = 2 }
		command = { type = shore_attack which = militia value = 2 } 
	}
}

application = { # Marine Unit Organization
	id = 8680
	name = TECH_APP_ND_68_NAME
	desc = TECH_APP_ND_68_DESC
	position = { x = 470 y = 330 }
	year = 1930

	component = {
		id = 8681
		name = TECH_CMP_ND_68_1_NAME # Recruit Selection
		type = naval_training
		difficulty = 11
	}
	component = {
		id = 8682
		name = TECH_CMP_ND_68_2_NAME # Specialized Training
		type = naval_training
		difficulty = 11
	}
	component = {
		id = 8683
		name = TECH_CMP_ND_68_3_NAME # Fleet Marine Training
		type = small_unit_tactics
		difficulty = 11
	}
	component = {
		id = 8684
		name = TECH_CMP_ND_68_4_NAME # Seperate Officer Pool
		type = individual_courage
		difficulty = 24
	}
	component = {
		id = 8685
		name = TECH_CMP_ND_68_5_NAME # Assault Rehersal
		type = small_unit_tactics
		difficulty = 11
	}

	required = { 8060 8580 8620 } # Naval Infantry Training AND Naval Fire Support AND Improvised Landing Craft
	# Activated by: Converted Merchant Vessel (3710) OR Purpose Built Transport (3730)

	effects = {
		command = { type = activate which = 1700 } # 1935 Marine Division
		command = { type = deactivate which = 8910 } # Army Support Focus Doctrine

		command = { type = max_amphib_mod value = 3 }
		command = { type = task_efficiency which = amphibious_assault value = 0.03 }

		command = { type = supply_consumption which = marine value = 0.02 }
		command = { type = manpower which = marine value = 0.04 }

		command = { type = shore_attack which = infantry value = 3 } # 5
		command = { type = shore_attack which = paratrooper value = 2 }
		command = { type = shore_attack which = marine value = 1 }
		command = { type = shore_attack which = bergsjaeger value = 2 }
		command = { type = shore_attack which = militia value = 2 }
	}
}

application = { # Amphibious Operations Analysis
	id = 8590
	name = TECH_APP_ND_59_NAME
	desc = TECH_APP_ND_59_DESC
	position = { x = 478 y = 350 }
	year = 1936

	component = {
		id = 8591
		name = TECH_CMP_ND_59_1_NAME # Command Staff Training
		type = large_unit_tactics
		difficulty = 5
	}
	component = {
		id = 8592
		name = TECH_CMP_ND_59_2_NAME # Accurate Maps
		type = naval_training
		difficulty = 5
	}
	component = {
		id = 8593
		name = TECH_CMP_ND_59_3_NAME # Operational Record Keeping
		type = large_unit_tactics
		difficulty = 5
	}
	component = {
		id = 8594
		name = TECH_CMP_ND_59_4_NAME # Simulated Amphibious Operations
		type = naval_training
		difficulty = 14
	}
	component = {
		id = 8595
		name = TECH_CMP_ND_59_5_NAME # Improved Amphibious Tactics
		type = individual_courage
		difficulty = 14
	}

	required = { 8580 8630 8840 } # Naval Fire Support AND Basic Landing Craft AND Naval Intelligence Service
	or_required = { 8670 8680 } # Specialized Army Units OR Marine Unit Organization
	# Activated by: Full Mobilization Event

	effects = {
		command = { type = max_amphib_mod value = 6 }

		command = { type = task_efficiency which = shore_bombardment value = 0.20 }
		command = { type = task_efficiency which = amphibious_assault value = 0.20 }

		command = { type = build_cost which = marine where = relative value = 2 }
		command = { type = supply_consumption which = marine value = 0.03 }

		command = { type = shore_attack which = infantry value = 6 } # 10
		command = { type = shore_attack which = paratrooper value = 4 }
		command = { type = shore_attack which = marine value = 3 }
		command = { type = shore_attack which = bergsjaeger value = 5 }
		command = { type = shore_attack which = militia value = 5 }

		command = { type = shore_attack which = cavalry value = 5 } # 7
		command = { type = shore_attack which = motorized value = 5 }

		command = { type = shore_attack which = mechanized value = 2 } # 3
		command = { type = shore_attack which = light_armor value = 2 }
		command = { type = shore_attack which = armor value = 2 }

		command = { type = river_attack which = marine value = 2 }
		command = { type = fort_attack which = marine value = 1.0 }

		command = { type = max_organization which = transport value = 1 }
		command = { type = morale which = transport value = 2 }
	}
}

application = { # Amphibious Tank Development
	id = 8600
	name = TECH_APP_ND_60_NAME
	desc = TECH_APP_ND_60_DESC
	position = { x = 470 y = 370 }
	year = 1943

	component = {
		id = 8601
		name = TECH_CMP_ND_60_1_NAME # Amphibious Tank Production Management
		type = management
		difficulty = 5
	}
	component = {
		id = 8602
		name = TECH_CMP_ND_60_2_NAME # Amphibious Tank Chasis
		type = mechanics
		difficulty = 5
	}
	component = {
		id = 8603
		name = TECH_CMP_ND_60_3_NAME # 35+mm Face Hardened Armor
		type = chemistry
		difficulty = 6
	}
	component = {
		id = 8604
		name = TECH_CMP_ND_60_4_NAME # Amphibious Tank Pilot Model
		type = technical_efficiency
		difficulty = 5
	}
	component = {
		id = 8605
		name = TECH_CMP_ND_60_5_NAME # Amphibious Tank Production Line
		type = industrial_engineering
		difficulty = 5
	}

	required = { 8590 } # Amphibious Operations Analysis
	# Activated by: 1941 Light Tank Design and Development (2080) OR 1942 Medium Tank Design and Development (2150)

	effects = {
		command = { type = task_efficiency which = amphibious_assault value = 0.03 }

		command = { type = max_organization which = marine value = 1.0 }
		command = { type = morale which = marine value = 1.0 }

		command = { type = build_cost which = marine value = 1.0 } # 1/3 1942 Lt Tank
		command = { type = supply_consumption which = marine value = 0.21 }
		command = { type = fuel_consumption which = marine value = 0.04 }

		command = { type = mountain_attack which = marine value = -1.75 } # 5% Difference Marine/Armor
		command = { type = jungle_attack which = marine value = -1.75 }
		command = { type = river_attack which = marine value = 2.0 }
		command = { type = shore_attack which = marine value = 2.5 }
		command = { type = fort_attack which = marine value = 0.5 }
		command = { type = desert_defense which = marine value = 0.75 }
		command = { type = mountain_defense which = marine value = -1.75 }
		command = { type = jungle_defense which = marine value = -1.25 }
		command = { type = desert_move which = marine value = 1.5 }
		command = { type = mountain_move which = marine value = -1.0 }
		command = { type = jungle_move which = marine value = -1.5 }

		command = { type = shore_attack which = light_armor value = 5 } # 10% Difference Marine/Armor
		command = { type = river_attack which = light_armor value = 4 }
		command = { type = shore_attack which = armor value = 5 }
		command = { type = river_attack which = armor value = 4 }
		command = { type = shore_attack which = mechanized value = 2.5 } # 5% Difference Marine/Mech
		command = { type = river_attack which = mechanized value = 2.0 }
	}
}

application = { # Marine Tactical Doctrine
	id = 8610
	name = TECH_APP_ND_61_NAME
	desc = TECH_APP_ND_61_DESC
	position = { x = 479 y = 390 }
	year = 1946

	component = {
		id = 8611
		name = TECH_CMP_ND_61_1_NAME # Amphibious Armor Tactics
		type = combined_arms_focus
		difficulty = 8
	}
	component = {
		id = 8612
		name = TECH_CMP_ND_61_2_NAME # Interior Operations
		type = individual_courage
		difficulty = 8
	}
	component = {
		id = 8613
		name = TECH_CMP_ND_61_3_NAME # Breakout Operations
		type = individual_courage
		difficulty = 8
	}
	component = {
		id = 8614
		name = TECH_CMP_ND_61_4_NAME # Doctrine Development
		type = large_unit_tactics
		difficulty = 8
	}
	component = {
		id = 8615
		name = TECH_CMP_ND_61_5_NAME # Operational Training
		type = naval_training
		difficulty = 8
	}

	required = { 1720 8600 } # 1943 Marine Division AND Amphibious Tank Development
	# Activated by: 1943 Marine Division (1720)

	effects = {
		command = { type = max_amphib_mod value = 6 } 
		command = { type = task_efficiency which = amphibious_assault value = 0.10 }
		command = { type = max_organization which = marine value = 5 }
		command = { type = morale which = marine value = 10 }

		command = { type = build_cost which = marine value = 2.0 } # 2/3 1942 Lt Tank
		command = { type = supply_consumption which = marine value = 0.42 }
		command = { type = fuel_consumption which = marine value = 0.08 }

		command = { type = shore_attack which = marine value = 3 } # 10%
		command = { type = river_attack which = marine value = 2 }
		command = { type = fort_attack which = marine value = 0.5 }

		command = { type = max_organization which = transport value = 1 }
		command = { type = morale which = transport value = 2 }
	}
}

##################################
# Naval Infrastructure
##################################

application = { # Naval Infrastructure
	id = 8070
	name = TECH_APP_ND_07_NAME
	desc = TECH_APP_ND_07_DESC
	position = { x = 10 y = 310 }
	year = 1930

	component = {
		id = 8071
		name = TECH_CMP_ND_07_1_NAME # Naval Supply Depot Construction
		type = naval_engineering
		difficulty = 12
	}
	component = {
		id = 8072
		name = TECH_CMP_ND_07_2_NAME # Naval Ammunition Stocks
		type = naval_artillery
		difficulty = 16
	}
	component = {
		id = 8073
		name = TECH_CMP_ND_07_3_NAME # Bunker Fuel Storage
		type = naval_engineering
		difficulty = 12
	}
	component = {
		id = 8074
		name = TECH_CMP_ND_07_4_NAME # Harbor Maintenance
		type = naval_engineering
		difficulty = 12
	}
	component = {
		id = 8075
		name = TECH_CMP_ND_07_5_NAME # Repair Facilities
		type = naval_engineering
		difficulty = 12
	}

	required = { 5840 8000 } # Pre-Industrial Economy AND Admiralty 
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = allow_building which = naval_base }
		command = { type = allow_building which = coastal_fort }

		command = { type = max_organization which = battleship value = 2 }
		command = { type = max_organization which = battlecruiser value = 2 }
		command = { type = max_organization which = carrier value = 2 }
		command = { type = max_organization which = escort_carrier value = 2 }
		command = { type = max_organization which = heavy_cruiser value = 2 }
		command = { type = max_organization which = light_cruiser value = 2 }
		command = { type = max_organization which = destroyer value = 4 }

		command = { type = morale which = battleship value = 4 }
		command = { type = morale which = battlecruiser value = 4 }
		command = { type = morale which = carrier value = 4 }
		command = { type = morale which = escort_carrier value = 2 }
		command = { type = morale which = heavy_cruiser value = 4 }
		command = { type = morale which = light_cruiser value = 4 }
		command = { type = morale which = destroyer value = 4 }
		command = { type = morale which = submarine value = 2 }
		command = { type = morale which = nuclear_submarine value = 4 }
		command = { type = morale which = transport value = 4 }

		command = { type = build_cost which = battleship value = 0.6 } # 10%
		command = { type = build_cost which = battlecruiser value = 0.5 }
		command = { type = build_cost which = carrier value = 0.6 }
		command = { type = build_cost which = escort_carrier value = 0.4 }
		command = { type = build_cost which = heavy_cruiser value = 0.3 }
		command = { type = build_cost which = light_cruiser value = 0.3 }
		command = { type = build_cost which = destroyer value = 0.4 }
		command = { type = build_cost which = submarine value = 0.3 }
		command = { type = build_cost which = nuclear_submarine value = 0.4 }
		command = { type = build_cost which = transport value = 0.1 } # 2%

		command = { type = manpower which = battleship value = 0.26 } # 10%
		command = { type = manpower which = battlecruiser value = 0.23 }
		command = { type = manpower which = carrier value = 0.25 }
		command = { type = manpower which = escort_carrier value = 0.14 }
		command = { type = manpower which = heavy_cruiser value = 0.12 }
		command = { type = manpower which = light_cruiser value = 0.12 }
		command = { type = manpower which = destroyer value = 0.12 }
		command = { type = manpower which = submarine value = 0.03 }
		command = { type = manpower which = nuclear_submarine value = 0.03 }
		command = { type = manpower which = transport value = 0.15 } # 2%
	}
}

# 8780 Naval Base Construction DELETED

# 8920 Merchant Marine Registry DELETED

application = { # Domestic Construction
	id = 8930
	name = TECH_APP_ND_93_NAME
	desc = TECH_APP_ND_93_DESC
	position = { x = 10 y = 330 }
	year = 1930

	component = {
		id = 8931
		name = TECH_CMP_ND_93_1_NAME # Merchant Vessel Design
		type = naval_engineering
		difficulty = 12
	}
	component = {
		id = 8932
		name = TECH_CMP_ND_93_2_NAME # Cargo Boom Construction
		type = industrial_engineering
		difficulty = 12
	}
	component = {
		id = 8933
		name = TECH_CMP_ND_93_3_NAME # Naval Architecture Training
		type = naval_engineering
		difficulty = 12
	}
	component = {
		id = 8934
		name = TECH_CMP_ND_93_4_NAME # Efficient Propullsion Plant Design
		type = naval_engineering
		difficulty = 12
	}
	component = {
		id = 8935
		name = TECH_CMP_ND_93_5_NAME # Commercial Shipyard Construction
		type = industrial_engineering
		difficulty = 24
	}

	required = { 8070 } # Naval Infrastructure 
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = activate which = 3700 } # Converted Coastal Trading Vessel
		command = { type = convoy_prod_mod which = transports value = 2 }
		command = { type = supply_dist_mod value = 1 }
		command = { type = build_time which = transport where = relative value = -2 }
		command = { type = research_mod value = 1 }
	}
}

application = { # Maritime Administration
	id = 8940
	name = TECH_APP_ND_94_NAME
	desc = TECH_APP_ND_94_DESC
	position = { x = 19 y = 350 }
	year = 1936

	component = {
		id = 8941
		name = TECH_CMP_ND_94_1_NAME # Mariner Tracking
		type = naval_training
		difficulty = 5
	}
	component = {
		id = 8942
		name = TECH_CMP_ND_94_2_NAME # Government Contracts
		type = centralized_execution
		difficulty = 3
	}
	component = {
		id = 8943
		name = TECH_CMP_ND_94_3_NAME # Cargo Coordination
		type = seamanship
		difficulty = 3
	}
	component = {
		id = 8944
		name = TECH_CMP_ND_94_4_NAME # Subsidized Routes
		type = centralized_execution
		difficulty = 3
	}
	component = {
		id = 8945
		name = TECH_CMP_ND_94_5_NAME # Centralized Design Planning
		type = naval_training
		difficulty = 4
	}

	required = { 8930 } # Domestic Construction
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = convoy_prod_mod which = transports value = 2 }
		command = { type = convoy_def_eff value = 0.02 }
		command = { type = build_time which = transport where = relative value = -2 }
	}
}

application = { # Standard Freighter Design
	id = 8950
	name = TECH_APP_ND_95_NAME
	desc = TECH_APP_ND_95_DESC
	position = { x = 19 y = 370 }
	year = 1938

	component = {
		id = 8951
		name = TECH_CMP_ND_95_1_NAME # Married Fall Cargo Boom
		type = naval_engineering
		difficulty = 3
	}
	component = {
		id = 8952
		name = TECH_CMP_ND_95_2_NAME # Steam Cargo Winches
		type = naval_engineering
		difficulty = 3
	}
	component = {
		id = 8953
		name = TECH_CMP_ND_95_3_NAME # Longitudinal Framing
		type = naval_engineering
		difficulty = 3
	}
	component = {
		id = 8954
		name = TECH_CMP_ND_95_4_NAME # Recipricating Power Plant
		type = naval_engineering
		difficulty = 3
	}
	component = {
		id = 8955
		name = TECH_CMP_ND_95_5_NAME # Commercial Shipyard Utilization
		type = industrial_engineering
		difficulty = 5
	}

	required = { 8940 } # Maritime Administration
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = activate which = 3420 } # 10 000t Conversion Escort Carrier
		command = { type = activate which = 3710 } # Converted Merchant Vessel

		command = { type = convoy_prod_mod which = transports value = 2 }
		command = { type = build_cost which = escort_carrier where = relative value = -2 }
		command = { type = build_cost which = transport where = relative value = -2 }
	}
}

application = { # Improved Freighter Design
	id = 8960
	name = TECH_APP_ND_96_NAME
	desc = TECH_APP_ND_96_DESC
	position = { x = 27 y = 390 }
	year = 1940

	component = {
		id = 8961
		name = TECH_CMP_ND_96_1_NAME # Filled Out Mid-Body
		type = naval_engineering
		difficulty = 3
	}
	component = {
		id = 8962
		name = TECH_CMP_ND_96_2_NAME # Electric Cargo Winches
		type = naval_engineering
		difficulty = 3
	}
	component = {
		id = 8963
		name = TECH_CMP_ND_96_3_NAME # Heavylift Cargo Boom
		type = naval_engineering
		difficulty = 3
	}
	component = {
		id = 8964
		name = TECH_CMP_ND_96_4_NAME # Steam Turbine Power Plant
		type = naval_engineering
		difficulty = 3
	}
	component = {
		id = 8965
		name = TECH_CMP_ND_96_5_NAME # Shipping Company Design Adoption
		type = industrial_engineering
		difficulty = 7
	}

	required = { 8950 } # Standard Freighter Design
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = activate which = 3430 } # 12 000t Escort Carrier

		command = { type = convoy_prod_mod which = transports value = 2 }
		command = { type = build_time which = transport where = relative value = -2 }
	}
}

application = { # Mass Produced Freighter
	id = 8970
	name = TECH_APP_ND_97_NAME
	desc = TECH_APP_ND_97_DESC
	position = { x = 35 y = 410 }
	year = 1942

	component = {
		id = 8971
		name = TECH_CMP_ND_97_1_NAME # Vertical Stem
		type = naval_engineering
		difficulty = 4
	}
	component = {
		id = 8972
		name = TECH_CMP_ND_97_2_NAME # Cargo Hold Standardization
		type = industrial_engineering
		difficulty = 6
	}
	component = {
		id = 8973
		name = TECH_CMP_ND_97_3_NAME # Strengthened Hatch Covers
		type = naval_engineering
		difficulty = 4
	}
	component = {
		id = 8974
		name = TECH_CMP_ND_97_4_NAME # Alternative Material Use
		type = naval_engineering
		difficulty = 4
	}
	component = {
		id = 8975
		name = TECH_CMP_ND_97_5_NAME # Mass Produced Power Plant
		type = industrial_engineering
		difficulty = 6
	}

	required = { 8960 } # Improved Freighter Design
	or_required = { 5450 5460 5470 5480 5760 5820 } # 1940 Shipbuilding OR 1942 Shipbuilding OR 1944 Shipbuilding OR 1946 Shipbuilding OR 1949 Shipbuilding OR 1952 Shipbuilding
	# Activated by: 1940 Shipbuilding (5450) OR 1942 Shipbuilding (5460) OR 1944 Shipbuilding (5470) OR 1946 Shipbuilding (5480) OR 1949 Shipbuilding (5760) OR 1952 Shipbuilding (5820)

	effects = {
		command = { type = activate which = 3440 } # 10 000t Escort Carrier
		command = { type = activate which = 3720 } # Improved Converted Merchant Vessel

		command = { type = convoy_prod_mod which = transports value = 10 }
		command = { type = build_time which = transport where = relative value = -10 }
	}
}

application = { # Domestic Naval Technology
	id = 8800
	name = TECH_APP_ND_80_NAME
	desc = TECH_APP_ND_80_DESC
	position = { x = 20 y = 430 }
	year = 1930

	component = {
		id = 8801
		name = TECH_CMP_ND_80_1_NAME # Naval Contract System
		type = naval_engineering
		difficulty = 9
	}
	component = {
		id = 8802
		name = TECH_CMP_ND_80_2_NAME # Marine Manufacturing
		type = naval_engineering
		difficulty = 9
	}
	component = {
		id = 8803
		name = TECH_CMP_ND_80_3_NAME # High Output Powerplant
		type = naval_engineering
		difficulty = 9
	}
	component = {
		id = 8804
		name = TECH_CMP_ND_80_4_NAME # Marine Electronics
		type = naval_engineering
		difficulty = 9
	}
	component = {
		id = 8805
		name = TECH_CMP_ND_80_5_NAME # Naval Gun Aquisition
		type = naval_artillery
		difficulty = 13
	}

	required = { 8930 } # Domestic Construction
	# Activated by: Shoreside Logistics (8790)

	effects = {
		command = { type = activate which = 3000 } # 1 000t Sloop
		command = { type = activate which = 3010 } # 500t Destroyer
		command = { type = activate which = 3020 } # 1 000t Destroyer
		command = { type = activate which = 3030 } # 2 000t Sloop
		command = { type = activate which = 3040 } # 1 500t Sloop
		command = { type = activate which = 3050 } # 1 500t Destroyer
		command = { type = activate which = 3060 } # Large Destroyer
		command = { type = activate which = 3070 } # 2 000t Destroyer
		command = { type = activate which = 3080 } # 2 500t Destroyer
		command = { type = activate which = 3120 } # 5 000t Protected Cruiser
		command = { type = activate which = 3130 } # 7 000t Light Cruiser
		command = { type = activate which = 3140 } # 3 000t Light Cruiser
		command = { type = activate which = 3150 } # 8 000t Light Cruiser
		command = { type = activate which = 3160 } # 10 000t Light Cruiser
		command = { type = activate which = 3110 } # 9 000t Light Cruiser
		command = { type = activate which = 3200 } # 4 000t Coastal Defence Ship
		command = { type = activate which = 3210 } # 8 000t Coastal Defence Ship
		command = { type = activate which = 3220 } # 8 000t Heavy Cruiser
		command = { type = activate which = 3230 } # 9 000t Heavy Cruiser
		command = { type = activate which = 3240 } # 10 000t Heavy Cruiser
		command = { type = activate which = 3300 } # 25 000t Conversion Carrier
		command = { type = activate which = 3510 } # 15 000t Dreadnought Battleship
		command = { type = activate which = 3520 } # 25 000t Dreadnought Battleship
		command = { type = activate which = 3530 } # 30 000t Dreadnaught Battleship
		command = { type = activate which = 3540 } # 35 000t Dreadnought Battleship
		command = { type = activate which = 3550 } # 40 000t Battleship
		command = { type = activate which = 3560 } # 35 000t Treaty Battleship
		command = { type = activate which = 3610 } # 25 000t Dreadnaught Battlecruiser
		command = { type = activate which = 3620 } # 30 000t Dreadnaught Battlecruiser
		command = { type = activate which = 3640 } # 40 000t Battlecruiser
		command = { type = activate which = 3650 } # 30 000t Battlecruiser
		command = { type = activate which = 3660 } # 35 000t Light Battleship
		command = { type = activate which = 3670 } # 25 000t Battlecruiser
		command = { type = activate which = 3680 } # 35 000t Battlecruiser
		command = { type = activate which = 3730 } # Purpose Built Transport
		command = { type = activate which = 3780 } # Foreign Purchase: Cruiser
		command = { type = activate which = 3800 } # Early SR Submarine
		command = { type = activate which = 3810 } # Basic SR Submarine
		command = { type = activate which = 3820 } # Improved SR Submarine
		command = { type = activate which = 3830 } # Advanced SR Submarine
		command = { type = activate which = 3860 } # Early MR Submarine
		command = { type = activate which = 3870 } # Basic MR Submarine
		command = { type = activate which = 3880 } # Improved MR Submarine
		command = { type = activate which = 3890 } # Advanced MR Submarine
		command = { type = activate which = 3920 } # Early LR Submarine
		command = { type = activate which = 3930 } # Basic LR Submarine
		command = { type = activate which = 3940 } # Improved LR Submarine
		command = { type = activate which = 3950 } # Advanced LR Submarine

		command = { type = activate_unit_type which = destroyer }
		command = { type = new_model which = destroyer value = 0 } # 500t Sloop

		command = { type = activate_unit_type which = naval_improved_hull_s } # Scout Destroyer
		command = { type = new_model which = naval_improved_hull_s value = 0 } # Scout Destroyer

		command = { type = research_mod value = 2 }
		command = { type = building_prod_mod which = naval_base value = 2 }
		command = { type = building_prod_mod which = coastal_fort value = 1 }

		command = { type = build_time which = heavy_cruiser where = relative value = -10 }
		command = { type = build_time which = light_cruiser where = relative value = -10 }
		command = { type = build_time which = destroyer where = relative value = -10 }
		command = { type = build_time which = submarine where = relative value = -10 }

		command = { type = build_time which = naval_anti_air_l value = -10 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = b_u3 value = -10 where = relative } # Cruiser Design
		command = { type = build_time which = naval_improved_hull_l value = -10 where = relative } # Cruiser Fire Control

		command = { type = build_time which = naval_anti_air_s value = -10 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -10 where = relative } # Fleet Destroyer 
		command = { type = build_time which = naval_improved_hull_s value = -10 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -10 where = relative } # ASuW Destroyer 
		command = { type = build_time which = naval_spotter_s value = -10 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -10 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = -10 where = relative } # 610mm Torpedo Destroyer

		command = { type = manpower which = battleship value = 0.13 } # 5%
		command = { type = manpower which = battlecruiser value = 0.11 }
		command = { type = manpower which = carrier value = 0.12 }
		command = { type = manpower which = escort_carrier value = 0.07 }
		command = { type = manpower which = heavy_cruiser value = 0.06 }
		command = { type = manpower which = light_cruiser value = 0.06 }
		command = { type = manpower which = destroyer value = 0.06 }
		command = { type = manpower which = submarine value = 0.01 }
		command = { type = manpower which = nuclear_submarine value = 0.01 }
		command = { type = manpower which = transport value = 0.08 } # 1%
	}
}

application = { # Post Treaty Warship Development Doctrine
	id = 8990
	name = TECH_APP_ND_99_NAME
	desc = TECH_APP_ND_99_DESC
	position = { x = 30 y = 450 }
	year = 1937

	component = {
		id = 8991
		name = TECH_CMP_ND_99_1_NAME # Heavy Secondary Battery
		type = naval_artillery
		difficulty = 7
	}
	component = {
		id = 8992
		name = TECH_CMP_ND_99_2_NAME # Compact Superstructure 
		type = naval_engineering
		difficulty = 3
	}
	component = {
		id = 8993
		name = TECH_CMP_ND_99_3_NAME # High Power Steam Turbines
		type = naval_engineering
		difficulty = 4
	}
	component = {
		id = 8994
		name = TECH_CMP_ND_99_4_NAME # Large Building Slip Construction
		type = naval_engineering
		difficulty = 4
	}
	component = {
		id = 8995
		name = TECH_CMP_ND_99_5_NAME # Large Graving Dock Construction
		type = technical_efficiency
		difficulty = 4
	}

	required = { 8800 } # Domestic Naval Technology
	or_required = { 3150 3160 3230 3240 } # 8 000t Light Cruiser OR 10 000t Light Cruiser OR 9 000t Heavy Cruiser OR 10 000t Heavy Cruiser
	# Activated by: Partial Mobilization Event

	effects = {
		command = { type = activate which = 3100 } # 3 500t Destroyer
		command = { type = activate which = 3090 } # 3 000t Destroyer
		command = { type = activate which = 3180 } # 12 000t Light Crusier
		command = { type = activate which = 3190 } # 14 000t Light Cruiser
		command = { type = activate which = 3250 } # 14 000t Heavy Cruiser
		command = { type = activate which = 3260 } # 16 000t Heavy Cruiser
		command = { type = activate which = 3270 } # 12 000t Coastal Defence Ship
		command = { type = activate which = 3280 } # 15 000t Heavy Cruiser
		command = { type = activate which = 3290 } # 12 000t Heavy Cruiser
		command = { type = activate which = 3360 } # 25 000t Fleet Carrier
		command = { type = activate which = 3370 } # 30 000t Armored Deck Fleet Carrier
		command = { type = activate which = 3490 } # 16 000t Light Carrier
		command = { type = activate which = 3570 } # 45 000t Battleship
		command = { type = research_mod value = 1 }
	}
}

application = { # Super Ship Development Doctrine
	id = 8560
	name = TECH_APP_ND_56_NAME
	desc = TECH_APP_ND_56_DESC
	position = { x = 30 y = 470 }
	year = 1938

	component = {
		id = 8561
		name = TECH_CMP_ND_56_1_NAME # Heavy Naval Artillery
		type = naval_artillery
		difficulty = 14
	}
	component = {
		id = 8562
		name = TECH_CMP_ND_56_2_NAME # Harbor Dredging
		type = naval_engineering
		difficulty = 6
	}
	component = {
		id = 8563
		name = TECH_CMP_ND_56_3_NAME # Heavy Scantlings Development
		type = naval_engineering
		difficulty = 7
	}
	component = {
		id = 8564
		name = TECH_CMP_ND_56_4_NAME # Large Building Slip Construction
		type = technical_efficiency
		difficulty = 7
	}
	component = {
		id = 8565
		name = TECH_CMP_ND_56_5_NAME # Large Graving Dock Construction
		type = technical_efficiency
		difficulty = 7
	}

	required = { 8800 } # Domestic Naval Technology
	or_required = { 3360 3370 3550 3560 3570 3640 3680 } # 25 000t Fleet Carrier OR 30 000t AD Fleet Carrier OR 40 000t Battleship OR 35 000t Treaty BB OR 45 000t Battleship OR 40 000t Battlecruiser OR 35 000t Battlecruiser 
	# Activated by Full Mobilization Event

	effects = {
		command = { type = activate which = 3380 } # 45 000t Carrier
		command = { type = activate which = 3390 } # 65 000t Carrier

		command = { type = activate which = 3580 } # 60 000t Battleship
		command = { type = activate which = 3590 } # 70 000t Battleship
		command = { type = activate which = 3690 } # 45 000t Battlecruiser
		command = { type = research_mod value = 1 }
	}
}

##################################
# Naval Logistics
##################################

application = { # Shoreside Logistics
	id = 8790
	name = TECH_APP_ND_79_NAME
	desc = TECH_APP_ND_79_DESC
	position = { x = 162 y = 310 }
	year = 1930

	component = {
		id = 8791
		name = TECH_CMP_ND_79_1_NAME # Naval Supply Contracts
		type = seamanship
		difficulty = 8
	}
	component = {
		id = 8792
		name = TECH_CMP_ND_79_2_NAME # Port Captain Assignment
		type = centralized_execution
		difficulty = 12
	}
	component = {
		id = 8793
		name = TECH_CMP_ND_79_3_NAME # Preventative Maintenance
		type = seamanship
		difficulty = 8
	}
	component = {
		id = 8794
		name = TECH_CMP_ND_79_4_NAME # Spare Part Aquisition
		type = naval_training
		difficulty = 6
	}
	component = {
		id = 8795
		name = TECH_CMP_ND_79_5_NAME # Personnel Training
		type = naval_training
		difficulty = 11
	}

	required = { 8070 } # Naval Infrastructure
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = activate which = 8800 } # Domestic Naval Technology
		command = { type = building_prod_mod which = naval_base value = 5 }

		command = { type = max_organization which = battleship value = 1 }
		command = { type = max_organization which = battlecruiser value = 1 }
		command = { type = max_organization which = carrier value = 1 }
		command = { type = max_organization which = heavy_cruiser value = 1 }
		command = { type = max_organization which = light_cruiser value = 1 }
		command = { type = max_organization which = destroyer value = 1 }

		command = { type = manpower which = battleship value = 0.08 } # 5%
		command = { type = manpower which = battlecruiser value = 0.07 }
		command = { type = manpower which = carrier value = 0.08 }
		command = { type = manpower which = escort_carrier value = 0.05 }
		command = { type = manpower which = heavy_cruiser value = 0.04 }
		command = { type = manpower which = light_cruiser value = 0.04 }
		command = { type = manpower which = destroyer value = 0.04 }
		command = { type = manpower which = submarine value = 0.01 }
		command = { type = manpower which = nuclear_submarine value = 0.01 }
		command = { type = manpower which = transport value = 0.08 } # 1%
	}
}

application = { # Naval Academy 
	id = 8810
	name = TECH_APP_ND_81_NAME
	desc = TECH_APP_ND_81_DESC
	position = { x = 171 y = 330 }
	year = 1930

	component = {
		id = 8811
		name = TECH_CMP_ND_81_1_NAME # Domestic Officer Training
		type = naval_training
		difficulty = 8
	}
	component = {
		id = 8812
		name = TECH_CMP_ND_81_2_NAME # Naval History Collection
		type = naval_training
		difficulty = 5
	}
	component = {
		id = 8813
		name = TECH_CMP_ND_81_3_NAME # Shiphandling Training
		type = seamanship
		difficulty = 8
	}
	component = {
		id = 8814
		name = TECH_CMP_ND_81_4_NAME # Stability & Damage Control Lessons
		type = seamanship
		difficulty = 9
	}
	component = {
		id = 8815
		name = TECH_CMP_ND_81_5_NAME # Tactics Training
		type = small_taskforce_tactics
		difficulty = 12
	}

	required = { 8790 } # Shoreside Logistics
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = task_efficiency which = naval_interdiction value = 0.02 }

		command = { type = morale which = battleship value = 3 }
		command = { type = morale which = battlecruiser value = 3 }
		command = { type = morale which = carrier value = 3 }
		command = { type = morale which = escort_carrier value = 2 }
		command = { type = morale which = heavy_cruiser value = 3 }
		command = { type = morale which = light_cruiser value = 3 }
		command = { type = morale which = destroyer value = 3 }
		command = { type = morale which = submarine value = 3 }
		command = { type = morale which = nuclear_submarine value = 3 }
	}
}

application = { # Shoreside Schools
	id = 8830
	name = TECH_APP_ND_83_NAME
	desc = TECH_APP_ND_83_DESC
	position = { x = 178 y = 350 }
	year = 1930

	component = {
		id = 8831
		name = TECH_CMP_ND_83_1_NAME # Enlistedman Training Program
		type = naval_training
		difficulty = 6
	}
	component = {
		id = 8832
		name = TECH_CMP_ND_83_2_NAME # Advanced Schools
		type = naval_training
		difficulty = 8
	}
	component = {
		id = 8833
		name = TECH_CMP_ND_83_3_NAME # Damage Control School
		type = seamanship
		difficulty = 9
	}
	component = {
		id = 8834
		name = TECH_CMP_ND_83_4_NAME # Engineering School
		type = seamanship
		difficulty = 9
	}
	component = {
		id = 8835
		name = TECH_CMP_ND_83_5_NAME # Gunnery School
		type = naval_training
		difficulty = 6
	}

	required = { 8810 } # Naval Academy
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = max_organization which = battleship value = 1 }
		command = { type = max_organization which = battlecruiser value = 1 }
		command = { type = max_organization which = carrier value = 1 }
		command = { type = max_organization which = escort_carrier value = 1 }
		command = { type = max_organization which = heavy_cruiser value = 1 }
		command = { type = max_organization which = light_cruiser value = 1 }
		command = { type = max_organization which = destroyer value = 1 }

		command = { type = morale which = battleship value = 1 }
		command = { type = morale which = battlecruiser value = 1 }
		command = { type = morale which = carrier value = 1 }
		command = { type = morale which = escort_carrier value = 1 }
		command = { type = morale which = heavy_cruiser value = 1 }
		command = { type = morale which = light_cruiser value = 1 }
		command = { type = morale which = destroyer value = 1 }
		command = { type = morale which = submarine value = 2 }
		command = { type = morale which = nuclear_submarine value = 2 }
	}
}

application = { # Naval War College
	id = 8820
	name = TECH_APP_ND_82_NAME
	desc = TECH_APP_ND_82_DESC
	position = { x = 178 y = 370 }
	year = 1930

	component = {
		id = 8821
		name = TECH_CMP_ND_82_1_NAME # Wargaming System
		type = naval_training
		difficulty = 6
	}
	component = {
		id = 8822
		name = TECH_CMP_ND_82_2_NAME # Historical Battle Recreation
		type = large_taskforce_tactics
		difficulty = 9
	}
	component = {
		id = 8823
		name = TECH_CMP_ND_82_3_NAME # Tactical Simulation
		type = small_taskforce_tactics
		difficulty = 9
	}
	component = {
		id = 8824
		name = TECH_CMP_ND_82_4_NAME # Design Evaluation
		type = seamanship
		difficulty = 9
	}
	component = {
		id = 8825
		name = TECH_CMP_ND_82_5_NAME # Officer Training
		type = naval_training
		difficulty = 6
	}

	required = { 8800 8810 } # Domestic Naval Technology AND Naval Academy
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = task_efficiency which = naval_interdiction value = 0.05 }
		command = { type = task_efficiency which = naval_combat_patrol value = 0.05 }
		command = { type = surprise which = naval value = 5 }

		command = { type = max_positioning which = battleship value = 0.06 }
		command = { type = min_positioning which = battleship value = 0.06 }
		command = { type = max_positioning which = battlecruiser value = 0.06 }
		command = { type = min_positioning which = battlecruiser value = 0.06 }
		command = { type = max_positioning which = carrier value = 0.05 }
		command = { type = min_positioning which = carrier value = 0.05 }
		command = { type = max_positioning which = escort_carrier value = 0.03 }
		command = { type = min_positioning which = escort_carrier value = 0.03 }
		command = { type = max_positioning which = heavy_cruiser value = 0.05 }
		command = { type = min_positioning which = heavy_cruiser value = 0.05 }
		command = { type = max_positioning which = light_cruiser value = 0.05 }
		command = { type = min_positioning which = light_cruiser value = 0.05 }
		command = { type = max_positioning which = destroyer value = 0.04 }
		command = { type = min_positioning which = destroyer value = 0.04 }
		command = { type = max_positioning which = submarine value = 0.03 }
		command = { type = min_positioning which = submarine value = 0.03 }
		command = { type = max_positioning which = nuclear_submarine value = 0.03 }
		command = { type = min_positioning which = nuclear_submarine value = 0.03 }

		command = { type = morale which = battleship value = 2 }
		command = { type = morale which = battlecruiser value = 2 }
		command = { type = morale which = carrier value = 2 }
		command = { type = morale which = escort_carrier value = 1 }
		command = { type = morale which = heavy_cruiser value = 2 }
		command = { type = morale which = light_cruiser value = 2 }
		command = { type = morale which = destroyer value = 2 }
		command = { type = morale which = submarine value = 2 }
		command = { type = morale which = nuclear_submarine value = 2 }
	}
}

application = { # Naval Intelligence Service
	id = 8840
	name = TECH_APP_ND_84_NAME
	desc = TECH_APP_ND_84_DESC
	position = { x = 185 y = 390 }
	year = 1930

	component = {
		id = 8841
		name = TECH_CMP_ND_84_1_NAME # Naval Intelligence Officers
		type = naval_training
		difficulty = 11
	}
	component = {
		id = 8842
		name = TECH_CMP_ND_84_2_NAME # Enemy Vessel Tracking
		type = seamanship
		difficulty = 6
	}
	component = {
		id = 8843
		name = TECH_CMP_ND_84_3_NAME # Vessel Capability Determination
		type = seamanship
		difficulty = 6
	}
	component = {
		id = 8844
		name = TECH_CMP_ND_84_4_NAME # Naval Code Breaking
		type = centralized_execution
		difficulty = 24
	}
	component = {
		id = 8845
		name = TECH_CMP_ND_84_5_NAME # Deceptive Measures
		type = seamanship
		difficulty = 9
	}

	required = { 8820 } # Naval War College
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = task_efficiency which = convoy_raiding value = 0.05 }
		command = { type = task_efficiency which = shore_bombardment value = 0.05 }
		command = { type = task_efficiency which = amphibious_assault value = 0.05 }
		command = { type = task_efficiency which = naval_port_strike value = 0.10 }
		command = { type = convoy_def_eff value = 0.10 }
		command = { type = surprise which = naval value = 5 }
		command = { type = intelligence which = us value = 5 }
		command = { type = intelligence which = them value = -2 }
	}
}

application = { # Fleet Train
	id = 8850
	name = TECH_APP_ND_85_NAME
	desc = TECH_APP_ND_85_DESC
	position = { x = 165 y = 410 }
	year = 1930

	component = {
		id = 8851
		name = TECH_CMP_ND_85_1_NAME # Navalized Cargo Vessel
		type = naval_engineering
		difficulty = 8
	}
	component = {
		id = 8852
		name = TECH_CMP_ND_85_2_NAME # Fleet Oiler
		type = naval_engineering
		difficulty = 8
	}
	component = {
		id = 8853
		name = TECH_CMP_ND_85_3_NAME # Formation Steaming
		type = naval_engineering
		difficulty = 8
	}
	component = {
		id = 8854
		name = TECH_CMP_ND_85_4_NAME # Cargo Stowage
		type = naval_engineering
		difficulty = 8
	}
	component = {
		id = 8855
		name = TECH_CMP_ND_85_5_NAME # Force Fleet Auxiliary
		type = naval_engineering
		difficulty = 8
	}

	required = { 8790 8930 } # Shoreside Logistics AND Domestic Construction
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = deactivate which = 8890 } # Littoral Operations Doctrine
		command = { type = deactivate which = 8910 } # Army Support Operations Doctrine

		command = { type = task_efficiency which = sea_transport value = 0.10 }
		command = { type = supply_dist_mod value = 5 }

		command = { type = max_organization which = battleship value = 1 }
		command = { type = max_organization which = battlecruiser value = 1 }
		command = { type = max_organization which = carrier value = 1 }
		command = { type = max_organization which = escort_carrier value = 1 }
		command = { type = max_organization which = heavy_cruiser value = 1 }
		command = { type = max_organization which = light_cruiser value = 1 }
		command = { type = max_organization which = destroyer value = 1 }

		command = { type = morale which = battleship value = 2 }
		command = { type = morale which = battlecruiser value = 2 }
		command = { type = morale which = carrier value = 2 }
		command = { type = morale which = escort_carrier value = 1 }
		command = { type = morale which = heavy_cruiser value = 2 }
		command = { type = morale which = light_cruiser value = 2 }
		command = { type = morale which = destroyer value = 2 }
		command = { type = morale which = submarine value = 2 }
		command = { type = morale which = nuclear_submarine value = 2 }
		command = { type = morale which = transport value = 2 }

		command = { type = build_cost which = battleship value = 0.3 } # 5%
		command = { type = build_cost which = battlecruiser value = 0.3 }
		command = { type = build_cost which = carrier value = 0.3 }
		command = { type = build_cost which = escort_carrier value = 0.2 }
		command = { type = build_cost which = heavy_cruiser value = 0.1 }
		command = { type = build_cost which = light_cruiser value = 0.1 }
		command = { type = build_cost which = destroyer value = 0.2 }
		command = { type = build_cost which = submarine value = 0.1 }
		command = { type = build_cost which = nuclear_submarine value = 0.2 }

		command = { type = manpower which = battleship value = 0.13 } # 5%
		command = { type = manpower which = battlecruiser value = 0.11 }
		command = { type = manpower which = carrier value = 0.12 }
		command = { type = manpower which = escort_carrier value = 0.07 }
		command = { type = manpower which = heavy_cruiser value = 0.06 }
		command = { type = manpower which = light_cruiser value = 0.06 }
		command = { type = manpower which = destroyer value = 0.06 }
		command = { type = manpower which = submarine value = 0.01 }
		command = { type = manpower which = nuclear_submarine value = 0.01 }
		command = { type = manpower which = transport value = 0.08 } # 1%
	}
}

application = { # At Sea Replenishment
	id = 8860
	name = TECH_APP_ND_86_NAME
	desc = TECH_APP_ND_86_DESC
	position = { x = 175 y = 450 }
	year = 1930

	component = {
		id = 8861
		name = TECH_CMP_ND_86_1_NAME # Specialized Vessel Construction
		type = naval_engineering
		difficulty = 10
	}
	component = {
		id = 8862
		name = TECH_CMP_ND_86_2_NAME # Fendering System
		type = naval_engineering
		difficulty = 8
	}
	component = {
		id = 8863
		name = TECH_CMP_ND_86_3_NAME # Supply Transfer
		type = naval_engineering
		difficulty = 8
	}
	component = {
		id = 8864
		name = TECH_CMP_ND_86_4_NAME # Floating Hoses
		type = naval_engineering
		difficulty = 8
	}
	component = {
		id = 8865
		name = TECH_CMP_ND_86_5_NAME # Mooring System
		type = naval_engineering
		difficulty = 8
	}

	required = { 8850 } # Fleet Train
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = task_efficiency which = asw value = 0.05 }
		command = { type = task_efficiency which = convoy_raiding value = 0.05 }
		command = { type = task_efficiency which = naval_combat_patrol value = 0.05 }

		command = { type = max_organization which = battleship value = 1 }
		command = { type = max_organization which = battlecruiser value = 1 }
		command = { type = max_organization which = carrier value = 1 }
		command = { type = max_organization which = escort_carrier value = 1 }
		command = { type = max_organization which = heavy_cruiser value = 1 }
		command = { type = max_organization which = light_cruiser value = 1 }
		command = { type = max_organization which = destroyer value = 2 }

		command = { type = morale which = battleship value = 2 }
		command = { type = morale which = battlecruiser value = 2 }
		command = { type = morale which = carrier value = 2 }
		command = { type = morale which = escort_carrier value = 1 }
		command = { type = morale which = heavy_cruiser value = 2 }
		command = { type = morale which = light_cruiser value = 2 }
		command = { type = morale which = destroyer value = 4 }
		command = { type = morale which = submarine value = 2 }
		command = { type = morale which = nuclear_submarine value = 2 }
		command = { type = morale which = transport value = 2 }

		command = { type = build_cost which = battleship value = 0.3 } # 5%
		command = { type = build_cost which = battlecruiser value = 0.3 }
		command = { type = build_cost which = carrier value = 0.3 }
		command = { type = build_cost which = escort_carrier value = 0.2 }
		command = { type = build_cost which = heavy_cruiser value = 0.1 }
		command = { type = build_cost which = light_cruiser value = 0.1 }
		command = { type = build_cost which = destroyer value = 0.2 }
		command = { type = build_cost which = submarine value = 0.1 }
		command = { type = build_cost which = nuclear_submarine value = 0.2 }
		command = { type = build_cost which = transport value = 0.1 } # 1%

		command = { type = supply_consumption which = battleship value = 0.02 } # 2%
		command = { type = supply_consumption which = battlecruiser value = 0.02 }
		command = { type = supply_consumption which = carrier value = 0.02 }
		command = { type = supply_consumption which = escort_carrier value = 0.012 }
		command = { type = supply_consumption which = heavy_cruiser value = 0.012 }
		command = { type = supply_consumption which = light_cruiser value = 0.008 }
		command = { type = supply_consumption which = destroyer value = 0.004 }
		command = { type = supply_consumption which = submarine value = 0.004 }
		command = { type = supply_consumption which = nuclear_submarine value = 0.004 }

		command = { type = fuel_consumption which = battleship value = 0.06 } # 6%
		command = { type = fuel_consumption which = battlecruiser value = 0.06 }
		command = { type = fuel_consumption which = carrier value = 0.07 }
		command = { type = fuel_consumption which = escort_carrier value = 0.025 }
		command = { type = fuel_consumption which = heavy_cruiser value = 0.025 }
		command = { type = fuel_consumption which = light_cruiser value = 0.020 }
		command = { type = fuel_consumption which = destroyer value = 0.04 }

		command = { type = manpower which = battleship value = 0.13 } # 5%
		command = { type = manpower which = battlecruiser value = 0.11 }
		command = { type = manpower which = carrier value = 0.12 }
		command = { type = manpower which = escort_carrier value = 0.07 }
		command = { type = manpower which = heavy_cruiser value = 0.06 }
		command = { type = manpower which = light_cruiser value = 0.06 }
		command = { type = manpower which = destroyer value = 0.06 }
		command = { type = manpower which = submarine value = 0.01 }
		command = { type = manpower which = nuclear_submarine value = 0.01 }
		command = { type = manpower which = transport value = 0.08 } # 1%
	}
}

application = { # Forward Basing
	id = 8870
	name = TECH_APP_ND_87_NAME
	desc = TECH_APP_ND_87_DESC
	position = { x = 175 y = 430 }
	year = 1930

	component = {
		id = 8871
		name = TECH_CMP_ND_87_1_NAME # Logistic Support
		type = seamanship
		difficulty = 9
	}
	component = {
		id = 8872
		name = TECH_CMP_ND_87_2_NAME # Base Protection
		type = centralized_execution
		difficulty = 9
	}
	component = {
		id = 8873
		name = TECH_CMP_ND_87_3_NAME # Base Selection
		type = seamanship
		difficulty = 8
	}
	component = {
		id = 8874
		name = TECH_CMP_ND_87_4_NAME # Sheltered Anchorage
		type = seamanship
		difficulty = 8
	}
	component = {
		id = 8875
		name = TECH_CMP_ND_87_5_NAME # Supply Storage
		type = centralized_execution
		difficulty = 9
	}

	required = { 8850 } # Fleet Train
	# Activated by: Full Mobilization Event

	effects = {
		command = { type = task_efficiency which = asw value = 0.05 }
		command = { type = task_efficiency which = convoy_raiding value = 0.05 }
		command = { type = task_efficiency which = naval_combat_patrol value = 0.05 }
		command = { type = task_efficiency which = sea_transport value = 0.05 }

		command = { type = supply_dist_mod value = 3 }
		command = { type = building_prod_mod which = naval_base value = 10 }

		command = { type = max_organization which = battleship value = 1 }
		command = { type = max_organization which = battlecruiser value = 1 }
		command = { type = max_organization which = carrier value = 1 }
		command = { type = max_organization which = escort_carrier value = 1 }
		command = { type = max_organization which = heavy_cruiser value = 1 }
		command = { type = max_organization which = light_cruiser value = 1 }
		command = { type = max_organization which = destroyer value = 2 }

		command = { type = morale which = battleship value = 2 }
		command = { type = morale which = battlecruiser value = 2 }
		command = { type = morale which = carrier value = 2 }
		command = { type = morale which = escort_carrier value = 1 }
		command = { type = morale which = heavy_cruiser value = 2 }
		command = { type = morale which = light_cruiser value = 2 }
		command = { type = morale which = destroyer value = 4 }
		command = { type = morale which = submarine value = 2 }
		command = { type = morale which = nuclear_submarine value = 2 }
		command = { type = morale which = transport value = 2 }

		command = { type = build_cost which = battleship value = 0.3 } # 5%
		command = { type = build_cost which = battlecruiser value = 0.3 }
		command = { type = build_cost which = carrier value = 0.3 }
		command = { type = build_cost which = escort_carrier value = 0.2 }
		command = { type = build_cost which = heavy_cruiser value = 0.1 }
		command = { type = build_cost which = light_cruiser value = 0.1 }
		command = { type = build_cost which = destroyer value = 0.2 }
		command = { type = build_cost which = submarine value = 0.1 }
		command = { type = build_cost which = nuclear_submarine value = 0.2 }

		command = { type = supply_consumption which = battleship value = 0.02 } # 2%
		command = { type = supply_consumption which = battlecruiser value = 0.02 }
		command = { type = supply_consumption which = carrier value = 0.02 }
		command = { type = supply_consumption which = escort_carrier value = 0.012 }
		command = { type = supply_consumption which = heavy_cruiser value = 0.012 }
		command = { type = supply_consumption which = light_cruiser value = 0.008 }
		command = { type = supply_consumption which = destroyer value = 0.004 }
		command = { type = supply_consumption which = submarine value = 0.004 }
		command = { type = supply_consumption which = nuclear_submarine value = 0.004 }

		command = { type = fuel_consumption which = battleship value = 0.06 } # 6%
		command = { type = fuel_consumption which = battlecruiser value = 0.06 }
		command = { type = fuel_consumption which = carrier value = 0.07 }
		command = { type = fuel_consumption which = escort_carrier value = 0.025 }
		command = { type = fuel_consumption which = heavy_cruiser value = 0.025 }
		command = { type = fuel_consumption which = light_cruiser value = 0.020 }
		command = { type = fuel_consumption which = destroyer value = 0.04 }

		command = { type = manpower which = battleship value = 0.13 } # 5%
		command = { type = manpower which = battlecruiser value = 0.11 }
		command = { type = manpower which = carrier value = 0.12 }
		command = { type = manpower which = escort_carrier value = 0.07 }
		command = { type = manpower which = heavy_cruiser value = 0.06 }
		command = { type = manpower which = light_cruiser value = 0.06 }
		command = { type = manpower which = destroyer value = 0.06 }
		command = { type = manpower which = submarine value = 0.01 }
		command = { type = manpower which = nuclear_submarine value = 0.01 }
		command = { type = manpower which = transport value = 0.08 } # 1%
	}
}

application = { # Underway Replenishment
	id = 8880
	name = TECH_APP_ND_88_NAME
	desc = TECH_APP_ND_88_DESC
	position = { x = 185 y = 470 }
	year = 1937

	component = {
		id = 8881
		name = TECH_CMP_ND_88_1_NAME # Line Tensioning Equipment
		type = naval_training
		difficulty = 7
	}
	component = {
		id = 8882
		name = TECH_CMP_ND_88_2_NAME # Shiphandling Training
		type = naval_training
		difficulty = 7
	}
	component = {
		id = 8883
		name = TECH_CMP_ND_88_3_NAME # Close Quarters Maneuvering
		type = seamanship
		difficulty = 8
	}
	component = {
		id = 8884
		name = TECH_CMP_ND_88_4_NAME # Simultaneous Fuel & Cargo
		type = seamanship
		difficulty = 7
	}
	component = {
		id = 8885
		name = TECH_CMP_ND_88_5_NAME # Specialized Vessel Construction
		type = centralized_execution
		difficulty = 12
	}

	required = { 8800 8860 } # Domestic Naval Technology AND At Sea Replenishment
	# Activated by: Naval Infrastructure (8790)

	effects = {
		command = { type = deactivate which = 8890 } # Littoral Operations Focus Doctrine

		command = { type = task_efficiency which = asw value = 0.10 }
		command = { type = task_efficiency which = convoy_raiding value = 0.05 }
		command = { type = task_efficiency which = naval_airbase_strike value = 0.10 }
		command = { type = task_efficiency which = naval_combat_patrol value = 0.10 }
		command = { type = task_efficiency which = naval_interdiction value = 0.05 }
		command = { type = task_efficiency which = naval_port_strike value = 0.10 }
		command = { type = task_efficiency which = shore_bombardment value = 0.05 }
		command = { type = supply_dist_mod value = 5 }
		command = { type = surprise which = naval value = 10 }

		command = { type = max_organization which = battleship value = 2 }
		command = { type = max_organization which = battlecruiser value = 2 }
		command = { type = max_organization which = carrier value = 2 }
		command = { type = max_organization which = escort_carrier value = 2 }
		command = { type = max_organization which = heavy_cruiser value = 2 }
		command = { type = max_organization which = light_cruiser value = 2 }
		command = { type = max_organization which = destroyer value = 4 }

		command = { type = morale which = battleship value = 4 }
		command = { type = morale which = battlecruiser value = 4 }
		command = { type = morale which = carrier value = 4 }
		command = { type = morale which = escort_carrier value = 2 }
		command = { type = morale which = heavy_cruiser value = 4 }
		command = { type = morale which = light_cruiser value = 4 }
		command = { type = morale which = destroyer value = 8 }
		command = { type = morale which = submarine value = 4 }
		command = { type = morale which = nuclear_submarine value = 4 }
		command = { type = morale which = transport value = 4 }

		command = { type = build_cost which = battleship value = 0.3 } # 5%
		command = { type = build_cost which = battlecruiser value = 0.3 }
		command = { type = build_cost which = carrier value = 0.3 }
		command = { type = build_cost which = escort_carrier value = 0.2 }
		command = { type = build_cost which = heavy_cruiser value = 0.1 }
		command = { type = build_cost which = light_cruiser value = 0.1 }
		command = { type = build_cost which = destroyer value = 0.2 }
		command = { type = build_cost which = submarine value = 0.1 }
		command = { type = build_cost which = nuclear_submarine value = 0.2 }
		command = { type = build_cost which = transport value = 0.1 } # 1%

		command = { type = supply_consumption which = battleship value = 0.02 } # 2%
		command = { type = supply_consumption which = battlecruiser value = 0.02 }
		command = { type = supply_consumption which = carrier value = 0.02 }
		command = { type = supply_consumption which = escort_carrier value = 0.012 }
		command = { type = supply_consumption which = heavy_cruiser value = 0.012 }
		command = { type = supply_consumption which = light_cruiser value = 0.008 }
		command = { type = supply_consumption which = destroyer value = 0.004 }
		command = { type = supply_consumption which = submarine value = 0.004 }
		command = { type = supply_consumption which = nuclear_submarine value = 0.004 }

		command = { type = fuel_consumption which = battleship value = 0.06 } # 6%
		command = { type = fuel_consumption which = battlecruiser value = 0.06 }
		command = { type = fuel_consumption which = carrier value = 0.07 }
		command = { type = fuel_consumption which = escort_carrier value = 0.025 }
		command = { type = fuel_consumption which = heavy_cruiser value = 0.025 }
		command = { type = fuel_consumption which = light_cruiser value = 0.020 }
		command = { type = fuel_consumption which = destroyer value = 0.04 }

		command = { type = manpower which = battleship value = 0.13 } # 5%
		command = { type = manpower which = battlecruiser value = 0.11 }
		command = { type = manpower which = carrier value = 0.12 }
		command = { type = manpower which = escort_carrier value = 0.07 }
		command = { type = manpower which = heavy_cruiser value = 0.06 }
		command = { type = manpower which = light_cruiser value = 0.06 }
		command = { type = manpower which = destroyer value = 0.06 }
		command = { type = manpower which = submarine value = 0.01 }
		command = { type = manpower which = nuclear_submarine value = 0.01 }
		command = { type = manpower which = transport value = 0.08 } # 1%
	}
}

##################################
# Non-Nation Specific Doctrines
##################################

application = { # Army Support Doctrine
	id = 8910
	name = TECH_APP_ND_91_NAME
	desc = TECH_APP_ND_91_DESC
	position = { x = 470 y = 430 }
	year = 1930

	component = {
		id = 8911
		name = TECH_CMP_ND_91_1_NAME # Ground Force Coordination
		type = centralized_execution
		difficulty = 6
	}
	component = {
		id = 8912
		name = TECH_CMP_ND_91_2_NAME # Fire Support Mission
		type = infantry_focus
		difficulty = 6
	}
	component = {
		id = 8913
		name = TECH_CMP_ND_91_3_NAME # Coastal Navigation
		type = training # seamanship
		difficulty = 6
	}
	component = {
		id = 8914
		name = TECH_CMP_ND_91_4_NAME # Army Funding Priority
		type = large_unit_tactics
		difficulty = 6
	}
	component = {
		id = 8915
		name = TECH_CMP_ND_91_5_NAME # Army Rank System
		type = infantry_focus
		difficulty = 11
	}

	required = { 8000 } # Admirality
	# Activated by: # 1 000t Sloop (3000) OR 500t Destroyer (3010) OR Foreign Purchase: Destroyer (3760)

	effects = {
		command = { type = deactivate which = 8680 } # Marine Unit Organization
		command = { type = deactivate which = 8890 } # Littoral Combat Focus Doctrine
		command = { type = deactivate which = 8900 } # Blue Water Combat Focus Doctrine
		command = { type = gain_tech which = 8050 } # Amphibious Warfare

		command = { type = task_efficiency which = shore_bombardment value = 0.25 }
		command = { type = task_efficiency which = convoy_raiding value = -0.20 }
		command = { type = task_efficiency which = naval_combat_patrol value = -0.20 }
		command = { type = task_efficiency which = naval_interdiction value = -0.10 }
		command = { type = task_efficiency which = ASW value = 0.05 }
		command = { type = task_efficiency which = amphibious_assault value = 0.03 }
		command = { type = task_efficiency which = sea_transport value = 0.20 }
		command = { type = supply_dist_mod value = 1 }

		command = { type = convoy_prod_mod which = escorts value = -3 }
		command = { type = convoy_prod_mod which = transports value = -3 }
		command = { type = building_prod_mod which = naval_base value = -10 }
		command = { type = building_prod_mod which = coastal_fort value = 10 }

		command = { type = max_positioning which = destroyer value = 0.02 }
		command = { type = min_positioning which = destroyer value = 0.02 }
		command = { type = max_positioning which = transport value = 0.02 }
		command = { type = min_positioning which = transport value = 0.02 }

		command = { type = build_cost which = battleship where = relative value = -25 }
		command = { type = build_time which = battleship where = relative value = 30 }
		command = { type = build_cost which = battlecruiser where = relative value = -25 }
		command = { type = build_time which = battlecruiser where = relative value = 30 }
		command = { type = build_cost which = carrier where = relative value = -25 }
		command = { type = build_time which = carrier where = relative value = 30 }
		command = { type = build_cost which = escort_carrier where = relative value = -20 }
		command = { type = build_time which = escort_carrier where = relative value = 25 }
		command = { type = build_cost which = heavy_cruiser where = relative value = -20 }
		command = { type = build_time which = heavy_cruiser where = relative value = 25 }
		command = { type = build_cost which = light_cruiser where = relative value = -17 }
		command = { type = build_time which = light_cruiser where = relative value = 20 }
		command = { type = build_cost which = destroyer where = relative value = -13 }
		command = { type = build_time which = destroyer where = relative value = 15 }
		command = { type = build_cost which = submarine where = relative value = -17 }
		command = { type = build_time which = submarine where = relative value = 20 }
		command = { type = build_cost which = nuclear_submarine where = relative value = -17 }
		command = { type = build_time which = nuclear_submarine where = relative value = 20 }
		command = { type = build_cost which = transport where = relative value = -13 }
		command = { type = build_time which = transport where = relative value = 15 }

		command = { type = build_cost which = naval_radar_l value = -25 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = -25 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_spotter_l value = -25 where = relative } # Light AA Battery
		command = { type = build_cost which = naval_sa_l value = -25 where = relative } # Secondary Battery
		command = { type = build_cost which = b_u2 value = -25 where = relative } # Capital Design
		command = { type = build_cost which = naval_anti_air_l value = -17 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = b_u3 value = -17 where = relative } # Cruiser Design
		command = { type = build_cost which = naval_improved_hull_l value = -17 where = relative } # Cruiser Fire Control
		command = { type = build_cost which = naval_anti_air_s value = -13 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_cost which = naval_fire_controll_s value = -13 where = relative } # Fleet Destroyer 
		command = { type = build_cost which = naval_improved_hull_s value = -13 where = relative } # Scout Destroyer
		command = { type = build_cost which = naval_radar_s value = -13 where = relative } # ASuW Destroyer 
		command = { type = build_cost which = naval_spotter_s value = -13 where = relative } # ASW Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = -13 where = relative } # Torpedo Destroyer
		command = { type = build_cost which = b_u17 value = -13 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_time which = naval_radar_l value = 30 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = 30 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = 30 where = relative } # Light AA Battery
		command = { type = build_time which = naval_sa_l value = 30 where = relative } # Secondary Battery
		command = { type = build_time which = b_u2 value = 30 where = relative } # Capital Design
		command = { type = build_time which = naval_anti_air_l value = 20 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = b_u3 value = 20 where = relative } # Cruiser Design
		command = { type = build_time which = naval_improved_hull_l value = 20 where = relative } # Cruiser Fire Control
		command = { type = build_time which = naval_anti_air_s value = 15 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = 15 where = relative } # Fleet Destroyer 
		command = { type = build_time which = naval_improved_hull_s value = 15 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = 15 where = relative } # ASuW Destroyer 
		command = { type = build_time which = naval_spotter_s value = 15 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = 15 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = 15 where = relative } # 610mm Torpedo Destroyer

		command = { type = max_organization which = battleship value = -10 }
		command = { type = max_organization which = battlecruiser value = -10 }
		command = { type = max_organization which = carrier value = -10 }
		command = { type = max_organization which = escort_carrier value = -5 }
		command = { type = max_organization which = heavy_cruiser value = -7 }
		command = { type = max_organization which = light_cruiser value = -7 }
		command = { type = max_organization which = destroyer value = -5 }
		command = { type = max_organization which = transport value = 1 }

		command = { type = morale which = battleship value = -5 }
		command = { type = morale which = battlecruiser value = -5 }
		command = { type = morale which = carrier value = -5 }
		command = { type = morale which = escort_carrier value = -2 }
		command = { type = morale which = heavy_cruiser value = -3 }
		command = { type = morale which = light_cruiser value = -3 }
		command = { type = morale which = destroyer value = -2 }
		command = { type = morale which = submarine value = -2 }
		command = { type = morale which = transport value = 5 }

		command = { type = shore_attack which = infantry value = 3 } # 5%
		command = { type = shore_attack which = paratrooper value = 2 }
		command = { type = shore_attack which = marine value = 1 } 
		command = { type = shore_attack which = bergsjaeger value = 2 }
		command = { type = shore_attack which = militia value = 2 }
	}
}

application = { # Littoral Focus Doctrine
	id = 8890
	name = TECH_APP_ND_89_NAME
	desc = TECH_APP_ND_89_DESC
	position = { x = 470 y = 450 }
	year = 1930

	component = {
		id = 8891
		name = TECH_CMP_ND_89_1_NAME # Shallow Water Maneuvering
		type = small_taskforce_tactics
		difficulty = 7
	}
	component = {
		id = 8892
		name = TECH_CMP_ND_89_2_NAME # Coastal Fixes
		type = seamanship
		difficulty = 7
	}
	component = {
		id = 8893
		name = TECH_CMP_ND_89_3_NAME # Short Range Attacks
		type = small_taskforce_tactics
		difficulty = 7
	}
	component = {
		id = 8894
		name = TECH_CMP_ND_89_4_NAME # Small Craft Preference
		type = seamanship
		difficulty = 7
	}
	component = {
		id = 8895
		name = TECH_CMP_ND_89_5_NAME # Shoreside Barracks
		type = naval_training
		difficulty = 13
	}

	required = { 8000 } # Admirality
	# Activated by: # 1 000t Sloop (3000) OR 500t Destroyer (3010) OR Foreign Purchase: Destroyer (3760)

	effects = {
		command = { type = deactivate which = 8900 } # Blue Water Operations Focus Doctrine
		command = { type = deactivate which = 8910 } # Army Support Operations Focus Doctrine
		command = { type = deactivate which = 8880 } # Underway Replenishment
		command = { type = deactivate which = 8280 } # Carrier Task Force
		command = { type = gain_tech which = 8040 } # Naval Superiority

		command = { type = max_positioning which = heavy_cruiser value = 0.02 }
		command = { type = min_positioning which = heavy_cruiser value = 0.02 }
		command = { type = max_positioning which = light_cruiser value = 0.02 }
		command = { type = min_positioning which = light_cruiser value = 0.02 }
		command = { type = max_positioning which = destroyer value = 0.02 }
		command = { type = min_positioning which = destroyer value = 0.02 }
		command = { type = max_positioning which = submarine value = 0.03 }
		command = { type = min_positioning which = submarine value = 0.03 }
		command = { type = max_positioning which = nuclear_submarine value = 0.03 }
		command = { type = min_positioning which = nuclear_submarine value = 0.03 }

		command = { type = task_efficiency which = shore_bombardment value = 0.10 }
		command = { type = task_efficiency which = convoy_raiding value = -0.20 }
		command = { type = task_efficiency which = naval_combat_patrol value = -0.20 }
		command = { type = task_efficiency which = naval_interdiction value = 0.20 }
		command = { type = task_efficiency which = amphibious_assault value = 0.05 }
		command = { type = task_efficiency which = sea_transport value = -0.10 }
		command = { type = convoy_def_eff value = -0.05 }
		command = { type = supply_dist_mod value = -10 }
		command = { type = surprise which = naval value = 5 }

		command = { type = building_prod_mod which = coastal_fort value = 10 }
		command = { type = building_prod_mod which = naval_base value = -5 }
		command = { type = convoy_prod_mod which = escorts value = -20 }
		command = { type = convoy_prod_mod which = transports value = -10 }

		command = { type = build_cost which = battleship where = relative value = -17 }
		command = { type = build_time which = battleship where = relative value = 20 }
		command = { type = build_cost which = battlecruiser where = relative value = -17 }
		command = { type = build_time which = battlecruiser where = relative value = 20 }
		command = { type = build_cost which = carrier where = relative value = -20 }
		command = { type = build_time which = carrier where = relative value = 25 }
		command = { type = build_cost which = escort_carrier where = relative value = -17 }
		command = { type = build_time which = escort_carrier where = relative value = 20 }
		command = { type = build_cost which = heavy_cruiser where = relative value = -13 }
		command = { type = build_time which = heavy_cruiser where = relative value = 15 }
		command = { type = build_cost which = light_cruiser where = relative value = -9 }
		command = { type = build_time which = light_cruiser where = relative value = 10 }
		command = { type = build_cost which = destroyer where = relative value = -9 }
		command = { type = build_time which = destroyer where = relative value = 10 }
		command = { type = build_cost which = submarine where = relative value = -9 }
		command = { type = build_time which = submarine where = relative value = 10 }
		command = { type = build_cost which = nuclear_submarine where = relative value = -13 }
		command = { type = build_time which = nuclear_submarine where = relative value = 15 }
		command = { type = build_cost which = transport where = relative value = -9 }
		command = { type = build_time which = transport where = relative value = 10 }

		command = { type = build_cost which = naval_radar_l value = -17 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = -17 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_spotter_l value = -17 where = relative } # Light AA Battery
		command = { type = build_cost which = naval_sa_l value = -17 where = relative } # Secondary Battery
		command = { type = build_cost which = b_u2 value = -17 where = relative } # Capital Design
		command = { type = build_cost which = naval_anti_air_l value = -9 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = b_u3 value = -9 where = relative } # Cruiser Design
		command = { type = build_cost which = naval_improved_hull_l value = -9 where = relative } # Cruiser Fire Control
		command = { type = build_cost which = naval_anti_air_s value = -9 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_cost which = naval_fire_controll_s value = -9 where = relative } # Fleet Destroyer 
		command = { type = build_cost which = naval_improved_hull_s value = -9 where = relative } # Scout Destroyer
		command = { type = build_cost which = naval_radar_s value = -9 where = relative } # ASuW Destroyer 
		command = { type = build_cost which = naval_spotter_s value = -9 where = relative } # ASW Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = -9 where = relative } # Torpedo Destroyer
		command = { type = build_cost which = b_u17 value = -9 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_time which = naval_radar_l value = 20 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = 20 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = 20 where = relative } # Light AA Battery
		command = { type = build_time which = naval_sa_l value = 20 where = relative } # Secondary Battery
		command = { type = build_time which = b_u2 value = 20 where = relative } # Capital Design
		command = { type = build_time which = naval_anti_air_l value = 10 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = b_u3 value = 10 where = relative } # Cruiser Design
		command = { type = build_time which = naval_improved_hull_l value = 10 where = relative } # Cruiser Fire Control
		command = { type = build_time which = naval_anti_air_s value = 10 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = 10 where = relative } # Fleet Destroyer 
		command = { type = build_time which = naval_improved_hull_s value = 10 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = 10 where = relative } # ASuW Destroyer 
		command = { type = build_time which = naval_spotter_s value = 10 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = 10 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = 10 where = relative } # 610mm Torpedo Destroyer

		command = { type = max_organization which = battleship value = -10 }
		command = { type = max_organization which = battlecruiser value = -10 }
		command = { type = max_organization which = carrier value = -10 }
		command = { type = max_organization which = escort_carrier value = -10 }
		command = { type = max_organization which = heavy_cruiser value = 5 }
		command = { type = max_organization which = light_cruiser value = 5 }
		command = { type = max_organization which = destroyer value = 10 }

		command = { type = morale which = heavy_cruiser value = 5 }
		command = { type = morale which = light_cruiser value = 5 }
		command = { type = morale which = destroyer value = 10 }
		command = { type = morale which = submarine value = 10 }
		command = { type = morale which = nuclear_submarine value = 15 }

		command = { type = night_attack which = destroyer value = 15 } # 30%
		command = { type = night_attack which = submarine value = 5 } 
		command = { type = night_attack which = nuclear_submarine value = 5 } 
		command = { type = night_attack which = heavy_cruiser value = 10 } # 20%
		command = { type = night_attack which = light_cruiser value = 10 }

		command = { type = night_defense which = destroyer value = 15 } # 30%
		command = { type = night_defense which = submarine value = 5 }
		command = { type = night_defense which = nuclear_submarine value = 5 }
		command = { type = night_defense which = heavy_cruiser value = 10 } # 20%
		command = { type = night_defense which = light_cruiser value = 10 }
	}
}

application = { # Blue Water Focus Doctrine
	id = 8900
	name = TECH_APP_ND_90_NAME
	desc = TECH_APP_ND_90_DESC
	position = { x = 470 y = 470 }
	year = 1930

	component = {
		id = 8901
		name = TECH_CMP_ND_90_1_NAME # Long Range Operations
		type = centralized_execution
		difficulty = 8
	}
	component = {
		id = 8902
		name = TECH_CMP_ND_90_2_NAME # Celestial Navigation
		type = seamanship
		difficulty = 8
	}
	component = {
		id = 8903
		name = TECH_CMP_ND_90_3_NAME # Balanced Fleet Concept
		type = naval_training
		difficulty = 8
	}
	component = {
		id = 8904
		name = TECH_CMP_ND_90_4_NAME # Crew Rotation Schedules
		type = seamanship
		difficulty = 8
	}
	component = {
		id = 8905
		name = TECH_CMP_ND_90_5_NAME # Patrol Patterns
		type = centralized_execution
		difficulty = 15
	}

	required = { 8000 } # Admirality
	# Activated by: # 1 000t Sloop (3000) OR 500t Destroyer (3010) OR Foreign Purchase: Destroyer (3760)

	effects = {
		command = { type = deactivate which = 8890 } # Littoral Combat Focus Doctrine
		command = { type = deactivate which = 8910 } # Army Support Focus Doctrine
		command = { type = gain_tech which = 8040 } # Naval Superiority

		command = { type = task_efficiency which = naval_combat_patrol value = 0.05 }
		command = { type = task_efficiency which = naval_interdiction value = 0.10 }
		command = { type = task_efficiency which = convoy_raiding value = 0.05 }
		command = { type = supply_dist_mod value = 2 }

		command = { type = convoy_prod_mod which = escorts value = 5 }
		command = { type = convoy_prod_mod which = transports value = 5 }
		command = { type = building_prod_mod which = coastal_fort value = -10 }
		command = { type = building_prod_mod which = naval_base value = 5 }

		command = { type = max_positioning which = heavy_cruiser value = 0.02 }
		command = { type = min_positioning which = heavy_cruiser value = 0.02 }
		command = { type = max_positioning which = light_cruiser value = 0.02 }
		command = { type = min_positioning which = light_cruiser value = 0.02 }
		command = { type = max_positioning which = destroyer value = 0.02 }
		command = { type = min_positioning which = destroyer value = 0.02 }
		command = { type = max_positioning which = submarine value = 0.03 }
		command = { type = min_positioning which = submarine value = 0.03 }
		command = { type = max_positioning which = nuclear_submarine value = 0.03 }
		command = { type = min_positioning which = nuclear_submarine value = 0.03 }

		command = { type = build_cost which = battleship where = relative value = -17 }
		command = { type = build_time which = battleship where = relative value = 20 }
		command = { type = build_cost which = battlecruiser where = relative value = -17 }
		command = { type = build_time which = battlecruiser where = relative value = 20 }
		command = { type = build_cost which = carrier where = relative value = -20 }
		command = { type = build_time which = carrier where = relative value = 25 }
		command = { type = build_cost which = escort_carrier where = relative value = -17 }
		command = { type = build_time which = escort_carrier where = relative value = 20 }
		command = { type = build_cost which = heavy_cruiser where = relative value = -13 }
		command = { type = build_time which = heavy_cruiser where = relative value = 15 }
		command = { type = build_cost which = light_cruiser where = relative value = -9 }
		command = { type = build_time which = light_cruiser where = relative value = 10 }
		command = { type = build_cost which = destroyer where = relative value = -9 }
		command = { type = build_time which = destroyer where = relative value = 10 }
		command = { type = build_cost which = submarine where = relative value = -9 }
		command = { type = build_time which = submarine where = relative value = 10 }
		command = { type = build_cost which = nuclear_submarine where = relative value = -9 }
		command = { type = build_time which = nuclear_submarine where = relative value = 10 }
		command = { type = build_cost which = transport where = relative value = -9 }
		command = { type = build_time which = transport where = relative value = 10 }

		command = { type = build_cost which = naval_radar_l value = -17 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = -17 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_spotter_l value = -17 where = relative } # Light AA Battery
		command = { type = build_cost which = naval_sa_l value = -17 where = relative } # Secondary Battery
		command = { type = build_cost which = b_u2 value = -17 where = relative } # Capital Design
		command = { type = build_cost which = naval_anti_air_l value = -9 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = b_u3 value = -9 where = relative } # Cruiser Design
		command = { type = build_cost which = naval_improved_hull_l value = -9 where = relative } # Cruiser Fire Control
		command = { type = build_cost which = naval_anti_air_s value = -9 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_cost which = naval_fire_controll_s value = -9 where = relative } # Fleet Destroyer 
		command = { type = build_cost which = naval_improved_hull_s value = -9 where = relative } # Scout Destroyer
		command = { type = build_cost which = naval_radar_s value = -9 where = relative } # ASuW Destroyer 
		command = { type = build_cost which = naval_spotter_s value = -9 where = relative } # ASW Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = -9 where = relative } # Torpedo Destroyer
		command = { type = build_cost which = b_u17 value = -9 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_time which = naval_radar_l value = 20 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = 20 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = 20 where = relative } # Light AA Battery
		command = { type = build_time which = naval_sa_l value = 20 where = relative } # Secondary Battery
		command = { type = build_time which = b_u2 value = 20 where = relative } # Capital Design
		command = { type = build_time which = naval_anti_air_l value = 10 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = b_u3 value = 10 where = relative } # Cruiser Design
		command = { type = build_time which = naval_improved_hull_l value = 10 where = relative } # Cruiser Fire Control
		command = { type = build_time which = naval_anti_air_s value = 10 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = 10 where = relative } # Fleet Destroyer 
		command = { type = build_time which = naval_improved_hull_s value = 10 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = 10 where = relative } # ASuW Destroyer 
		command = { type = build_time which = naval_spotter_s value = 10 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = 10 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = 10 where = relative } # 610mm Torpedo Destroyer

		command = { type = max_organization which = battleship value = 5 }
		command = { type = max_organization which = battlecruiser value = 5 }
		command = { type = max_organization which = carrier value = 5 }
		command = { type = max_organization which = heavy_cruiser value = 5 }
		command = { type = max_organization which = light_cruiser value = 5 }
		command = { type = max_organization which = destroyer value = 5 }

		command = { type = night_attack which = battleship value = 5 } # 10% 
		command = { type = night_attack which = battlecruiser value = 5 }
		command = { type = night_attack which = heavy_cruiser value = 5 } 
		command = { type = night_attack which = light_cruiser value = 5 }
		command = { type = night_attack which = destroyer value = 5 }

		command = { type = night_defense which = battleship value = 5 } # 10%
		command = { type = night_defense which = battlecruiser value = 5 }
		command = { type = night_defense which = heavy_cruiser value = 5 } 
		command = { type = night_defense which = light_cruiser value = 5 }
		command = { type = night_defense which = destroyer value = 5 }
	}
}
} #EOF

