technology = { id = 6 category = land_doctrines name = TECH_LD_NAME # Localized name desc = TECH_LD_DESC # Localized description # Tribal Warfare application = { id = 6500 name = TECH_APP_LD_120_NAME position = { x = 0 y = 2 } picture = "DH6500" year = 1800 # Individual training regime component = { id = 6501 name = TECH_CMP_LD_120_1_NAME type = infantry_focus difficulty = 3 } # Small unit training component = { id = 6502 name = TECH_CMP_LD_120_2_NAME type = small_unit_tactics difficulty = 3 } # Human Wave attack component = { id = 6503 name = TECH_CMP_LD_120_3_NAME type = large_unit_tactics difficulty = 3 } # Hand to Hand fighting component = { id = 6504 name = TECH_CMP_LD_120_4_NAME type = infantry_focus difficulty = 3 } # Tribal Warfare training component = { id = 6505 name = TECH_CMP_LD_120_5_NAME type = training difficulty = 3 } required = { } effects = { command = { type = max_organization which = land value = 20 } command = { type = ground_def_eff value = 0.2 } command = { type = enable_task which = attack } command = { type = muddy_attack which = land value = -16 } command = { type = plain_attack which = land value = -20 } command = { type = desert_attack which = land value = -5 } command = { type = mountain_attack which = land value = -12 } command = { type = hill_attack which = land value = -16 } command = { type = forest_attack which = land value = -16 } command = { type = jungle_attack which = land value = -5 } command = { type = swamp_attack which = land value = -8 } command = { type = urban_attack which = land value = -14 } command = { type = fort_attack which = land value = -24 } command = { type = muddy_defense which = land value = -10 } command = { type = plain_defense which = land value = -10 } command = { type = desert_defense which = land value = -3 } command = { type = mountain_defense which = land value = -8 } command = { type = hill_defense which = land value = -10 } command = { type = forest_defense which = land value = -9 } command = { type = jungle_defense which = land value = -4 } command = { type = swamp_defense which = land value = -5 } command = { type = urban_defense which = land value = -10 } } } # 19th century tactics application = { id = 6510 name = TECH_APP_LD_121_NAME position = { x = 112 y = 2 } picture = "DH6510" year = 1870 # Linear Infantry Warfare component = { id = 6511 name = TECH_CMP_LD_121_1_NAME type = infantry_focus difficulty = 4 } # Formation Training component = { id = 6512 name = TECH_CMP_LD_121_2_NAME type = training difficulty = 4 } # Open Order Formation component = { id = 6513 name = TECH_CMP_LD_121_3_NAME type = maneuver_tactics difficulty = 4 } # Large Formation Tactics component = { id = 6514 name = TECH_CMP_LD_121_4_NAME type = large_unit_tactics difficulty = 4 } # Formation Bayonet Charge component = { id = 6515 name = TECH_CMP_LD_121_5_NAME type = training difficulty = 5 } required = { 6500 } effects = { command = { type = morale which = land value = 5 } command = { type = max_organization which = land value = 15 } command = { type = ground_def_eff value = 0.22 } command = { type = task_efficiency which = attack value = -0.25 } command = { type = task_efficiency which = support_attack value = -0.25 } } } # 20th Century military concept application = { id = 6530 name = TECH_APP_LD_123_NAME position = { x = 223 y = 2 } picture = "DH6530" year = 1907 # Early Infantry Tactics component = { id = 6531 name = TECH_CMP_LD_123_1_NAME type = infantry_focus difficulty = 4 } # Early Maneuver Tactics component = { id = 6532 name = TECH_CMP_LD_123_2_NAME type = training difficulty = 4 } # Early Offensive tactics component = { id = 6533 name = TECH_CMP_LD_123_3_NAME type = large_unit_focus difficulty = 4 } # Improved Cartridge munition component = { id = 6534 name = TECH_CMP_LD_123_4_NAME type = munitions difficulty = 4 } # Quick firing Field Artillery component = { id = 6535 name = TECH_CMP_LD_123_5_NAME type = artillery difficulty = 5 } required = { 6510 } effects = { command = { type = morale which = land value = 5 } command = { type = max_organization which = land value = 10 } command = { type = ground_def_eff value = 0.25 } command = { type = activate_unit_type which = hq } command = { type = new_model which = hq value = 0 } } } # Leading by Orders application = { id = 6580 name = TECH_APP_LD_128_NAME position = { x = 334 y = 1 } picture = "DH6580" year = 1907 # Basic Infantry Tactics component = { id = 6581 name = TECH_CMP_LD_128_1_NAME type = infantry_focus difficulty = 3 } # Basic Company Tactics component = { id = 6582 name = TECH_CMP_LD_128_2_NAME type = small_unit_tactics difficulty = 3 } # Centralised Regimental Command Tactics component = { id = 6583 name = TECH_CMP_LD_128_3_NAME type = centralized_execution difficulty = 3 } # Centralised Field Command component = { id = 6584 name = TECH_CMP_LD_128_4_NAME type = centralized_execution difficulty = 3 } # Field Maneuvers and Training component = { id = 6585 name = TECH_CMP_LD_128_5_NAME type = training difficulty = 4 } required = { 6530 } effects = { command = { type = deactivate which = 6590 } command = { type = max_organization which = land value = 6 } } } # Leading by Task application = { id = 6590 name = TECH_APP_LD_129_NAME position = { x = 334 y = 17 } picture = "DH6590" year = 1907 # Basic Infantry Tactics component = { id = 6591 name = TECH_CMP_LD_129_1_NAME type = infantry_focus difficulty = 3 } # Field Maneuvers and Training component = { id = 6592 name = TECH_CMP_LD_129_2_NAME type = training difficulty = 3 } # Decentralised Regimental Command Tactics component = { id = 6593 name = TECH_CMP_LD_129_3_NAME type = decentralized_execution difficulty = 3 } # Decentralised Regimental Command Maneuvers component = { id = 6594 name = TECH_CMP_LD_129_4_NAME type = decentralized_execution difficulty = 3 } # Division Command Tactics component = { id = 6595 name = TECH_CMP_LD_129_5_NAME type = large_unit_tactics difficulty = 4 } required = { 6530 } effects = { command = { type = deactivate which = 6580 } command = { type = morale which = land value = 4 } } } label = { tag = TECH_CAT_WW position = { x = 6 y = 19 } } # Strong Point application = { id = 6600 name = TECH_APP_LD_130_NAME position = { x = 1 y = 33 } picture = "DH6600" year = 1914 # Improved Infantry Tactics component = { id = 6601 name = TECH_CMP_LD_130_1_NAME type = infantry_focus difficulty = 2 } # Batallion Field Maneuvers component = { id = 6602 name = TECH_CMP_LD_130_2_NAME type = maneuver_tactics difficulty = 2 } # Regimental Field Maneuvers component = { id = 6603 name = TECH_CMP_LD_130_3_NAME type = maneuver_tactics difficulty = 2 } # Close range Combat Tactics component = { id = 6604 name = TECH_CMP_LD_130_4_NAME type = individual_courage difficulty = 2 } # Unit Training and Tactics component = { id = 6605 name = TECH_CMP_LD_130_5_NAME type = training difficulty = 2 double_time = yes } required = { } or_required = { 6580 6590 } effects = { command = { type = delay value = 5 } command = { type = max_organization which = land value = 6 } command = { type = repair_mod value = 10 } } } # Mass Charge application = { id = 6610 name = TECH_APP_LD_138_NAME position = { x = 112 y = 33 } picture = "DH6680" year = 1914 # Mass Infantry Assault Doctrine component = { id = 6681 name = TECH_CMP_LD_138_1_NAME type = infantry_focus difficulty = 2 } # Force concentration Doctrine component = { id = 6682 name = TECH_CMP_LD_138_2_NAME type = large_unit_focus difficulty = 2 } # Concentrated Support Fire component = { id = 6683 name = TECH_CMP_LD_138_3_NAME type = artillery difficulty = 2 } # Close range Combat Tactics component = { id = 6684 name = TECH_CMP_LD_138_4_NAME type = individual_courage difficulty = 2 double_time = yes } # Mass Assault Training component = { id = 6685 name = TECH_CMP_LD_138_5_NAME type = training difficulty = 2 } required = { 6600 } effects = { command = { type = ground_def_eff when = 1 value = -0.04 } command = { type = max_organization which = land value = 16 } } } # Static Defense application = { id = 6680 name = TECH_APP_LD_131_NAME position = { x = 223 y = 35 } picture = "DH6610" year = 1914 # Basic Infantry Defense Tactics component = { id = 6611 name = TECH_CMP_LD_131_1_NAME type = infantry_focus difficulty = 2 } # Forward Infantry Observers component = { id = 6612 name = TECH_CMP_LD_131_2_NAME type = individual_courage difficulty = 2 } # Basic Infantry Trench Defense component = { id = 6613 name = TECH_CMP_LD_131_3_NAME type = static_defense_tactics difficulty = 2 } # Improved Infantry Trench Defense component = { id = 6614 name = TECH_CMP_LD_131_4_NAME type = static_defense_tactics difficulty = 2 } # Trench Warfare Training component = { id = 6615 name = TECH_CMP_LD_131_5_NAME type = training difficulty = 2 double_time = yes } required = { 6610 } effects = { command = { type = delay value = 5 } command = { type = building_prod_mod which = land_fort value = 20 } command = { type = ground_def_eff when = 1 value = 0.02 } command = { type = muddy_defense which = land value = 5 } command = { type = plain_defense which = land value = 5 } command = { type = desert_defense which = land value = 1.5 } command = { type = mountain_defense which = land value = 4 } command = { type = hill_defense which = land value = 5 } command = { type = forest_defense which = land value = 4.5 } command = { type = jungle_defense which = land value = 2 } command = { type = swamp_defense which = land value = 2.5 } command = { type = urban_defense which = land value = 5 } } } # Counterattack application = { id = 6620 name = TECH_APP_LD_132_NAME position = { x = 334 y = 37 } picture = "DH6620" year = 1914 # Infantry Counterattack Discipline component = { id = 6621 name = TECH_CMP_LD_132_1_NAME type = infantry_focus difficulty = 2 } # Counterattack Maneuvers Tactis component = { id = 6622 name = TECH_CMP_LD_132_2_NAME type = maneuver_tactics difficulty = 2 } # Basic Trench Infiltration Tactics component = { id = 6623 name = TECH_CMP_LD_132_3_NAME type = small_unit_tactics difficulty = 2 } # Close range Combat component = { id = 6624 name = TECH_CMP_LD_132_4_NAME type = individual_courage difficulty = 2 } # Regimental Counter Attack Training component = { id = 6625 name = TECH_CMP_LD_132_5_NAME type = training difficulty = 2 double_time = yes } required = { 6680 } effects = { command = { type = counterattack value = 10 } command = { type = ground_def_eff value = 0.25 } command = { type = max_organization which = land value = -16 } } } # Defense in Depth application = { id = 6630 name = TECH_APP_LD_133_NAME position = { x = 460 y = 1 } picture = "DH6630" year = 1915 # Infantry Support Lines component = { id = 6631 name = TECH_CMP_LD_133_1_NAME type = infantry_focus difficulty = 2 } # Infantry Retreat Tactics component = { id = 6632 name = TECH_CMP_LD_133_2_NAME type = maneuver_tactics difficulty = 2 } # Multiple Trench Tactics component = { id = 6633 name = TECH_CMP_LD_133_3_NAME type = static_defense_tactics difficulty = 2 double_time = yes } # Infantry Command and Control component = { id = 6634 name = TECH_CMP_LD_133_4_NAME type = maneuver_tactics difficulty = 2 } # Defense in Depth Training component = { id = 6635 name = TECH_CMP_LD_133_5_NAME type = training difficulty = 2 } required = { 6620 } effects = { command = { type = delay value = 8 } command = { type = deactivate which = 6690 } command = { type = deactivate which = 6700 } command = { type = muddy_defense which = land value = 2.5 } command = { type = plain_defense which = land value = 2.5 } command = { type = desert_defense which = land value = 0.75 } command = { type = mountain_defense which = land value = 2 } command = { type = hill_defense which = land value = 2.5 } command = { type = forest_defense which = land value = 2.25 } command = { type = jungle_defense which = land value = 1 } command = { type = swamp_defense which = land value = 1.25 } command = { type = urban_defense which = land value = 2.5 } } } # Schwerpunkt Doctrine application = { id = 6690 name = TECH_APP_LD_139_NAME position = { x = 576 y = 1 } picture = "DH6690" year = 1915 # Infantry Force concentration Doctrine component = { id = 6691 name = TECH_CMP_LD_139_1_NAME type = infantry_focus difficulty = 2 } # Army Command and Control component = { id = 6692 name = TECH_CMP_LD_139_2_NAME type = large_unit_tactics difficulty = 2 } # Regimental Command and Control component = { id = 6693 name = TECH_CMP_LD_139_3_NAME type = small_unit_tactics difficulty = 2 } # Basic Offensive Army Doctrine component = { id = 6694 name = TECH_CMP_LD_139_4_NAME type = maneuver_tactics difficulty = 2 } # Basic Defensive Army Doctrine component = { id = 6695 name = TECH_CMP_LD_139_5_NAME type = maneuver_tactics difficulty = 2 double_time = yes } required = { 6620 } effects = { command = { type = deactivate which = 6630 } command = { type = breakthrough value = 5 } } } # Offensive Attrition application = { id = 6640 name = TECH_APP_LD_134_NAME position = { x = 464 y = 31 } picture = "DH6640" year = 1915 # Offensive Infantry dicipline component = { id = 6641 name = TECH_CMP_LD_134_1_NAME type = infantry_focus difficulty = 2 } # Trench Infiltration and Breakthrough component = { id = 6642 name = TECH_CMP_LD_134_2_NAME type = maneuver_tactics difficulty = 2 } # Artillery Offensive Fire Support component = { id = 6643 name = TECH_CMP_LD_134_3_NAME type = artillery difficulty = 2 double_time = yes } # Close range Combat discipline component = { id = 6644 name = TECH_CMP_LD_134_4_NAME type = infantry_focus difficulty = 2 } # Trench Breakthrough and Exploitation component = { id = 6645 name = TECH_CMP_LD_134_5_NAME type = maneuver_tactics difficulty = 2 } required = { 6630 } effects = { command = { type = muddy_defense which = land value = 2.5 } command = { type = plain_defense which = land value = 2.5 } command = { type = desert_defense which = land value = 0.75 } command = { type = mountain_defense which = land value = 2 } command = { type = hill_defense which = land value = 2.5 } command = { type = forest_defense which = land value = 2.25 } command = { type = jungle_defense which = land value = 1 } command = { type = swamp_defense which = land value = 1.25 } command = { type = urban_defense which = land value = 2.5 } } } # Defensive attrition application = { id = 6700 name = TECH_APP_LD_140_NAME position = { x = 573 y = 31 } picture = "DH6700" year = 1916 # Infantry Concentrated Fire component = { id = 6701 name = TECH_CMP_LD_140_1_NAME type = infantry_focus difficulty = 2 } # Improved Artillery Support component = { id = 6702 name = TECH_CMP_LD_140_2_NAME type = artillery difficulty = 2 } # Field Fortifications Fighting component = { id = 6703 name = TECH_CMP_LD_140_3_NAME type = static_defense_tactics difficulty = 2 } # Static Defense Tactics component = { id = 6704 name = TECH_CMP_LD_140_4_NAME type = static_defense_tactics difficulty = 2 } # Infantry Cross fire Tactics component = { id = 6705 name = TECH_CMP_LD_140_5_NAME type = infantry_focus difficulty = 2 double_time = yes } required = { 6690 } effects = { command = { type = deactivate which = 6640 } command = { type = ground_def_eff value = 0.24 } command = { type = max_organization which = land value = 6 } command = { type = muddy_attack which = land value = 4 } command = { type = plain_attack which = land value = 5 } command = { type = desert_attack which = land value = 1.25 } command = { type = mountain_attack which = land value = 3 } command = { type = hill_attack which = land value = 1 } command = { type = forest_attack which = land value = 4 } command = { type = jungle_attack which = land value = 1.25 } command = { type = swamp_attack which = land value = 2 } command = { type = urban_attack which = land value = 3.5 } command = { type = fort_attack which = land value = 6 } } } # Forward Control application = { id = 6710 name = TECH_APP_LD_141_NAME position = { x = 573 y = 46 } picture = "DH6710" year = 1917 # Deep Troop Entrenchment component = { id = 6711 name = TECH_CMP_LD_141_1_NAME type = static_defense_tactics difficulty = 3 } # NCO Responsibility component = { id = 6712 name = TECH_CMP_LD_141_2_NAME type = decentralized_execution difficulty = 3 } # Heavily Armored Troop Support component = { id = 6713 name = TECH_CMP_LD_141_3_NAME type = combined_arms_focus difficulty = 3 } # Battalion Sized Attack Formation component = { id = 6714 name = TECH_CMP_LD_141_4_NAME type = large_unit_focus difficulty = 3 } # Battalion Sized Defence Formation component = { id = 6715 name = TECH_CMP_LD_141_5_NAME type = large_unit_tactics difficulty = 3 double_time = yes } required = { 6650 } effects = { command = { type = deactivate which = 6660 } command = { type = morale which = land value = 7 } command = { type = muddy_attack which = land value = 4 } command = { type = plain_attack which = land value = 5 } command = { type = desert_attack which = land value = 1.25 } command = { type = mountain_attack which = land value = 3 } command = { type = hill_attack which = land value = 1 } command = { type = forest_attack which = land value = 4 } command = { type = jungle_attack which = land value = 1.25 } command = { type = swamp_attack which = land value = 2 } command = { type = urban_attack which = land value = 3.5 } command = { type = fort_attack which = land value = 6 } command = { type = new_model which = hq value = 1 } command = { type = scrap_model which = hq value = 0 } command = { type = hq_supply_eff value = 2 } command = { type = sce_frequency value = 0.2 } } } # Separated Arms Forces application = { id = 6650 name = TECH_APP_LD_61_NAME desc = TECH_APP_LD_61_DESC position = { x = 519 y = 16 } picture = "DH6650" year = 1916 # component = { id = 8141 name = TECH_CMP_LD_61_1_NAME type = small_unit_tactics difficulty = 3 } # component = { id = 8142 name = TECH_CMP_LD_61_2_NAME type = small_unit_tactics difficulty = 3 } # component = { id = 8143 name = TECH_CMP_LD_61_3_NAME type = maneuver_tactics difficulty = 3 } # component = { id = 8144 name = TECH_CMP_LD_61_4_NAME type = vehicle_engineering difficulty = 3 } # component = { id = 8145 name = TECH_CMP_LD_61_5_NAME type = decentralized_execution difficulty = 4 } required = { } or_required = { 6640 6700 } effects = { command = { type = muddy_attack which = land value = 4 } command = { type = plain_attack which = land value = 5 } command = { type = desert_attack which = land value = 2 } command = { type = mountain_attack which = land value = 3 } command = { type = hill_attack which = land value = 2 } command = { type = forest_attack which = land value = 4 } command = { type = jungle_attack which = land value = 2 } command = { type = swamp_attack which = land value = 3 } command = { type = urban_attack which = land value = 6 } command = { type = fort_attack which = land value = 7 } command = { type = repair_mod value = 10 } } } # Centralised Control application = { id = 6660 name = TECH_APP_LD_62_NAME desc = TECH_APP_LD_62_DESC position = { x = 464 y = 46 } picture = "DH6660" year = 1917 # component = { id = 6661 name = TECH_CMP_LD_62_1_NAME type = centralized_execution difficulty = 3 } # component = { id = 6662 name = TECH_CMP_LD_62_2_NAME type = centralized_execution difficulty = 3 } # component = { id = 6663 name = TECH_CMP_LD_62_3_NAME type = centralized_execution difficulty = 3 } # component = { id = 6664 name = TECH_CMP_LD_62_4_NAME type = management difficulty = 3 } # component = { id = 6665 name = TECH_CMP_LD_62_5_NAME type = management difficulty = 4 } required = { 6650 } effects = { command = { type = max_organization which = land value = 7 } command = { type = new_model which = hq value = 1 } command = { type = scrap_model which = hq value = 0 } command = { type = hq_supply_eff value = 5 } command = { type = sce_frequency value = 0.3 } command = { type = tc_mod value = 3 } command = { type = deactivate which = 6710 } } } # Combined Arms Force application = { id = 6670 name = TECH_APP_LD_137_NAME position = { x = 524 y = 61 } picture = "DH6670" year = 1918 # Steady Supply Lines component = { id = 6671 name = TECH_CMP_LD_137_1_NAME type = management difficulty = 4 } # Advancing Under Artillery Fire component = { id = 6672 name = TECH_CMP_LD_137_2_NAME type = artillery difficulty = 4 } # Supporting Troop Advance With Tanks component = { id = 6673 name = TECH_CMP_LD_137_3_NAME type = combined_arms_focus difficulty = 4 } # Advancement Under Heavy Artillery Fire component = { id = 6674 name = TECH_CMP_LD_137_4_NAME type = combined_arms_focus difficulty = 4 } # Close Air Support component = { id = 6675 name = TECH_CMP_LD_137_5_NAME type = piloting difficulty = 4 } required = { } or_required = { 6650 6710 } effects = { command = { type = muddy_attack which = land value = 4 } command = { type = plain_attack which = land value = 5 } command = { type = desert_attack which = land value = 1.25 } command = { type = mountain_attack which = land value = 3 } command = { type = hill_attack which = land value = 1 } command = { type = forest_attack which = land value = 4 } command = { type = jungle_attack which = land value = 1.25 } command = { type = swamp_attack which = land value = 2 } command = { type = urban_attack which = land value = 3.5 } command = { type = fort_attack which = land value = 6 } } } label = { tag = TECH_CAT_IW position = { x = 9 y = 51 } } # Specialized-branch tactical experience application = { id = 6540 name = TECH_APP_LD_124_NAME position = { x = 104 y = 49 } picture = "DH6540" year = 1923 # New Charge Formations component = { id = 6541 name = TECH_CMP_LD_124_1_NAME type = infantry_focus difficulty = 4 } # Familiarising Soldiers to Modern Equipment component = { id = 6542 name = TECH_CMP_LD_124_2_NAME type = training difficulty = 4 } # Company Sized Movement component = { id = 6543 name = TECH_CMP_LD_124_3_NAME type = large_unit_tactics difficulty = 4 } # Armoured Attacking Roles component = { id = 6544 name = TECH_CMP_LD_124_4_NAME type = combined_arms_focus difficulty = 4 } # Post-WW I Gunnery Tactics component = { id = 6545 name = TECH_CMP_LD_124_5_NAME type = artillery difficulty = 4 } # Familiarising Soliders With New Tactics component = { id = 6546 name = TECH_CMP_LD_124_6_NAME type = training difficulty = 5 } required = { 6670 6650 } effects = { command = { type = deactivate which = 6600 } command = { type = deactivate which = 6550 } command = { type = delay value = 8 } command = { type = muddy_defense which = land value = -5 } command = { type = plain_defense which = land value = -5 } command = { type = desert_defense which = land value = -1.5 } command = { type = mountain_defense which = land value = -4 } command = { type = hill_defense which = land value = -5 } command = { type = forest_defense which = land value = -4.5 } command = { type = jungle_defense which = land value = -2 } command = { type = swamp_defense which = land value = -2.5 } command = { type = urban_defense which = land value = -5 } command = { type = max_organization which = land value = -12 } } } # Cross-branch tactical experience application = { id = 6550 name = TECH_APP_LD_125_NAME position = { x = 0 y = 64 } picture = "DH6550" year = 1923 # New Defensive Formations component = { id = 6551 name = TECH_CMP_LD_125_1_NAME type = infantry_focus difficulty = 4 } # Defending Positions Under Post WW I Heavy Artillery Fire component = { id = 6552 name = TECH_CMP_LD_125_2_NAME type = artillery difficulty = 4 } # Counter Attacking Formations component = { id = 6553 name = TECH_CMP_LD_125_3_NAME type = maneuver_tactics difficulty = 4 } # Overhead Fire Support component = { id = 6554 name = TECH_CMP_LD_125_4_NAME type = fighter_tactics difficulty = 4 } # Constant Supply Lines component = { id = 6555 name = TECH_CMP_LD_125_5_NAME type = management difficulty = 4 } # Leaving Trench Warfare Behind component = { id = 6556 name = TECH_CMP_LD_125_6_NAME type = training difficulty = 5 } required = { 6670 6710 } effects = { command = { type = deactivate which = 6600 } command = { type = deactivate which = 6540 } command = { type = muddy_attack which = land value = -8 } command = { type = plain_attack which = land value = -10 } command = { type = desert_attack which = land value = -2.5 } command = { type = mountain_attack which = land value = -6 } command = { type = hill_attack which = land value = -2 } command = { type = forest_attack which = land value = -8 } command = { type = jungle_attack which = land value = -2.5 } command = { type = swamp_attack which = land value = -4 } command = { type = urban_attack which = land value = -7 } command = { type = fort_attack which = land value = -12 } command = { type = max_organization which = land value = -6 } command = { type = morale which = land value = -11 } } } # Post Great War Unified Doctrine application = { id = 6910 name = TECH_APP_LD_160_NAME position = { x = 109 y = 64 } picture = "DH6910" year = 1926 # Overhauling the Army component = { id = 6911 name = TECH_CMP_LD_160_1_NAME type = mathematics difficulty = 12 } # Constant Supply Lines component = { id = 6912 name = TECH_CMP_LD_160_2_NAME type = management difficulty = 12 } # Organised Mobile Army Hospitals component = { id = 6913 name = TECH_CMP_LD_160_3_NAME type = management difficulty = 12 } # Leaving Trench Warfare Behind component = { id = 6914 name = TECH_CMP_LD_160_4_NAME type = training difficulty = 12 } # New Tactics component = { id = 6915 name = TECH_CMP_LD_160_5_NAME type = training difficulty = 12 } required = { 6670 6530 } effects = { command = { type = deactivate which = 6600 } command = { type = ground_def_eff value = 0.75 } command = { type = counterattack value = -10 } command = { type = delay value = -10 } command = { type = morale which = land value = -10 } command = { type = max_organization which = land value = -51 } command = { type = task_efficiency which = attack value = 0.25 } command = { type = task_efficiency which = support_attack value = 0.25 } command = { type = muddy_attack which = land value = 16 } command = { type = plain_attack which = land value = 20 } command = { type = desert_attack which = land value = 5 } command = { type = mountain_attack which = land value = 12 } command = { type = hill_attack which = land value = 16 } command = { type = forest_attack which = land value = 16 } command = { type = jungle_attack which = land value = 5 } command = { type = swamp_attack which = land value = 8 } command = { type = urban_attack which = land value = 14 } command = { type = fort_attack which = land value = 24 } command = { type = muddy_defense which = land value = 5 } command = { type = plain_defense which = land value = 5 } command = { type = desert_defense which = land value = 1.5 } command = { type = mountain_defense which = land value = 4 } command = { type = hill_defense which = land value = 5 } command = { type = forest_defense which = land value = 4.5 } command = { type = jungle_defense which = land value = 2 } command = { type = swamp_defense which = land value = 2.5 } command = { type = urban_defense which = land value = 5 } } } label = { tag = TECH_CAT_ARMOR position = { x = 240 y = 64 } } # Armor Division Formation application = { id = 6900 name = TECH_APP_LD_90_NAME position = { x = 327 y = 63 } picture = "DH6900" year = 1934 # Great War Heavy Artillery Gun 240mm component = { id = 6901 name = TECH_CMP_ARMOR_90_1_NAME type = combined_arms_focus difficulty = 5 } # High-Elevation Gun Carriage component = { id = 6902 name = TECH_CMP_ARMOR_90_2_NAME type = maneuver_tactics difficulty = 5 } # Old High Explosive (HE) Shells component = { id = 6903 name = TECH_CMP_ARMOR_90_3_NAME type = blitzkrieg_tactics difficulty = 5 } # Optical Rangefinder component = { id = 6904 name = TECH_CMP_ARMOR_90_4_NAME type = combined_arms_focus difficulty = 6 } # Multilevel Fire Concert Training component = { id = 6905 name = TECH_CMP_ARMOR_90_5_NAME type = combined_arms_focus difficulty = 6 } required = { 2010 } or_required = { 6070 6130 6220 6310 6430 14170 } effects = { command = { trigger = { technology = 2030 } type = activate_unit_type which = light_armor } command = { trigger = { technology = 2030 } type = new_model which = light_armor value = 0 } command = { trigger = { technology = 2040 } type = new_model which = light_armor value = 1 } command = { trigger = { technology = 2050 } type = new_model which = light_armor value = 2 } command = { trigger = { technology = 2040 } type = scrap_model which = light_armor value = 0 } command = { trigger = { technology = 2050 } type = scrap_model which = light_armor value = 1 } command = { trigger = { technology = 2070 } type = activate_unit_type which = armor } command = { trigger = { technology = 2070 } type = new_model which = armor value = 0 } command = { trigger = { technology = 2080 } type = new_model which = armor value = 1 } command = { trigger = { technology = 2090 } type = new_model which = armor value = 2 } command = { trigger = { technology = 2140 } type = new_model which = armor value = 3 } command = { trigger = { technology = 11000 } type = new_model which = armor value = 4 } command = { trigger = { technology = 11010 } type = new_model which = armor value = 5 } command = { trigger = { technology = 11010 } type = new_model which = armor value = 6 } command = { trigger = { technology = 2670 } type = new_model which = armor value = 7 } command = { trigger = { technology = 21030 } type = new_model which = armor value = 8 } command = { trigger = { technology = 21100 } type = new_model which = armor value = 9 } command = { trigger = { technology = 21150 } type = new_model which = armor value = 10 } command = { trigger = { technology = 21160 } type = new_model which = armor value = 11 } command = { trigger = { technology = 7710 } type = new_model which = armor value = 12 } command = { trigger = { technology = 2080 } type = scrap_model which = armor value = 0 } command = { trigger = { technology = 2090 } type = scrap_model which = armor value = 1 } command = { trigger = { technology = 2140 } type = scrap_model which = armor value = 2 } command = { trigger = { technology = 11000 } type = scrap_model which = armor value = 3 } command = { trigger = { technology = 11010 } type = scrap_model which = armor value = 4 } } } label = { tag = TECH_CAT_MOBILITY position = { x = 3 y = 80 } } # Mobility Focus Doctrine 6210 application = { id = 6210 name = TECH_APP_LD_21_NAME position = { x = 0 y = 94 } picture = "6210" year = 1930 # Motorized Reconnaissance component = { id = 6211 name = TECH_CMP_LD_21_1_NAME type = combined_arms_focus difficulty = 5 } # Basic infiltration tactics component = { id = 6212 name = TECH_CMP_LD_21_2_NAME type = maneuver_tactics difficulty = 5 } # Shock tactics component = { id = 6213 name = TECH_CMP_LD_21_3_NAME type = blitzkrieg_tactics difficulty = 5 } # NCO responsibility component = { id = 6214 name = TECH_CMP_LD_21_4_NAME type = training difficulty = 5 } # Maneuver discipline component = { id = 6215 name = TECH_CMP_LD_21_5_NAME type = training difficulty = 5 } required = { 6910 } effects = { command = { type = ground_def_eff value = 1 } command = { type = max_organization which = land value = 10 } command = { type = morale which = land value = 10 } command = { type = scrap_model which = hq value = 1 } command = { type = new_model which = hq value = 2 } command = { type = sce_frequency value = 0.1 } command = { type = deactivate which = 6390 } command = { type = deactivate which = 6560 } command = { type = deactivate which = 6570 } command = { type = deactivate which = 6010 } } } # Spearhead Doctrine application = { id = 6220 name = TECH_APP_LD_22_NAME position = { x = 110 y = 94 } picture = "6220" year = 1937 # Assault detachments component = { id = 6221 name = TECH_CMP_LD_22_1_NAME type = combined_arms_focus difficulty = 5 } # Tactical Reconnaissance component = { id = 6222 name = TECH_CMP_LD_22_2_NAME type = small_unit_tactics difficulty = 5 } # Tactical unit - Platoon component = { id = 6223 name = TECH_CMP_LD_22_3_NAME type = decentralized_execution difficulty = 5 } # Infiltration to line of departure component = { id = 6224 name = TECH_CMP_LD_22_4_NAME type = blitzkrieg_tactics difficulty = 5 } # Officer training - Bad Toelz method component = { id = 6225 name = TECH_CMP_LD_22_5_NAME type = training difficulty = 6 } required = { 6210 } effects = { command = { type = max_organization which = land value = 5 } command = { type = muddy_attack which = land value = 4 } command = { type = plain_attack which = land value = 5 } command = { type = desert_attack which = land value = 1.25 } command = { type = mountain_attack which = land value = 3 } command = { type = hill_attack which = land value = 1 } command = { type = forest_attack which = land value = 4 } command = { type = jungle_attack which = land value = 1.25 } command = { type = swamp_attack which = land value = 2 } command = { type = urban_attack which = land value = 3.5 } command = { type = fort_attack which = land value = 2 } command = { type = counterattack value = 2 } command = { type = breakthrough value = 2 } command = { type = encirclement value = 4 } command = { type = assault value = 2 } command = { type = ambush value = 1 } command = { type = scrap_model which = hq value = 2 } command = { type = new_model which = hq value = 3 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.2 } } } # Armored Schwerpunkt Doctrine application = { id = 6250 name = TECH_APP_LD_25_NAME position = { x = 220 y = 85 } picture = "6250" year = 1937 # Decentralized field artillery component = { id = 6251 name = TECH_CMP_LD_25_1_NAME type = combined_arms_focus difficulty = 5 } # Mobile Forward Elements component = { id = 6252 name = TECH_CMP_LD_25_2_NAME type = small_unit_tactics difficulty = 5 } # Tactical unit - Squad component = { id = 6253 name = TECH_CMP_LD_25_3_NAME type = decentralized_execution difficulty = 5 } # Screening Minefields component = { id = 6254 name = TECH_CMP_LD_25_4_NAME type = blitzkrieg_tactics difficulty = 5 } # Squad-level light machine guns component = { id = 6255 name = TECH_CMP_LD_25_5_NAME type = training difficulty = 6 } required = { 6220 } effects = { command = { type = muddy_attack which = light_armor value = 4 } command = { type = plain_attack which = light_armor value = 5 } command = { type = desert_attack which = light_armor value = 1.25 } command = { type = mountain_attack which = light_armor value = 3 } command = { type = hill_attack which = light_armor value = 1 } command = { type = forest_attack which = light_armor value = 4 } command = { type = jungle_attack which = light_armor value = 1.25 } command = { type = swamp_attack which = light_armor value = 2 } command = { type = urban_attack which = light_armor value = 3.5 } command = { type = fort_attack which = light_armor value = 6 } command = { type = muddy_attack which = armor value = 4 } command = { type = plain_attack which = armor value = 5 } command = { type = desert_attack which = armor value = 1.25 } command = { type = mountain_attack which = armor value = 3 } command = { type = hill_attack which = armor value = 1 } command = { type = forest_attack which = armor value = 4 } command = { type = jungle_attack which = armor value = 1.25 } command = { type = swamp_attack which = armor value = 2 } command = { type = urban_attack which = armor value = 3.5 } command = { type = fort_attack which = armor value = 2 } command = { type = supply_consumption which = light_armor value = 0.5 } command = { type = build_cost which = light_armor when = on_upgrade where = relative value = 5 } command = { type = build_cost which = armor when = on_upgrade where = relative value = 5 } command = { type = supply_consumption which = armor value = 0.5 } command = { type = breakthrough value = 2 } command = { type = encirclement value = 2 } command = { type = assault value = 2 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.3 } } } # Combined arms Offensive application = { id = 6260 name = TECH_APP_LD_26_NAME position = { x = 220 y = 100 } picture = "6260" year = 1938 # Concentrated combined arms employment component = { id = 6261 name = TECH_CMP_LD_26_1_NAME type = combined_arms_focus difficulty = 6 } # Gefechtsaufklaerung (fighting recon.) component = { id = 6262 name = TECH_CMP_LD_26_2_NAME type = small_unit_tactics difficulty = 6 } # Low level independent commands component = { id = 6263 name = TECH_CMP_LD_26_3_NAME type = decentralized_execution difficulty = 6 } # Forward air controllers component = { id = 6264 name = TECH_CMP_LD_26_4_NAME type = blitzkrieg_tactics difficulty = 6 } # Advanced Infantry - Armor cooperation component = { id = 6265 name = TECH_CMP_LD_26_5_NAME type = training difficulty = 7 } required = { 6250 } effects = { command = { type = morale which = land value = 3 } command = { type = muddy_attack which = mechanized value = 4 } command = { type = plain_attack which = mechanized value = 5 } command = { type = desert_attack which = mechanized value = 1.25 } command = { type = mountain_attack which = mechanized value = 3 } command = { type = hill_attack which = mechanized value = 1 } command = { type = forest_attack which = mechanized value = 4 } command = { type = jungle_attack which = mechanized value = 1.25 } command = { type = swamp_attack which = mechanized value = 2 } command = { type = urban_attack which = mechanized value = 3.5 } command = { type = fort_attack which = mechanized value = 2 } command = { type = supply_consumption which = mechanized value = 0.2 } command = { type = build_cost which = mechanized when = on_upgrade where = relative value = 5 } command = { type = soft_attack which = multi_role value = 1 } command = { type = hard_attack which = multi_role value = 1 } command = { type = soft_attack which = cas value = 1 } command = { type = hard_attack which = cas value = 1 } command = { type = supply_consumption which = multi_role value = 0.2 } command = { type = build_cost which = multi_role when = on_upgrade where = relative value = 5 } command = { type = supply_consumption which = cas value = 0.2 } command = { type = build_cost which = cas when = on_upgrade where = relative value = 5 } command = { type = breakthrough value = 4 } command = { type = encirclement value = 4 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.3 } command = { type = task_efficiency which = airborne_assault value = 0.2 } } } # Delay Doctrine application = { id = 6230 name = TECH_APP_LD_23_NAME position = { x = 330 y = 85 } picture = "6230" year = 1939 # Mobile Operational Deployments component = { id = 6231 name = TECH_CMP_LD_23_1_NAME type = combined_arms_focus difficulty = 5 } # Local Reserves component = { id = 6232 name = TECH_CMP_LD_23_2_NAME type = small_unit_tactics difficulty = 5 } # Reverse-slope defense emphasis component = { id = 6233 name = TECH_CMP_LD_23_3_NAME type = decentralized_execution difficulty = 5 } # Multiple pre-planned artillery targets component = { id = 6234 name = TECH_CMP_LD_23_4_NAME type = maneuver_tactics difficulty = 5 } # Emphasis on NCO initiative component = { id = 6235 name = TECH_CMP_LD_23_5_NAME type = training difficulty = 5 } required = { 6220 } effects = { command = { type = max_organization which = land value = 7 } command = { type = delay value = 4 } command = { type = ambush value = 1 } command = { type = sce_frequency value = 0.1 } command = { type = muddy_defense which = land value = 5 } command = { type = plain_defense which = land value = 5 } command = { type = desert_defense which = land value = 1.5 } command = { type = mountain_defense which = land value = 4 } command = { type = hill_defense which = land value = 5 } command = { type = forest_defense which = land value = 4.5 } command = { type = jungle_defense which = land value = 2 } command = { type = swamp_defense which = land value = 2.5 } command = { type = urban_defense which = land value = 5 } } } # Elastic Defense Doctrine application = { id = 6240 name = TECH_APP_LD_24_NAME position = { x = 330 y = 100 } picture = "6240" year = 1940 # Mobile reserves component = { id = 6241 name = TECH_CMP_LD_24_1_NAME type = combined_arms_focus difficulty = 6 } # Local counterattacks component = { id = 6242 name = TECH_CMP_LD_24_2_NAME type = small_unit_tactics difficulty = 6 } # Local commands component = { id = 6243 name = TECH_CMP_LD_24_3_NAME type = decentralized_execution difficulty = 6 } # Nuisance minefields component = { id = 6244 name = TECH_CMP_LD_24_4_NAME type = maneuver_tactics difficulty = 6 } # Infantry anti-tank tactics component = { id = 6245 name = TECH_CMP_LD_24_5_NAME type = training difficulty = 6 } required = { 6230 } effects = { command = { type = muddy_defense which = land value = 5 } command = { type = plain_defense which = land value = 5 } command = { type = desert_defense which = land value = 1.5 } command = { type = mountain_defense which = land value = 4 } command = { type = hill_defense which = land value = 5 } command = { type = forest_defense which = land value = 4.5 } command = { type = jungle_defense which = land value = 2 } command = { type = swamp_defense which = land value = 2.5 } command = { type = urban_defense which = land value = 5 } command = { type = tactical_withdrawal value = 4 } command = { type = counterattack value = 2 } command = { type = delay value = 2 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.1 } } } # Kampfgruppe Doctrine application = { id = 6270 name = TECH_APP_LD_27_NAME position = { x = 440 y = 92 } picture = "6270" year = 1941 # Self propelled support elements component = { id = 6271 name = TECH_CMP_LD_27_1_NAME type = combined_arms_focus difficulty = 6 } # Operational Reconnaissance Tactics component = { id = 6272 name = TECH_CMP_LD_27_2_NAME type = small_unit_tactics difficulty = 6 } # Low level attachments component = { id = 6273 name = TECH_CMP_LD_27_3_NAME type = decentralized_execution difficulty = 6 } # Self-sufficient combat elements component = { id = 6274 name = TECH_CMP_LD_27_4_NAME type = blitzkrieg_tactics difficulty = 6 } # Infantry mounted combat tactics component = { id = 6275 name = TECH_CMP_LD_27_5_NAME type = maneuver_tactics difficulty = 7 } required = { 6260 6240 } effects = { command = { type = ambush value = 5 } command = { type = new_model which = hq value = 4 } command = { type = scrap_model which = hq value = 3 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.4 } } } # Spearhead HQs application = { id = 6290 name = TECH_APP_LD_29_NAME position = { x = 550 y = 83 } picture = "6290" year = 1943 # Deep Reconnaissance Focus component = { id = 6291 name = TECH_CMP_LD_29_1_NAME type = combined_arms_focus difficulty = 7 } # Advanced sub-unit SOP component = { id = 6292 name = TECH_CMP_LD_29_2_NAME type = small_unit_tactics difficulty = 7 } # Territorial zones of responsibility component = { id = 6293 name = TECH_CMP_LD_29_3_NAME type = decentralized_execution difficulty = 7 } # Enemy Disorganization Focus component = { id = 6294 name = TECH_CMP_LD_29_4_NAME type = blitzkrieg_tactics difficulty = 7 } # Self-sustaining units component = { id = 6295 name = TECH_CMP_LD_29_5_NAME type = maneuver_tactics difficulty = 8 } required = { 6270 } effects = { command = { type = max_organization which = land value = 2 } command = { type = breakthrough value = 4 } command = { type = encirclement value = 2 } command = { type = assault value = 1 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.3 } } } # Firebrigade Doctrine application = { id = 6280 name = TECH_APP_LD_28_NAME position = { x = 550 y = 98 } picture = "6280" year = 1943 # Fluid battle mentality component = { id = 6281 name = TECH_CMP_LD_28_1_NAME type = combined_arms_focus difficulty = 7 } # Flexible combat formations component = { id = 6282 name = TECH_CMP_LD_28_2_NAME type = small_unit_tactics difficulty = 7 } # Attack from march formation component = { id = 6283 name = TECH_CMP_LD_28_3_NAME type = decentralized_execution difficulty = 7 } # Advanced C3 capability component = { id = 6284 name = TECH_CMP_LD_28_4_NAME type = blitzkrieg_tactics difficulty = 7 } # Deploying subunits component = { id = 6285 name = TECH_CMP_LD_28_5_NAME type = maneuver_tactics difficulty = 7 } required = { 6270 } effects = { command = { type = morale which = land value = 5 } command = { type = tactical_withdrawal value = 4 } command = { type = counterattack value = 4 } command = { type = delay value = 2 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.2 } } } label = { tag = TECH_CAT_MOBILITY_CW position = { x = 5 y = 111 } } # Modern Blitzkrieg application = { id = 14100 name = TECH_APP_LD_110_NAME position = { x = 0 y = 124 } picture = "14100" year = 1947 # Air/Land mobility theory component = { id = 14101 name = TECH_CMP_LD_10_3_NAME type = combined_arms_focus difficulty = 8 } # Multidimensional offensives component = { id = 14102 name = TECH_CMP_LD_37_3_NAME type = small_unit_tactics difficulty = 8 } # Deep recon component = { id = 14103 name = TECH_CMP_LD_105_2_NAME type = decentralized_execution difficulty = 8 } # De-centralized communications component = { id = 14104 name = TECH_CMP_LD_105_3_NAME type = blitzkrieg_tactics difficulty = 8 } # Advanced air/land coordination component = { id = 14105 name = TECH_CMP_LD_9_4_NAME type = maneuver_tactics difficulty = 9 } required = { 6290 } effects = { command = { type = max_organization which = land value = 3 } command = { type = morale which = land value = 5 } command = { type = breakthrough value = 5 } command = { type = new_model which = hq value = 5 } command = { type = scrap_model which = hq value = 4 } command = { type = muddy_attack which = land value = 4 } command = { type = plain_attack which = land value = 5 } command = { type = desert_attack which = land value = 1.25 } command = { type = mountain_attack which = land value = 3 } command = { type = hill_attack which = land value = 1 } command = { type = forest_attack which = land value = 4 } command = { type = jungle_attack which = land value = 1.25 } command = { type = swamp_attack which = land value = 2 } command = { type = urban_attack which = land value = 3.5 } command = { type = fort_attack which = land value = 2 } } } # Hunter Groups application = { id = 6720 name = TECH_APP_LD_142_NAME position = { x = 110 y = 124 } picture = "DH6720" year = 1948 # Tracking Down Partisans component = { id = 6721 name = TECH_CMP_LD_142_1_NAME type = small_unit_tactics difficulty = 15 } # NCO Level Responsibility component = { id = 6722 name = TECH_CMP_LD_142_2_NAME type = small_unit_tactics difficulty = 15 } # Modern Armoured Attack component = { id = 6723 name = TECH_CMP_LD_142_3_NAME type = blitzkrieg_tactics difficulty = 15 double_time = yes } # Multi-Climate Vehicle Applications component = { id = 6724 name = TECH_CMP_LD_142_4_NAME type = vehicle_engineering difficulty = 15 } # Constricted Warfare Tactics component = { id = 6725 name = TECH_CMP_LD_142_5_NAME type = training difficulty = 15 } required = { 14100 } effects = { command = { type = morale which = land value = 5 } command = { type = suppression which = land value = 20 } command = { type = encirclement value = 2 } command = { type = assault value = 2 } command = { type = ambush value = 2 } command = { type = forest_attack which = land value = 4 } command = { type = urban_attack which = land value = 4 } } } # Modern Spearhead application = { id = 6740 name = TECH_APP_LD_144_NAME position = { x = 220 y = 119 } picture = "2170" year = 1953 # Modern Attack Formations component = { id = 6741 name = TECH_CMP_LD_144_1_NAME type = combined_arms_focus difficulty = 15 } # Modern Equipment Design component = { id = 6742 name = TECH_CMP_LD_144_2_NAME type = industrial_engineering difficulty = 15 } # Modern Equipment Fitouts component = { id = 6743 name = TECH_CMP_LD_144_3_NAME type = vehicle_engineering difficulty = 15 } # Company Level Initiative component = { id = 6744 name = TECH_CMP_LD_144_4_NAME type = small_unit_tactics difficulty = 15 } # New Equipment and Armaments Training component = { id = 6745 name = TECH_CMP_LD_144_5_NAME type = training difficulty = 15 } required = { 6720 6730 } effects = { command = { type = night_move which = light_armor value = 10 } command = { type = night_move which = armor value = 10 } command = { type = night_move which = mechanized value = 10 } command = { type = night_move which = motorized value = 10 } command = { type = night_move which = cavalry value = 10 } command = { type = night_move which = hq value = 10 } command = { type = night_attack which = light_armor value = 10 } command = { type = night_attack which = armor value = 10 } command = { type = night_attack which = mechanized value = 10 } command = { type = night_attack which = motorized value = 10 } command = { type = night_attack which = cavalry value = 10 } command = { type = night_defense which = light_armor value = 10 } command = { type = night_defense which = armor value = 10 } command = { type = night_defense which = mechanized value = 10 } command = { type = night_defense which = motorized value = 10 } command = { type = night_defense which = cavalry value = 10 } command = { type = morale which = land value = 3 } command = { type = max_organization which = land value = 3 } command = { type = morale which = light_armor value = 2 } command = { type = morale which = armor value = 2 } command = { type = max_organization which = light_armor value = 2 } command = { type = max_organization which = armor value = 2 } command = { type = morale which = mechanized value = 2 } command = { type = max_organization which = mechanized value = 2 } command = { type = breakthrough value = 3 } command = { type = encirclement value = 3 } command = { type = muddy_attack which = mechanized value = 4 } command = { type = plain_attack which = mechanized value = 5 } command = { type = desert_attack which = mechanized value = 1.25 } command = { type = mountain_attack which = mechanized value = 3 } command = { type = hill_attack which = mechanized value = 1 } command = { type = forest_attack which = mechanized value = 4 } command = { type = jungle_attack which = mechanized value = 1.25 } command = { type = swamp_attack which = mechanized value = 2 } command = { type = urban_attack which = mechanized value = 3.5 } command = { type = fort_attack which = mechanized value = 2 } } } # Night Vision Tactics application = { id = 6730 name = TECH_APP_LD_143_NAME position = { x = 220 y = 134 } position = { x = 220 y = 201 } position = { x = 220 y = 267 } picture = "DH6730" year = 1950 # Vampyr Night Vision Scope component = { id = 6731 name = TECH_CMP_LD_143_1_NAME type = infantry_focus difficulty = 8 } # Night Vision Vehicle Fitouts component = { id = 6732 name = TECH_CMP_LD_143_2_NAME type = electronics difficulty = 8 } # Night Vision Equipment Usage component = { id = 6733 name = TECH_CMP_LD_143_3_NAME type = training difficulty = 8 } # Nighttime Manouvre component = { id = 6734 name = TECH_CMP_LD_143_4_NAME type = small_unit_tactics difficulty = 8 } # Fully Modernised Night Vision Equipment Layout component = { id = 6735 name = TECH_CMP_LD_143_5_NAME type = industrial_engineering difficulty = 8 double_time = yes } required = { } or_required = { 6790 6720 6490 6770 } effects = { command = { type = night_move which = land value = 25 } command = { type = night_attack which = land value = 25 } command = { type = night_defense which = land value = 25 } command = { type = night_move which = air value = 15 } command = { type = night_attack which = air value = 15 } command = { type = night_defense which = air value = 15 } command = { type = suppression which = air value = 20 } command = { type = tactical_withdrawal value = 2 } command = { type = ambush value = 2 } } } # Hammer of Gods Doctrine application = { id = 6810 name = TECH_APP_LD_151_NAME position = { x = 330 y = 119 } picture = "10100" year = 1955 # Fast Troop Movement component = { id = 6811 name = TECH_CMP_LD_151_1_NAME type = maneuver_tactics difficulty = 16 } # Overhead Fire Support component = { id = 6812 name = TECH_CMP_LD_151_2_NAME type = piloting difficulty = 16 } # Nuclear Launch Retaliation component = { id = 6813 name = TECH_CMP_LD_151_3_NAME type = nuclear_engineering difficulty = 16 } # Fast Enemy Territory Invasion component = { id = 6814 name = TECH_CMP_LD_151_4_NAME type = combined_arms_focus difficulty = 16 } # Decentralised Fighting Tactics component = { id = 6815 name = TECH_CMP_LD_151_5_NAME type = blitzkrieg_tactics difficulty = 16 double_time = yes } required = { 6750 6740 } effects = { command = { type = nuke_damage value = 10 } command = { type = max_organization which = land value = 2 } command = { type = morale which = land value = 1 } command = { type = breakthrough value = 15 } command = { type = assault value = 15 } command = { type = new_model which = hq value = 6 } command = { type = scrap_model which = hq value = 5 } } } # Air-cavalry Doctrine application = { id = 6750 name = TECH_APP_LD_145_NAME position = { x = 330 y = 134 } position = { x = 330 y = 201 } position = { x = 330 y = 267 } picture = "DH6750" year = 1955 # Airdropped Cavalry Tactics component = { id = 6751 name = TECH_CMP_LD_145_1_NAME type = infantry_focus difficulty = 9 } # Fast Support Unit Back Up component = { id = 6752 name = TECH_CMP_LD_145_2_NAME type = small_unit_tactics difficulty = 9 } # Helicopter Support Roles component = { id = 6753 name = TECH_CMP_LD_145_3_NAME type = avionics difficulty = 9 } # Helicopter Rapeling component = { id = 6754 name = TECH_CMP_LD_145_4_NAME type = airborne_training difficulty = 9 } # Rapeling Under Fire component = { id = 6755 name = TECH_CMP_LD_145_5_NAME type = airborne_training difficulty = 9 double_time = yes } required = { } or_required = { 6790 6720 6490 6770 } effects = { command = { type = jungle_attack which = land value = 5 } command = { type = morale which = paratrooper value = 5 } command = { type = max_organization which = paratrooper value = 5 } command = { type = morale which = cavalry value = 5 } command = { type = max_organization which = cavalry value = 5 } command = { type = assault value = 2 } } } # Special Forces Focus application = { id = 6760 name = TECH_APP_LD_146_NAME position = { x = 440 y = 119 } position = { x = 440 y = 201 } position = { x = 440 y = 267 } picture = "10030" year = 1960 # component = { id = 6761 name = TECH_CMP_LD_146_1_NAME type = infantry_focus difficulty = 9 } # component = { id = 6762 name = TECH_CMP_LD_146_2_NAME type = training difficulty = 9 double_time = yes } # component = { id = 6763 name = TECH_CMP_LD_146_3_NAME type = marine_training difficulty = 9 } # component = { id = 6764 name = TECH_CMP_LD_146_4_NAME type = mountain_training difficulty = 9 } # component = { id = 6765 name = TECH_CMP_LD_146_5_NAME type = airborne_training difficulty = 9 } required = { } or_required = { 6790 6720 6490 6770 } effects = { command = { type = intelligence which = us value = 15 } command = { type = tactical_withdrawal value = 2 } command = { type = delay value = 2 } command = { type = ambush value = 5 } command = { type = urban_attack which = land value = 10 } } } # Quick Reaction Doctrine application = { id = 6820 name = TECH_APP_LD_152_NAME position = { x = 440 y = 134 } picture = "10080" year = 1963 # component = { id = 6821 name = TECH_CMP_LD_152_1_NAME type = small_unit_tactics difficulty = 16 } # component = { id = 6822 name = TECH_CMP_LD_152_2_NAME type = decentralized_execution difficulty = 16 } # component = { id = 6823 name = TECH_CMP_LD_152_3_NAME type = training difficulty = 16 double_time = yes } # component = { id = 6824 name = TECH_CMP_LD_152_4_NAME type = combined_arms_focus difficulty = 16 } # component = { id = 6825 name = TECH_CMP_LD_152_5_NAME type = airborne_training difficulty = 16 } required = { 6810 6760 } effects = { command = { type = max_organization which = land value = 2 } command = { type = morale which = land value = 9 } command = { type = tactical_withdrawal value = 3 } command = { type = encirclement value = 10 } command = { type = assault value = 5 } command = { type = new_model which = hq value = 7 } command = { type = scrap_model which = hq value = 6 } } } # Unified Axis Doctrine application = { id = 6830 name = TECH_APP_LD_153_NAME position = { x = 550 y = 126 } picture = "DH6830" year = 1970 # component = { id = 6831 name = TECH_CMP_LD_153_1_NAME type = combined_arms_focus difficulty = 16 } # component = { id = 6832 name = TECH_CMP_LD_153_2_NAME type = maneuver_tactics difficulty = 16 double_time = yes } # component = { id = 6833 name = TECH_CMP_LD_153_3_NAME type = management difficulty = 16 } # component = { id = 6834 name = TECH_CMP_LD_153_4_NAME type = mathematics difficulty = 16 } # component = { id = 6835 name = TECH_CMP_LD_153_5_NAME type = training difficulty = 16 } required = { 6820 } effects = { command = { type = max_organization which = land value = -2 } command = { type = morale which = land value = 2.7 } command = { type = ground_def_eff value = 1.1 } command = { type = tactical_withdrawal value = 1 } command = { type = breakthrough value = 5 } command = { type = encirclement value = 3 } command = { type = assault value = 5 } command = { type = new_model which = hq value = 8 } command = { type = scrap_model which = hq value = 7 } } } label = { tag = TECH_CAT_MANPOWER position = { x = 5 y = 146 } } # Manpower Focus 6570 application = { id = 6570 name = TECH_APP_LD_127_NAME position = { x = 0 y = 160 } picture = "DH6570" year = 1930 # Using Large Populations to an Advantage component = { id = 6571 name = TECH_CMP_LD_127_1_NAME type = infantry_focus difficulty = 8 } # Arming Peasants and Whole Villages component = { id = 6572 name = TECH_CMP_LD_127_2_NAME type = large_unit_tactics difficulty = 8 } # Rushing Soldiers to the Frontline component = { id = 6573 name = TECH_CMP_LD_127_3_NAME type = maneuver_tactics difficulty = 8 } # Mass Infantry Movements component = { id = 6574 name = TECH_CMP_LD_127_4_NAME type = large_unit_tactics difficulty = 8 } # Uniforming Peasants component = { id = 6575 name = TECH_CMP_LD_127_5_NAME type = training difficulty = 8 } required = { 6910 } effects = { command = { type = deactivate which = 6210 } command = { type = deactivate which = 6390 } command = { type = deactivate which = 6560 } command = { type = deactivate which = 6010 } command = { type = scrap_model which = hq value = 1 } command = { type = new_model which = hq value = 2 } command = { type = sce_frequency value = 0.1 } command = { type = ground_def_eff value = 0.5 } command = { type = max_organization which = land value = 30 } command = { type = morale which = land value = -10 } } } # People's Army Doctrine application = { id = 6300 name = TECH_APP_LD_30_NAME position = { x = 110 y = 160 } picture = "6300" year = 1936 # High Echelon Fire Support component = { id = 6301 name = TECH_CMP_LD_30_1_NAME type = infantry_focus difficulty = 5 } # Advance under fire component = { id = 6302 name = TECH_CMP_LD_30_2_NAME type = large_unit_tactics difficulty = 5 } # General staff planning component = { id = 6303 name = TECH_CMP_LD_30_3_NAME type = centralized_execution difficulty = 5 } # Blocking detachments component = { id = 6304 name = TECH_CMP_LD_30_4_NAME type = individual_courage difficulty = 5 } # Officer training - Frunze method component = { id = 6305 name = TECH_CMP_LD_30_5_NAME type = training difficulty = 5 } required = { 6570 } effects = { command = { type = ground_def_eff value = 0.4 } command = { type = max_organization which = land value = 10 } command = { type = morale which = militia value = 5 } } } # Large Front Doctrine 9310 application = { id = 6310 name = TECH_APP_LD_31_NAME position = { x = 220 y = 160 } picture = "6310" year = 1937 # Artillery divisions component = { id = 6311 name = TECH_CMP_LD_31_1_NAME type = infantry_focus difficulty = 6 } # Wide attack area component = { id = 6312 name = TECH_CMP_LD_31_2_NAME type = large_unit_tactics difficulty = 6 } # Tactical unit - Battalion component = { id = 6313 name = TECH_CMP_LD_31_3_NAME type = centralized_execution difficulty = 6 } # Multiple blocking detachments component = { id = 6314 name = TECH_CMP_LD_31_4_NAME type = individual_courage difficulty = 6 } # Discourage NCO initiative component = { id = 6315 name = TECH_CMP_LD_31_5_NAME type = training difficulty = 6 } required = { 6300 } effects = { command = { type = ground_def_eff value = 0.43 } command = { type = morale which = land value = 5.8 } command = { type = max_organization which = land value = 3 } command = { type = tactical_withdrawal value = 2 } command = { type = breakthrough value = 2 } command = { type = encirclement value = 1 } command = { type = assault value = 2 } command = { type = sce_frequency value = 0.1 } command = { type = soft_attack which = multi_role value = -1 } command = { type = hard_attack which = multi_role value = -1 } command = { type = soft_attack which = cas value = -1 } command = { type = hard_attack which = cas value = -1 } command = { type = mountain_defense which = land value = -4 } command = { type = forest_defense which = land value = -4 } command = { type = jungle_defense which = land value = -4 } command = { type = deactivate which = 14140 } } } # Pocket Defense Doctrine application = { id = 6320 name = TECH_APP_LD_32_NAME position = { x = 330 y = 153 } picture = "6320" year = 1940 # Artillery groups component = { id = 6321 name = TECH_CMP_LD_32_1_NAME type = infantry_focus difficulty = 4 } # All-around defense component = { id = 6322 name = TECH_CMP_LD_32_2_NAME type = large_unit_tactics difficulty = 4 } # Detailed army command planning component = { id = 6323 name = TECH_CMP_LD_32_3_NAME type = centralized_execution difficulty = 4 } # Collective responsibility Mentality component = { id = 6324 name = TECH_CMP_LD_32_4_NAME type = individual_courage difficulty = 4 } # Static machine guns component = { id = 6325 name = TECH_CMP_LD_32_5_NAME type = training difficulty = 3 } required = { 6310 } effects = { command = { type = counterattack value = 2 } command = { type = delay value = 2 } command = { type = sce_frequency value = 0.1 } command = { type = ground_def_eff when = 1 value = 0.04 } command = { type = morale which = land value = 8.4 } command = { type = build_time which = land when = on_upgrade where = relative value = -5 } } } # Deep Operations Doctrine application = { id = 6330 name = TECH_APP_LD_33_NAME position = { x = 330 y = 168 } picture = "6330" year = 1940 # Mechanized forward elements component = { id = 6331 name = TECH_CMP_LD_33_1_NAME type = combined_arms_focus difficulty = 5 } # Self-sufficient commands component = { id = 6332 name = TECH_CMP_LD_33_2_NAME type = large_unit_tactics difficulty = 5 } # Forward command posts component = { id = 6333 name = TECH_CMP_LD_33_3_NAME type = centralized_execution difficulty = 5 } # Long-Range reconnaissance component = { id = 6334 name = TECH_CMP_LD_33_4_NAME type = individual_courage difficulty = 5 } # Tactical unit - Company component = { id = 6335 name = TECH_CMP_LD_33_5_NAME type = training difficulty = 5 } required = { 6310 } effects = { command = { type = ground_def_eff when = 1 value = 0.03 } command = { type = max_organization which = land value = 5 } command = { type = morale which = land value = 1.8 } command = { type = breakthrough value = 2 } command = { type = encirclement value = 2 } command = { type = ambush value = 2 } command = { type = new_model which = hq value = 3 } command = { type = scrap_model which = hq value = 2 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.2 } command = { type = task_efficiency which = airborne_assault value = 0.2 } command = { type = build_time which = land when = on_upgrade where = relative value = -10 } command = { type = muddy_defense which = land value = 5 } command = { type = plain_defense which = land value = 5 } command = { type = desert_defense which = land value = 1.5 } command = { type = mountain_defense which = land value = 8 } command = { type = hill_defense which = land value = 5 } command = { type = forest_defense which = land value = 8.5 } command = { type = jungle_defense which = land value = 6 } command = { type = swamp_defense which = land value = 2.5 } command = { type = urban_defense which = land value = 5 } } } # Defense in Depth application = { id = 6340 name = TECH_APP_LD_34_NAME position = { x = 440 y = 153 } picture = "6340" year = 1941 # Counterpreparation artillery fire component = { id = 6341 name = TECH_CMP_LD_34_1_NAME type = combined_arms_focus difficulty = 5 } # Anti-tank gun fronts component = { id = 6342 name = TECH_CMP_LD_34_2_NAME type = large_unit_tactics difficulty = 5 } # Army reserves component = { id = 6343 name = TECH_CMP_LD_34_3_NAME type = centralized_execution difficulty = 5 } # Layered minefields component = { id = 6344 name = TECH_CMP_LD_34_4_NAME type = individual_courage difficulty = 5 } # Large formation camouflage component = { id = 6345 name = TECH_CMP_LD_34_5_NAME type = training difficulty = 6 } required = { 6320 } effects = { command = { type = ground_def_eff when = 1 value = 0.03 } command = { type = morale which = land value = 4.81 } command = { type = tactical_withdrawal value = 3 } command = { type = counterattack value = 2 } command = { type = delay value = 3 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.2 } command = { type = muddy_defense which = land value = 5 } command = { type = plain_defense which = land value = 5 } command = { type = desert_defense which = land value = 1.5 } command = { type = mountain_defense which = land value = 4 } command = { type = hill_defense which = land value = 5 } command = { type = forest_defense which = land value = 4.5 } command = { type = jungle_defense which = land value = 2 } command = { type = swamp_defense which = land value = 2.5 } command = { type = urban_defense which = land value = 5 } } } # Large Formation SOP Doctrine application = { id = 6350 name = TECH_APP_LD_35_NAME position = { x = 440 y = 168 } picture = "6350" year = 1941 # Operational deception component = { id = 6351 name = TECH_CMP_LD_35_1_NAME type = combined_arms_focus difficulty = 6 } # Maskirovka component = { id = 6352 name = TECH_CMP_LD_35_2_NAME type = large_unit_tactics difficulty = 6 } # Mobile command posts component = { id = 6353 name = TECH_CMP_LD_35_3_NAME type = centralized_execution difficulty = 6 } # Counter-reconnaissance component = { id = 6354 name = TECH_CMP_LD_35_4_NAME type = individual_courage difficulty = 6 } # Organic tank battalions component = { id = 6355 name = TECH_CMP_LD_35_5_NAME type = training difficulty = 6 } required = { 6330 6340 } effects = { command = { type = morale which = land value = 1.54 } command = { type = ground_def_eff when = 1 value = 0.02 } command = { type = build_time which = infantry when = on_upgrade where = relative value = -10 } command = { type = hard_attack which = infantry value = -2 } command = { type = soft_attack which = infantry value = -1 } } } # Movement Speed Offensive Doctrine application = { id = 6370 name = TECH_APP_LD_37_NAME position = { x = 550 y = 153 } picture = "6370" year = 1942 # Air-mobile combined-arms formations component = { id = 6371 name = TECH_CMP_LD_37_1_NAME type = combined_arms_focus difficulty = 7 } # Deep penetration raids component = { id = 6372 name = TECH_CMP_LD_37_2_NAME type = large_unit_tactics difficulty = 7 } # Multidimensional offensives component = { id = 6373 name = TECH_CMP_LD_37_3_NAME type = centralized_execution difficulty = 7 } # Specialized anti-recon detachments component = { id = 6374 name = TECH_CMP_LD_37_4_NAME type = individual_courage difficulty = 7 } # Camouflaged lines of departure component = { id = 6375 name = TECH_CMP_LD_37_5_NAME type = training difficulty = 7 } required = { 6320 6350 } effects = { command = { type = ground_def_eff when = 1 value = 0.07 } command = { type = morale which = land value = 6.63 } command = { type = max_organization which = land value = -7 } command = { type = encirclement value = 2 } command = { type = hq_supply_eff value = 2 } command = { type = sce_frequency value = 0.25 } command = { type = hard_attack which = infantry value = 2 } command = { type = build_time which = infantry when = on_upgrade where = relative value = -5 } command = { type = new_model which = hq value = 4 } command = { type = scrap_model which = hq value = 3 } } } # Breakthrough Priority Doctrine application = { id = 6360 name = TECH_APP_LD_36_NAME position = { x = 550 y = 168 } picture = "6360" year = 1943 # Bind enemy in depth operations component = { id = 6361 name = TECH_CMP_LD_36_1_NAME type = combined_arms_focus difficulty = 7 } # Counterattack disruption priority component = { id = 6362 name = TECH_CMP_LD_36_2_NAME type = large_unit_tactics difficulty = 7 } # Staff - Enemy assessment component = { id = 6363 name = TECH_CMP_LD_36_3_NAME type = centralized_execution difficulty = 7 } # Strict formation coordination component = { id = 6364 name = TECH_CMP_LD_36_4_NAME type = individual_courage difficulty = 7 } # Prolonged endurance component = { id = 6365 name = TECH_CMP_LD_36_5_NAME type = training difficulty = 7 } required = { 6320 6350 } effects = { command = { type = muddy_attack which = land value = 4 } command = { type = plain_attack which = land value = 5 } command = { type = desert_attack which = land value = 1.25 } command = { type = mountain_attack which = land value = 3 } command = { type = hill_attack which = land value = 1 } command = { type = forest_attack which = land value = 4 } command = { type = jungle_attack which = land value = 1.25 } command = { type = swamp_attack which = land value = 2 } command = { type = urban_attack which = land value = 3.5 } command = { type = fort_attack which = land value = 2 } command = { type = breakthrough value = 4 } command = { type = assault value = 2 } command = { type = hq_supply_eff value = 2 } command = { type = sce_frequency value = 0.25 } } } label = { tag = TECH_CAT_MANPOWER_CW position = { x = 4 y = 179 } } # Mechanized Wave application = { id = 14060 name = TECH_APP_LD_106_NAME position = { x = 0 y = 195 } picture = "14060" year = 1946 # Battalion-level initiative component = { id = 14061 name = TECH_CMP_LD_106_1_NAME type = individual_courage difficulty = 8 } # Armored Wedge component = { id = 14062 name = TECH_CMP_LD_106_2_NAME type = large_unit_tactics difficulty = 8 } # Fully Mechanized Supply Chain component = { id = 14063 name = TECH_CMP_LD_106_3_NAME type = training difficulty = 8 } # Centralized communication component = { id = 14064 name = TECH_CMP_LD_106_4_NAME type = individual_courage difficulty = 8 } # Mechanized Combined Arms Training component = { id = 14065 name = TECH_CMP_LD_106_5_NAME type = training difficulty = 8 } required = { 6360 6370 } effects = { command = { type = morale which = armor value = 5 } command = { type = morale which = light_armor value = 5 } command = { type = morale which = mechanized value = 5 } command = { type = morale which = land value = 1.12 } command = { type = muddy_attack which = mechanized value = 4 } command = { type = plain_attack which = mechanized value = 5 } command = { type = desert_attack which = mechanized value = 1.25 } command = { type = mountain_attack which = mechanized value = 3 } command = { type = hill_attack which = mechanized value = 1 } command = { type = forest_attack which = mechanized value = 4 } command = { type = jungle_attack which = mechanized value = 1.25 } command = { type = swamp_attack which = mechanized value = 2 } command = { type = urban_attack which = mechanized value = 3.5 } command = { type = fort_attack which = mechanized value = 2 } command = { type = new_model which = hq value = 5 } command = { type = scrap_model which = hq value = 4 } } } # Overwhelming Attack Doctrine application = { id = 6770 name = TECH_APP_LD_147_NAME position = { x = 110 y = 195 } picture = "DH6770" year = 1948 # Battalion Sized Attack Forces component = { id = 6771 name = TECH_CMP_LD_147_1_NAME type = large_unit_focus difficulty = 15 } # Mechanized Manouvre component = { id = 6772 name = TECH_CMP_LD_147_2_NAME type = maneuver_tactics difficulty = 15 } # Overwhelming Charging Attacks component = { id = 6773 name = TECH_CMP_LD_147_3_NAME type = large_unit_tactics difficulty = 15 double_time = yes } # Infantry and Armoured Tactics component = { id = 6774 name = TECH_CMP_LD_147_4_NAME type = combined_arms_focus difficulty = 15 } # Mass Manouvres component = { id = 6775 name = TECH_CMP_LD_147_5_NAME type = large_unit_focus difficulty = 15 } required = { 14060 } effects = { command = { type = ground_def_eff value = 0.72 } command = { type = morale which = land value = 8.1 } command = { type = muddy_attack which = land value = 4 } command = { type = plain_attack which = land value = 5 } command = { type = desert_attack which = land value = 1.25 } command = { type = hill_attack which = land value = 1 } command = { type = forest_attack which = land value = 4 } command = { type = jungle_attack which = land value = 1.25 } command = { type = swamp_attack which = land value = 2 } command = { type = encirclement value = 5 } command = { type = assault value = 5 } } } # Flexible Reaction Doctrine application = { id = 6780 name = TECH_APP_LD_148_NAME position = { x = 220 y = 186 } picture = "1280" year = 1952 # Frontline Enemy Delay Tactics component = { id = 6781 name = TECH_CMP_LD_148_1_NAME type = infantry_focus difficulty = 15 } # Large Front Protection component = { id = 6782 name = TECH_CMP_LD_148_2_NAME type = large_unit_tactics difficulty = 15 } # Air and Land Joint Attacks component = { id = 6783 name = TECH_CMP_LD_148_3_NAME type = combined_arms_focus difficulty = 15 double_time = yes } # Company Level Initiative component = { id = 6784 name = TECH_CMP_LD_148_4_NAME type = small_unit_tactics difficulty = 15 } # Close Air Support component = { id = 6785 name = TECH_CMP_LD_148_5_NAME type = piloting difficulty = 15 } required = { 6770 6730 } effects = { command = { type = morale which = land value = 5.04 } command = { type = tactical_withdrawal value = 4 } command = { type = delay value = 4 } command = { type = encirclement value = 2 } } } # Massive Retaliation application = { id = 6860 name = TECH_APP_LD_156_NAME position = { x = 330 y = 186 } picture = "1300" year = 1957 # component = { id = 6861 name = TECH_CMP_LD_156_1_NAME type = decentralized_execution difficulty = 16 } # component = { id = 6862 name = TECH_CMP_LD_156_2_NAME type = nuclear_engineering difficulty = 16 } # component = { id = 6863 name = TECH_CMP_LD_156_3_NAME type = nuclear_engineering difficulty = 16 } # component = { id = 6864 name = TECH_CMP_LD_156_4_NAME type = submarine_design difficulty = 16 } # component = { id = 6865 name = TECH_CMP_LD_156_5_NAME type = rocketry difficulty = 16 double_time = yes } required = { 6750 6780 } effects = { command = { type = nuke_damage value = 20 } command = { type = max_organization which = land value = 1 } command = { type = breakthrough value = 2 } command = { type = encirclement value = 7 } command = { type = assault value = 3 } command = { type = ambush value = 5 } command = { type = new_model which = hq value = 6 } command = { type = scrap_model which = hq value = 5 } } } # Realistic Threat and Containment application = { id = 6870 name = TECH_APP_LD_157_NAME position = { x = 440 y = 186 } picture = "1260" year = 1963 # component = { id = 6871 name = TECH_CMP_LD_157_1_NAME type = infantry_focus difficulty = 16 } # component = { id = 6872 name = TECH_CMP_LD_157_2_NAME type = management difficulty = 16 } # component = { id = 6873 name = TECH_CMP_LD_157_3_NAME type = small_unit_tactics difficulty = 16 } # component = { id = 6874 name = TECH_CMP_LD_157_4_NAME type = combined_arms_focus difficulty = 16 } # component = { id = 6875 name = TECH_CMP_LD_157_5_NAME type = training difficulty = 16 double_time = yes } required = { 6860 6760 } effects = { command = { type = ground_def_eff value = 0.75 } command = { type = max_organization which = land value = 2 } command = { type = morale which = land value = 2.64 } command = { type = tactical_withdrawal value = 2 } command = { type = delay value = 2 } command = { type = new_model which = hq value = 7 } command = { type = scrap_model which = hq value = 6 } } } # Unified Soviet Doctrine application = { id = 6840 name = TECH_APP_LD_154_NAME position = { x = 550 y = 193 } picture = "DH6840" year = 1970 # component = { id = 6841 name = TECH_CMP_LD_154_1_NAME type = combined_arms_focus difficulty = 16 } # component = { id = 6842 name = TECH_CMP_LD_154_2_NAME type = maneuver_tactics difficulty = 16 double_time = yes } # component = { id = 6843 name = TECH_CMP_LD_154_3_NAME type = management difficulty = 16 } # component = { id = 6844 name = TECH_CMP_LD_154_4_NAME type = mathematics difficulty = 16 } # component = { id = 6845 name = TECH_CMP_LD_154_5_NAME type = training difficulty = 16 } required = { 6870 } effects = { command = { type = ground_def_eff value = 0.85 } command = { type = max_organization which = land value = -4 } command = { type = morale which = land value = 5.4 } command = { type = tactical_withdrawal value = 1 } command = { type = delay value = 1 } command = { type = breakthrough value = 1 } command = { type = encirclement value = 1 } command = { type = assault value = 3 } command = { type = ambush value = 1 } command = { type = new_model which = hq value = 8 } command = { type = scrap_model which = hq value = 7 } } } label = { tag = TECH_CAT_SUPFIREPOWER position = { x = 4 y = 212 } } # Firepower Focus Doctrine 6010 application = { id = 6010 name = TECH_APP_LD_1_NAME position = { x = 0 y = 226 } picture = "6010" year = 1930 # Tactical unit - Battalion component = { id = 6011 name = TECH_CMP_LD_1_1_NAME type = infantry_focus difficulty = 5 } # Fire discipline component = { id = 6012 name = TECH_CMP_LD_1_2_NAME type = training difficulty = 5 } # Interlocking fields of fire component = { id = 6013 name = TECH_CMP_LD_1_3_NAME type = training difficulty = 5 } # Drill and discipline mentality component = { id = 6014 name = TECH_CMP_LD_1_4_NAME type = training difficulty = 5 } # Organic regimental fire support component = { id = 6015 name = TECH_CMP_LD_1_5_NAME type = training difficulty = 5 } required = { 6910 } effects = { command = { type = ground_def_eff value = 0.77 } command = { type = max_organization which = land value = 10 } command = { type = morale which = land value = -0.74 } command = { type = scrap_model which = hq value = 1 } command = { type = new_model which = hq value = 2 } command = { type = deactivate which = 6210 } command = { type = deactivate which = 6390 } command = { type = deactivate which = 6560 } command = { type = deactivate which = 6570 } } } # Superior Firepower Doctrine application = { id = 6020 name = TECH_APP_LD_2_NAME position = { x = 110 y = 226 } picture = "6020" year = 1936 # High Echelon Fire Support component = { id = 6021 name = TECH_CMP_LD_2_1_NAME type = infantry_focus difficulty = 5 } # Advance under Fire component = { id = 6022 name = TECH_CMP_LD_2_2_NAME type = small_unit_tactics difficulty = 5 } # Tactical unit - Company component = { id = 6023 name = TECH_CMP_LD_2_3_NAME type = centralized_execution difficulty = 5 } # Indirect Fire Support focus component = { id = 6024 name = TECH_CMP_LD_2_4_NAME type = technical_efficiency difficulty = 5 } # Officer training - West Point method component = { id = 6025 name = TECH_CMP_LD_2_5_NAME type = training difficulty = 5 } required = { 6010 } effects = { command = { type = soft_attack which = artillery value = 1 } command = { type = soft_attack which = glider_artillery value = 1 } command = { type = soft_attack which = sp_artillery value = 1 } command = { type = morale which = land value = 1.54 } command = { type = max_organization which = land value = 5 } command = { type = assault value = 2 } command = { type = hq_supply_eff value = 1 } command = { type = deactivate which = 6030 } } } # Delay Doctrine application = { id = 6040 name = TECH_APP_LD_4_NAME position = { x = 220 y = 218 } picture = "6040" year = 1937 # Mid Echelon Fire Support component = { id = 6041 name = TECH_CMP_LD_4_1_NAME type = infantry_focus difficulty = 5 } # Enemy Contact and Delay component = { id = 6042 name = TECH_CMP_LD_4_2_NAME type = small_unit_tactics difficulty = 5 } # Object Control Focus component = { id = 6043 name = TECH_CMP_LD_4_3_NAME type = centralized_execution difficulty = 5 } # Basic fire direction center component = { id = 6044 name = TECH_CMP_LD_4_4_NAME type = technical_efficiency difficulty = 5 } # Limited NCO initiative component = { id = 6045 name = TECH_CMP_LD_4_5_NAME type = training difficulty = 5 } required = { 6020 } effects = { command = { type = max_organization which = land value = 7 } command = { type = muddy_defense which = land value = 2.5 } command = { type = plain_defense which = land value = 2.5 } command = { type = desert_defense which = land value = 0.75 } command = { type = mountain_defense which = land value = 2 } command = { type = hill_defense which = land value = 2.5 } command = { type = forest_defense which = land value = 2.25 } command = { type = jungle_defense which = land value = 1 } command = { type = swamp_defense which = land value = 1.25 } command = { type = urban_defense which = land value = 2.5 } command = { type = delay value = 2 } command = { type = tactical_withdrawal value = 2 } command = { type = counterattack value = 2 } command = { type = sce_frequency value = 0.1 } } } # Mobile Defense Doctrine application = { id = 6050 name = TECH_APP_LD_5_NAME position = { x = 220 y = 233 } picture = "6050" year = 1938 # Pre-computed firing data component = { id = 6051 name = TECH_CMP_LD_5_1_NAME type = combined_arms_focus difficulty = 6 } # Enemy Contact and Lock Down component = { id = 6052 name = TECH_CMP_LD_5_2_NAME type = small_unit_tactics difficulty = 6 } # Area Control Focus component = { id = 6053 name = TECH_CMP_LD_5_3_NAME type = decentralized_execution difficulty = 6 } # Improved fire direction center component = { id = 6054 name = TECH_CMP_LD_5_4_NAME type = technical_efficiency difficulty = 6 } # Tactical unit - Platoon component = { id = 6055 name = TECH_CMP_LD_5_5_NAME type = training difficulty = 6 } required = { 6040 } effects = { command = { type = ground_def_eff value = 0.77 } command = { type = max_organization which = land value = 3 } command = { type = muddy_defense which = land value = 2.5 } command = { type = plain_defense which = land value = 2.5 } command = { type = desert_defense which = land value = 0.75 } command = { type = mountain_defense which = land value = 2 } command = { type = hill_defense which = land value = 2.5 } command = { type = forest_defense which = land value = 2.25 } command = { type = jungle_defense which = land value = 1 } command = { type = swamp_defense which = land value = 1.25 } command = { type = urban_defense which = land value = 2.5 } command = { type = tactical_withdrawal value = 2 } command = { type = counterattack value = 2 } command = { type = delay value = 2 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.2 } } } # Stand Off Doctrine application = { id = 6060 name = TECH_APP_LD_6_NAME position = { x = 330 y = 218 } picture = "6060" year = 1939 # Mid Echelon Fire Support component = { id = 6061 name = TECH_CMP_LD_6_1_NAME type = infantry_focus difficulty = 6 } # Enemy Contact and Lock Down component = { id = 6062 name = TECH_CMP_LD_6_2_NAME type = small_unit_tactics difficulty = 6 } # Object Control Focus component = { id = 6063 name = TECH_CMP_LD_6_3_NAME type = centralized_execution difficulty = 6 } # Basic air/land cooperation component = { id = 6064 name = TECH_CMP_LD_6_4_NAME type = technical_efficiency difficulty = 6 } # Suppressive fire emphasis component = { id = 6065 name = TECH_CMP_LD_6_5_NAME type = training difficulty = 6 } required = { 6020 } effects = { command = { type = muddy_defense which = land value = 2.5 } command = { type = plain_defense which = land value = 2.5 } command = { type = desert_defense which = land value = 0.75 } command = { type = mountain_defense which = land value = 2 } command = { type = hill_defense which = land value = 2.5 } command = { type = forest_defense which = land value = 2.25 } command = { type = jungle_defense which = land value = 1 } command = { type = swamp_defense which = land value = 1.25 } command = { type = urban_defense which = land value = 2.5 } command = { type = max_organization which = land value = 3 } command = { type = soft_attack which = tactical_bomber value = 2 } command = { type = hard_attack which = tactical_bomber value = 1 } command = { type = assault value = 2 } command = { type = ambush value = 2 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.1 } } } # Integrated Support Doctrine application = { id = 6070 name = TECH_APP_LD_7_NAME position = { x = 330 y = 233 } picture = "6070" year = 1940 # Low Echelon Fire Support component = { id = 6071 name = TECH_CMP_LD_7_1_NAME type = infantry_focus difficulty = 6 } # Enemy Contact and Destruction component = { id = 6072 name = TECH_CMP_LD_7_2_NAME type = small_unit_tactics difficulty = 6 } # Area Control Focus component = { id = 6073 name = TECH_CMP_LD_7_3_NAME type = decentralized_execution difficulty = 6 } # Improved fire direction center component = { id = 6074 name = TECH_CMP_LD_7_4_NAME type = technical_efficiency difficulty = 6 } # Basic Air/Land coordination component = { id = 6075 name = TECH_CMP_LD_7_5_NAME type = training difficulty = 6 } required = { 6060 } effects = { command = { type = muddy_attack which = infantry value = 4 } command = { type = plain_attack which = infantry value = 5 } command = { type = desert_attack which = infantry value = 1.25 } command = { type = mountain_attack which = infantry value = 3 } command = { type = hill_attack which = infantry value = 1 } command = { type = forest_attack which = infantry value = 4 } command = { type = jungle_attack which = infantry value = 1.25 } command = { type = swamp_attack which = infantry value = 2 } command = { type = urban_attack which = infantry value = 3.5 } command = { type = fort_attack which = infantry value = 6 } command = { type = muddy_attack which = motorized value = 4 } command = { type = plain_attack which = motorized value = 5 } command = { type = desert_attack which = motorized value = 1.25 } command = { type = mountain_attack which = motorized value = 3 } command = { type = hill_attack which = motorized value = 1 } command = { type = forest_attack which = motorized value = 4 } command = { type = jungle_attack which = motorized value = 1.25 } command = { type = swamp_attack which = motorized value = 2 } command = { type = urban_attack which = motorized value = 3.5 } command = { type = fort_attack which = motorized value = 6 } command = { type = counterattack value = 4 } command = { type = breakthrough value = 1 } command = { type = encirclement value = 1 } command = { type = assault value = 2 } command = { type = ambush value = 2 } command = { type = new_model which = hq value = 3 } command = { type = scrap_model which = hq value = 2 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.2 } } } # Regimental Combat Teams application = { id = 6080 name = TECH_APP_LD_8_NAME position = { x = 440 y = 225 } picture = "6080" year = 1942 # Tactical unit - Platoon component = { id = 6081 name = TECH_CMP_LD_8_1_NAME type = infantry_focus difficulty = 7 } # Organic Battalion Fire Support component = { id = 6082 name = TECH_CMP_LD_8_2_NAME type = small_unit_tactics difficulty = 7 } # Emphasis on NCO initiative component = { id = 6083 name = TECH_CMP_LD_8_3_NAME type = decentralized_execution difficulty = 7 } # Advanced Fire Control Center component = { id = 6084 name = TECH_CMP_LD_8_4_NAME type = technical_efficiency difficulty = 7 } # Fire and movement platoon coordination component = { id = 6085 name = TECH_CMP_LD_8_5_NAME type = training difficulty = 8 } required = { 6070 6050 } effects = { command = { type = muddy_attack which = land value = 4 } command = { type = plain_attack which = land value = 5 } command = { type = desert_attack which = land value = 1.25 } command = { type = mountain_attack which = land value = 3 } command = { type = hill_attack which = land value = 1 } command = { type = forest_attack which = land value = 4 } command = { type = jungle_attack which = land value = 1.25 } command = { type = swamp_attack which = land value = 2 } command = { type = urban_attack which = land value = 3.5 } command = { type = fort_attack which = land value = 2 } command = { type = tactical_withdrawal value = 4 } command = { type = delay value = 2 } command = { type = breakthrough value = 2 } command = { type = encirclement value = 2 } command = { type = ambush value = 1 } command = { type = new_model which = hq value = 4 } command = { type = scrap_model which = hq value = 3 } command = { type = hq_supply_eff value = 2 } command = { type = sce_frequency value = 0.3 } } } # Mechanized Offensive application = { id = 6100 name = TECH_APP_LD_10_NAME position = { x = 550 y = 217 } picture = "6100" year = 1943 # Artillery Proximity fuses component = { id = 6101 name = TECH_CMP_LD_10_1_NAME type = combined_arms_focus difficulty = 7 } # Tactical unit - Squad component = { id = 6102 name = TECH_CMP_LD_10_2_NAME type = small_unit_tactics difficulty = 7 } # Air/Land mobility theory component = { id = 6103 name = TECH_CMP_LD_10_3_NAME type = decentralized_execution difficulty = 7 } # Advanced air/land coordination component = { id = 6104 name = TECH_CMP_LD_10_4_NAME type = technical_efficiency difficulty = 7 } # Advanced squad level tactics component = { id = 6105 name = TECH_CMP_LD_10_5_NAME type = training difficulty = 8 } required = { 6080 } effects = { command = { type = deactivate which = 6090 } command = { type = ground_def_eff value = 0.8 } command = { type = morale which = land value = 9.2 } command = { type = max_organization which = land value = 5 } command = { type = muddy_attack which = mechanized value = 4 } command = { type = plain_attack which = mechanized value = 5 } command = { type = desert_attack which = mechanized value = 1.25 } command = { type = mountain_attack which = mechanized value = 3 } command = { type = hill_attack which = mechanized value = 1 } command = { type = forest_attack which = mechanized value = 4 } command = { type = jungle_attack which = mechanized value = 1.25 } command = { type = swamp_attack which = mechanized value = 2 } command = { type = urban_attack which = mechanized value = 3.5 } command = { type = fort_attack which = mechanized value = 6 } command = { type = breakthrough value = 2 } command = { type = encirclement value = 2 } command = { type = assault value = 2 } command = { type = hq_supply_eff value = 2 } command = { type = sce_frequency value = 0.3 } } } # Combined Arms Defense application = { id = 6090 name = TECH_APP_LD_9_NAME position = { x = 550 y = 232 } picture = "6090" year = 1943 # Time on Target fire missions component = { id = 6091 name = TECH_CMP_LD_9_1_NAME type = combined_arms_focus difficulty = 7 } # Fire and movement component = { id = 6092 name = TECH_CMP_LD_9_2_NAME type = small_unit_tactics difficulty = 7 } # Tactical unit - Squad component = { id = 6093 name = TECH_CMP_LD_9_3_NAME type = decentralized_execution difficulty = 7 } # Advanced air/land coordination component = { id = 6094 name = TECH_CMP_LD_9_4_NAME type = technical_efficiency difficulty = 7 } # Integrated operations component = { id = 6095 name = TECH_CMP_LD_9_5_NAME type = training difficulty = 7 } required = { 6080 } effects = { command = { type = deactivate which = 6100 } command = { type = ground_def_eff value = 0.8 } command = { type = morale which = land value = 9.2 } command = { type = max_organization which = land value = 5 } command = { type = muddy_defense which = land value = 2.5 } command = { type = plain_defense which = land value = 2.5 } command = { type = desert_defense which = land value = 0.75 } command = { type = mountain_defense which = land value = 2 } command = { type = hill_defense which = land value = 2.5 } command = { type = forest_defense which = land value = 2.25 } command = { type = jungle_defense which = land value = 1 } command = { type = swamp_defense which = land value = 1.25 } command = { type = urban_defense which = land value = 2.5 } command = { type = tactical_withdrawal value = 4 } command = { type = counterattack value = 2 } command = { type = delay value = 2 } command = { type = hq_supply_eff value = 2 } command = { type = sce_frequency value = 0.3 } } } label = { tag = TECH_CAT_NATODOC position = { x = 9 y = 246 } } # Air-Land Battle application = { id = 14050 name = TECH_APP_LD_105_NAME position = { x = 0 y = 259 } picture = "14050" year = 1946 # Helicopters component = { id = 14051 name = TECH_CMP_LD_105_1_NAME type = aeronautics difficulty = 8 } # Deep recon component = { id = 14052 name = TECH_CMP_LD_105_2_NAME type = training difficulty = 8 } # De-centralized communications component = { id = 14053 name = TECH_CMP_LD_105_3_NAME type = electronics difficulty = 8 } # Low-level initiative component = { id = 14054 name = TECH_CMP_LD_105_4_NAME type = individual_courage difficulty = 8 } # Platoon-level artillery spotters component = { id = 14055 name = TECH_CMP_LD_105_5_NAME type = training difficulty = 8 } required = { } or_required = { 6090 6100 } effects = { command = { type = soft_attack which = multi_role value = 1 } command = { type = hard_attack which = multi_role value = 1 } command = { type = soft_attack which = cas value = 1 } command = { type = hard_attack which = cas value = 1 } command = { type = supply_consumption which = multi_role value = 0.2 } command = { type = build_cost which = multi_role when = on_upgrade where = relative value = 5 } command = { type = supply_consumption which = cas value = 0.2 } command = { type = build_cost which = cas when = on_upgrade where = relative value = 5 } command = { type = new_model which = hq value = 5 } command = { type = scrap_model which = hq value = 4 } } } # Modern Branch Interoperability application = { id = 6790 name = TECH_APP_LD_149_NAME position = { x = 110 y = 259 } picture = "DH6790" year = 1949 # Land and Air Joint Tactical Movements component = { id = 6791 name = TECH_CMP_LD_149_1_NAME type = combined_arms_focus difficulty = 15 } # Use of Armour to Puncture Enemy Frontlines component = { id = 6792 name = TECH_CMP_LD_149_2_NAME type = combined_arms_focus difficulty = 15 double_time = yes } # Distant Naval Shore Bombardment component = { id = 6793 name = TECH_CMP_LD_149_3_NAME type = small_taskforce_tactics difficulty = 15 } # Close Infantry Fire Support component = { id = 6794 name = TECH_CMP_LD_149_4_NAME type = piloting difficulty = 15 } # Constant Supplies and Vehicle Servicing component = { id = 6795 name = TECH_CMP_LD_149_5_NAME type = management difficulty = 15 } required = { } or_required = { 14050 14070 } effects = { command = { type = ground_def_eff value = 0.9 } command = { trigger = { technology = 14050 } type = morale which = land value = 9.5 } command = { trigger = { technology = 14070 } type = morale which = land value = 11.7 } command = { type = tactical_withdrawal value = 3 } command = { type = delay value = 3 } command = { type = breakthrough value = 1 } command = { type = encirclement value = 2 } command = { type = assault value = 1 } } } # Military Projection application = { id = 6800 name = TECH_APP_LD_150_NAME position = { x = 220 y = 252 } picture = "1090" year = 1951 # Amphibious Assaults component = { id = 6801 name = TECH_CMP_LD_150_1_NAME type = marine_training difficulty = 15 } # Airborne Assaults component = { id = 6802 name = TECH_CMP_LD_150_2_NAME type = airborne_training difficulty = 15 } # Naval Land Unit Support Role component = { id = 6803 name = TECH_CMP_LD_150_3_NAME type = small_taskforce_tactics difficulty = 15 } # CAG Offshore Close Air Support Role component = { id = 6804 name = TECH_CMP_LD_150_4_NAME type = carrier_tactics difficulty = 15 double_time = yes } # Similtaneous Airborne and Amphibious Assaults component = { id = 6805 name = TECH_CMP_LD_150_5_NAME type = maneuver_tactics difficulty = 15 } required = { 6730 } or_required = { 6790 6490 } effects = { command = { type = max_organization which = land value = 3 } command = { trigger = { technology = 6490 } type = max_organization which = land value = -1 } command = { trigger = { not = { technology = 6490 } } type = morale which = land value = 1.8 } command = { type = max_organization which = paratrooper value = 5 } command = { type = morale which = paratrooper value = 5 } command = { type = max_organization which = marine value = 5 } command = { type = morale which = marine value = 5 } command = { trigger = { not = { technology = 6490 } } type = task_efficiency which = amphibious_assault value = 0.25 } } } # Assault Breaker Doctrine application = { id = 6880 name = TECH_APP_LD_158_NAME position = { x = 330 y = 252 } picture = "14090" year = 1958 # component = { id = 6881 name = TECH_CMP_LD_158_1_NAME type = infantry_focus difficulty = 16 } # component = { id = 6882 name = TECH_CMP_LD_158_2_NAME type = small_unit_tactics difficulty = 16 } # component = { id = 6883 name = TECH_CMP_LD_158_3_NAME type = training difficulty = 16 } # component = { id = 6884 name = TECH_CMP_LD_158_4_NAME type = static_defense_tactics difficulty = 16 } # component = { id = 6885 name = TECH_CMP_LD_158_5_NAME type = individual_courage difficulty = 16 double_time = yes } required = { 6800 6750 } effects = { command = { type = max_organization which = land value = 2 } command = { type = morale which = land value = 2 } command = { type = muddy_defense which = land value = 3.5 } command = { type = plain_defense which = land value = 3.5 } command = { type = desert_defense which = land value = 0.75 } command = { type = mountain_defense which = land value = 4 } command = { type = hill_defense which = land value = 5.5 } command = { type = forest_defense which = land value = 3.25 } command = { type = jungle_defense which = land value = 2 } command = { type = swamp_defense which = land value = 1.25 } command = { type = urban_defense which = land value = 5.5 } command = { type = new_model which = hq value = 6 } command = { type = scrap_model which = hq value = 5 } command = { type = delay value = 10 } command = { type = ambush value = 5 } } } # Nuclear Focus Doctrine application = { id = 6890 name = TECH_APP_LD_159_NAME position = { x = 440 y = 252 } picture = "DH6890" year = 1966 # component = { id = 6891 name = TECH_CMP_LD_159_1_NAME type = decentralized_execution difficulty = 16 } # component = { id = 6892 name = TECH_CMP_LD_159_2_NAME type = nuclear_engineering difficulty = 16 double_time = yes } # component = { id = 6893 name = TECH_CMP_LD_159_3_NAME type = submarine_tactics difficulty = 16 } # component = { id = 6894 name = TECH_CMP_LD_159_4_NAME type = rocketry difficulty = 16 } # component = { id = 6895 name = TECH_CMP_LD_159_5_NAME type = bomber_tactics difficulty = 16 } required = { 6880 6760 } effects = { command = { type = max_organization which = land value = 2 } command = { type = morale which = land value = 1.8 } command = { trigger = { technology = 6490 } type = morale which = land value = -0.8 } command = { trigger = { not = { technology = 6490 } } type = nuke_damage value = 30 } command = { type = new_model which = hq value = 7 } command = { type = scrap_model which = hq value = 6 } } } # Unified NATO Doctrine application = { id = 6850 name = TECH_APP_LD_155_NAME position = { x = 550 y = 259 } picture = "DH6850" year = 1970 # component = { id = 6851 name = TECH_CMP_LD_155_1_NAME type = combined_arms_focus difficulty = 16 } # component = { id = 6852 name = TECH_CMP_LD_155_2_NAME type = maneuver_tactics difficulty = 16 double_time = yes } # component = { id = 6853 name = TECH_CMP_LD_155_3_NAME type = management difficulty = 16 } # component = { id = 6854 name = TECH_CMP_LD_155_4_NAME type = mathematics difficulty = 16 } # component = { id = 6855 name = TECH_CMP_LD_155_5_NAME type = training difficulty = 16 } required = { 6890 } effects = { command = { type = ground_def_eff value = 1.1 } command = { type = max_organization which = land value = -5 } command = { trigger = { technology = 14050 } type = morale which = land value = 6.7 } command = { trigger = { technology = 14070 } type = morale which = land value = 6.3 } command = { trigger = { technology = 6490 } type = morale which = land value = 0.6 } command = { type = tactical_withdrawal value = 2 } command = { type = delay value = 2 } command = { type = encirclement value = 1 } command = { type = assault value = 1 } command = { type = ambush value = 1 } command = { type = new_model which = hq value = 8 } command = { type = scrap_model which = hq value = 7 } } } label = { tag = TECH_CAT_GRANDBATTLE position = { x = 6 y = 287 } } # Defensive Focus application = { id = 6560 name = TECH_APP_LD_126_NAME position = { x = 0 y = 301 } picture = "DH6560" year = 1930 # Low Echelon Fire Support component = { id = 6561 name = TECH_CMP_LD_126_1_NAME type = infantry_focus difficulty = 8 } # Holding Position Under Fire component = { id = 6562 name = TECH_CMP_LD_126_2_NAME type = artillery difficulty = 8 } # Fighting in the Trenches component = { id = 6563 name = TECH_CMP_LD_126_3_NAME type = static_defense_tactics difficulty = 8 } # Constant Supply Lines component = { id = 6564 name = TECH_CMP_LD_126_4_NAME type = management difficulty = 8 } # Holding Strategic Positions component = { id = 6565 name = TECH_CMP_LD_126_5_NAME type = static_defense_tactics difficulty = 8 } required = { 6910 } effects = { command = { type = deactivate which = 6210 } command = { type = deactivate which = 6390 } command = { type = deactivate which = 6570 } command = { type = deactivate which = 6010 } command = { type = ground_def_eff value = 0.71 } command = { type = max_organization which = land value = 25 } command = { type = morale which = land value = 0.53 } command = { type = scrap_model which = hq value = 1 } command = { type = new_model which = hq value = 2 } } } # Grand Battle Plan Doctrine application = { id = 6030 name = TECH_APP_LD_3_NAME position = { x = 110 y = 301 } picture = "6030" year = 1936 # High Echelon Fire Support component = { id = 6031 name = TECH_CMP_LD_3_1_NAME type = infantry_focus difficulty = 5 } # Advance under Fire component = { id = 6032 name = TECH_CMP_LD_3_2_NAME type = large_unit_tactics difficulty = 5 } # General staff planning component = { id = 6033 name = TECH_CMP_LD_3_3_NAME type = centralized_execution difficulty = 5 } # Offensive spirit component = { id = 6034 name = TECH_CMP_LD_3_4_NAME type = individual_courage difficulty = 5 } # Officer training - Sandhurst method component = { id = 6035 name = TECH_CMP_LD_3_5_NAME type = training difficulty = 5 } required = { 6560 } effects = { command = { type = softness which = artillery value = -5 } command = { type = softness which = glider_artillery value = -5 } command = { type = softness which = sp_artillery value = -5 } command = { type = muddy_defense which = land value = 2.5 } command = { type = plain_defense which = land value = 2.5 } command = { type = desert_defense which = land value = 0.75 } command = { type = mountain_defense which = land value = 2 } command = { type = hill_defense which = land value = 2.5 } command = { type = forest_defense which = land value = 2.25 } command = { type = jungle_defense which = land value = 1 } command = { type = swamp_defense which = land value = 1.25 } command = { type = urban_defense which = land value = 2.5 } command = { type = muddy_attack which = land value = -4 } command = { type = plain_attack which = land value = -5 } command = { type = desert_attack which = land value = -1.25 } command = { type = mountain_attack which = land value = -3 } command = { type = hill_attack which = land value = -1 } command = { type = forest_attack which = land value = -4 } command = { type = jungle_attack which = land value = -1.25 } command = { type = swamp_attack which = land value = -2 } command = { type = urban_attack which = land value = -3.5 } command = { type = fort_attack which = land value = -2 } command = { type = delay value = 2 } command = { type = assault value = 1 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.2 } command = { type = soft_attack which = tactical_bomber value = 1 } command = { type = hard_attack which = tactical_bomber value = 1 } command = { type = supply_consumption which = tactical_bomber value = 0.2 } command = { type = build_cost which = tactical_bomber when = on_upgrade where = relative value = 5 } } } # Trench Warfare Doctrine application = { id = 6120 name = TECH_APP_LD_12_NAME position = { x = 220 y = 293 } picture = "6120" year = 1936 # Organic divisional artillery component = { id = 6121 name = TECH_CMP_LD_12_1_NAME type = infantry_focus difficulty = 5 } # Fast Trench-building component = { id = 6122 name = TECH_CMP_LD_12_2_NAME type = large_unit_tactics difficulty = 5 } # Stringent Hierarchy component = { id = 6123 name = TECH_CMP_LD_12_3_NAME type = centralized_execution difficulty = 5 } # Defend-every-inch Mentality component = { id = 6124 name = TECH_CMP_LD_12_4_NAME type = individual_courage difficulty = 5 } # Static machine gun use component = { id = 6125 name = TECH_CMP_LD_12_5_NAME type = training difficulty = 5 } required = { 6030 } effects = { command = { type = ground_def_eff when = 1 value = -0.05 } command = { type = morale which = land value = -2.15 } command = { type = delay value = 4 } command = { type = muddy_defense which = land value = 2.5 } command = { type = plain_defense which = land value = 2.5 } command = { type = desert_defense which = land value = 0.75 } command = { type = mountain_defense which = land value = 2 } command = { type = hill_defense which = land value = 2.5 } command = { type = forest_defense which = land value = 2.25 } command = { type = jungle_defense which = land value = 1 } command = { type = swamp_defense which = land value = 1.25 } command = { type = urban_defense which = land value = 2.5 } command = { type = hq_supply_eff value = 1 } } } # Mass Assault Doctrine application = { id = 6110 name = TECH_APP_LD_11_NAME position = { x = 220 y = 308 } picture = "6110" year = 1938 # Multiple pre-planned targets component = { id = 6111 name = TECH_CMP_LD_11_1_NAME type = infantry_focus difficulty = 5 } # Concentrated Attack component = { id = 6112 name = TECH_CMP_LD_11_2_NAME type = large_unit_tactics difficulty = 5 } # War by Timetable component = { id = 6113 name = TECH_CMP_LD_11_3_NAME type = centralized_execution difficulty = 5 } # Over-the-Top Mentality component = { id = 6114 name = TECH_CMP_LD_11_4_NAME type = individual_courage difficulty = 5 } # Limited NCO initiative component = { id = 6115 name = TECH_CMP_LD_11_5_NAME type = training difficulty = 5 } required = { 6030 } effects = { command = { type = ground_def_eff when = 1 value = -0.04 } command = { type = morale which = land value = -1.72 } command = { type = muddy_attack which = land value = 4 } command = { type = plain_attack which = land value = 5 } command = { type = desert_attack which = land value = 1.25 } command = { type = mountain_attack which = land value = 3 } command = { type = hill_attack which = land value = 1 } command = { type = forest_attack which = land value = 4 } command = { type = jungle_attack which = land value = 1.25 } command = { type = swamp_attack which = land value = 2 } command = { type = urban_attack which = land value = 3.5 } command = { type = fort_attack which = land value = 2 } command = { type = counterattack value = 4 } command = { type = breakthrough value = 1 } command = { type = assault value = 2 } command = { type = new_model which = hq value = 3 } command = { type = scrap_model which = hq value = 2 } command = { type = hq_supply_eff value = 1 } } } # Pre-planned Defense Doctrine application = { id = 6130 name = TECH_APP_LD_13_NAME position = { x = 330 y = 293 } picture = "6130" year = 1940 # Multiple Bunker lines component = { id = 6131 name = TECH_CMP_LD_13_1_NAME type = infantry_focus difficulty = 6 } # Layered minefields component = { id = 6132 name = TECH_CMP_LD_13_2_NAME type = large_unit_tactics difficulty = 6 } # Strong-point Mentality component = { id = 6133 name = TECH_CMP_LD_13_3_NAME type = centralized_execution difficulty = 6 } # Tunnel complex component = { id = 6134 name = TECH_CMP_LD_13_4_NAME type = individual_courage difficulty = 6 } # Local reserves component = { id = 6135 name = TECH_CMP_LD_13_5_NAME type = training difficulty = 6 } required = { 6120 } effects = { command = { type = ground_def_eff when = 1 value = 0.05 } command = { type = max_organization which = land value = 6 } command = { type = morale which = land value = 2.15 } command = { type = muddy_defense which = land value = 2.5 } command = { type = plain_defense which = land value = 2.5 } command = { type = desert_defense which = land value = 0.75 } command = { type = mountain_defense which = land value = 2 } command = { type = hill_defense which = land value = 2.5 } command = { type = forest_defense which = land value = 2.25 } command = { type = jungle_defense which = land value = 1 } command = { type = swamp_defense which = land value = 1.25 } command = { type = urban_defense which = land value = 2.5 } command = { type = delay value = 4 } command = { type = tactical_withdrawal value = 5 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.1 } } } # Central Planning Doctrine application = { id = 6140 name = TECH_APP_LD_14_NAME position = { x = 330 y = 308 } picture = "6140" year = 1942 # Artillery divisions component = { id = 6141 name = TECH_CMP_LD_14_1_NAME type = infantry_focus difficulty = 7 } # Multiple attack directions component = { id = 6142 name = TECH_CMP_LD_14_2_NAME type = large_unit_tactics difficulty = 7 } # Advanced staff planning component = { id = 6143 name = TECH_CMP_LD_14_3_NAME type = centralized_execution difficulty = 7 } # Centralized artillery control component = { id = 6144 name = TECH_CMP_LD_14_4_NAME type = individual_courage difficulty = 7 } # Tactical unit - Company component = { id = 6145 name = TECH_CMP_LD_14_5_NAME type = training difficulty = 7 } required = { 6130 } effects = { command = { type = muddy_attack which = land value = 4 } command = { type = plain_attack which = land value = 5 } command = { type = desert_attack which = land value = 1.25 } command = { type = mountain_attack which = land value = 3 } command = { type = hill_attack which = land value = 1 } command = { type = forest_attack which = land value = 4 } command = { type = jungle_attack which = land value = 1.25 } command = { type = swamp_attack which = land value = 2 } command = { type = urban_attack which = land value = 3.5 } command = { type = fort_attack which = land value = 2 } command = { type = max_organization which = land value = 4 } command = { type = counterattack value = 2 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.1 } } } # Attritional Containment Doctrine application = { id = 6150 name = TECH_APP_LD_15_NAME position = { x = 440 y = 293 } picture = "6150" year = 1942 # Field fortification emphasis component = { id = 6151 name = TECH_CMP_LD_15_1_NAME type = infantry_focus difficulty = 7 } # Operational reserves component = { id = 6152 name = TECH_CMP_LD_15_2_NAME type = large_unit_tactics difficulty = 7 } # Large unit counterattacks component = { id = 6153 name = TECH_CMP_LD_15_3_NAME type = centralized_execution difficulty = 7 } # Static Gun emplacements component = { id = 6154 name = TECH_CMP_LD_15_4_NAME type = individual_courage difficulty = 7 } # Tactical unit - Company component = { id = 6155 name = TECH_CMP_LD_15_5_NAME type = training difficulty = 7 } required = { 6140 } effects = { command = { type = deactivate which = 6170 } command = { type = ground_def_eff value = 0.75 } command = { type = morale which = land value = 3.44 } command = { type = ambush value = 1 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.3 } } } # Operational Stages Doctrine application = { id = 6170 name = TECH_APP_LD_17_NAME position = { x = 440 y = 308 } picture = "6170" year = 1943 # Dedicated artillery component = { id = 6171 name = TECH_CMP_LD_17_1_NAME type = infantry_focus difficulty = 7 } # Dedicated air support component = { id = 6172 name = TECH_CMP_LD_17_2_NAME type = large_unit_tactics difficulty = 7 } # Secured Objectives Principle component = { id = 6173 name = TECH_CMP_LD_17_3_NAME type = centralized_execution difficulty = 7 } # Squad SOP component = { id = 6174 name = TECH_CMP_LD_17_4_NAME type = technical_efficiency difficulty = 7 } # Tactical unit - Platoon component = { id = 6175 name = TECH_CMP_LD_17_5_NAME type = training difficulty = 7 } required = { 6140 } effects = { command = { type = deactivate which = 6150 } command = { type = tactical_withdrawal value = 2 } command = { type = delay value = 2 } command = { type = breakthrough value = 2 } command = { type = encirclement value = 2 } command = { type = assault value = 2 } command = { type = ambush value = 2 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.3 } } } # Assault Breakthrough application = { id = 6180 name = TECH_APP_LD_18_NAME position = { x = 550 y = 286 } picture = "6180" year = 1944 # Low level field artillery component = { id = 6181 name = TECH_CMP_LD_18_1_NAME type = infantry_focus difficulty = 8 } # Penetration reserves component = { id = 6182 name = TECH_CMP_LD_18_2_NAME type = large_unit_tactics difficulty = 8 } # Areas of responsibility component = { id = 6183 name = TECH_CMP_LD_18_3_NAME type = centralized_execution difficulty = 8 } # Squad-level light machine guns component = { id = 6184 name = TECH_CMP_LD_18_4_NAME type = individual_courage difficulty = 8 } # Squad SOP component = { id = 6185 name = TECH_CMP_LD_18_5_NAME type = training difficulty = 8 } required = { 6140 6150 } effects = { command = { type = morale which = land value = 3.75 } command = { type = muddy_attack which = land value = 4 } command = { type = plain_attack which = land value = 5 } command = { type = desert_attack which = land value = 1.25 } command = { type = mountain_attack which = land value = 3 } command = { type = hill_attack which = land value = 1 } command = { type = forest_attack which = land value = 4 } command = { type = jungle_attack which = land value = 1.25 } command = { type = swamp_attack which = land value = 2 } command = { type = urban_attack which = land value = 3.5 } command = { type = fort_attack which = land value = 2 } command = { type = breakthrough value = 2 } command = { type = assault value = 6 } command = { type = new_model which = hq value = 4 } command = { type = scrap_model which = hq value = 3 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.3 } } } # Branch Interoperability application = { id = 6200 name = TECH_APP_LD_20_NAME position = { x = 550 y = 301 } picture = "6200" year = 1944 # Combined arms operations component = { id = 6201 name = TECH_CMP_LD_20_1_NAME type = combined_arms_focus difficulty = 8 } # Long-Range Reconnaissance component = { id = 6202 name = TECH_CMP_LD_20_2_NAME type = small_unit_tactics difficulty = 8 } # Forward command posts component = { id = 6203 name = TECH_CMP_LD_20_3_NAME type = centralized_execution difficulty = 8 } # Fire direction centers component = { id = 6204 name = TECH_CMP_LD_20_4_NAME type = technical_efficiency difficulty = 8 } # Tactical unit - squad component = { id = 6205 name = TECH_CMP_LD_20_5_NAME type = training difficulty = 8 } required = { 6140 6170 } effects = { command = { type = morale which = land value = 7.14 } command = { type = tactical_withdrawal value = 4 } command = { type = breakthrough value = 2 } command = { type = encirclement value = 4 } command = { type = ambush value = 1 } command = { type = new_model which = hq value = 4 } command = { type = scrap_model which = hq value = 3 } command = { type = hq_supply_eff value = 2 } command = { type = sce_frequency value = 0.3 } command = { type = ground_def_eff value = 0.75 } } } # Assault Concentration Doctrine application = { id = 14070 name = TECH_APP_LD_107_NAME position = { x = 550 y = 316 } picture = "14070" year = 1946 # Simultaneous Capacity Building component = { id = 14071 name = TECH_CMP_LD_107_1_NAME type = combined_arms_focus difficulty = 7 } # Close Rank Formations component = { id = 14072 name = TECH_CMP_LD_107_2_NAME type = infantry_focus difficulty = 7 } # Central Command component = { id = 14073 name = TECH_CMP_LD_107_3_NAME type = centralized_execution difficulty = 7 } # Concentrated Artillery Barrage component = { id = 14074 name = TECH_CMP_LD_107_4_NAME type = artillery difficulty = 7 } # Focused Assault Training component = { id = 14075 name = TECH_CMP_LD_107_5_NAME type = training difficulty = 7 } required = { 6140 } effects = { command = { type = muddy_attack which = land value = 4 } command = { type = plain_attack which = land value = 5 } command = { type = desert_attack which = land value = 1.25 } command = { type = mountain_attack which = land value = 3 } command = { type = hill_attack which = land value = 1 } command = { type = forest_attack which = land value = 4 } command = { type = jungle_attack which = land value = 1.25 } command = { type = swamp_attack which = land value = 2 } command = { type = urban_attack which = land value = 3.5 } command = { type = fort_attack which = land value = 2 } command = { type = new_model which = hq value = 5 } command = { type = scrap_model which = hq value = 4 } command = { type = ground_def_eff value = 0.75 } } } label = { tag = TECH_CAT_LIGHTINF position = { x = 6 y = 329 } } # Light Infantry doctrine 6390 application = { id = 6390 name = TECH_APP_LD_39_NAME position = { x = 0 y = 343 } picture = "DH6390" year = 1936 # Motorized Reconnaissance component = { id = 6391 name = TECH_CMP_LD_21_1_NAME type = infantry_focus difficulty = 5 } # Basic infiltration tactics component = { id = 6392 name = TECH_CMP_LD_21_2_NAME type = centralized_execution difficulty = 5 } # Shock tactics component = { id = 6393 name = TECH_CMP_LD_21_3_NAME type = small_unit_tactics difficulty = 5 } # NCO responsibility component = { id = 6394 name = TECH_CMP_LD_21_4_NAME type = training difficulty = 5 } # Maneuver discipline component = { id = 6395 name = TECH_CMP_LD_21_5_NAME type = training difficulty = 5 } required = { 6910 } effects = { command = { type = ground_def_eff value = 0.71 } command = { type = max_organization which = land value = 25 } command = { type = morale which = land value = 12.6 } command = { type = scrap_model which = hq value = 1 } command = { type = new_model which = hq value = 2 } command = { type = sce_frequency value = 0.1 } command = { type = deactivate which = 6210 } command = { type = deactivate which = 6560 } command = { type = deactivate which = 6570 } command = { type = deactivate which = 6010 } command = { type = muddy_move which = land value = 15 } command = { type = mountain_move which = land value = 10 } command = { type = forest_move which = land value = 30 } command = { type = jungle_move which = land value = 15 } command = { type = swamp_move which = land value = 20 } command = { type = urban_move which = land value = 15 } } } # Grand Battle Plan Doctrine application = { id = 6400 name = TECH_APP_LD_3_NAME position = { x = 110 y = 343 } picture = "DH6400" year = 1936 # High Echelon Fire Support component = { id = 6401 name = TECH_CMP_LD_3_1_NAME type = infantry_focus difficulty = 5 } # Advance under Fire component = { id = 6402 name = TECH_CMP_LD_3_2_NAME type = large_unit_tactics difficulty = 5 } # General staff planning component = { id = 6403 name = TECH_CMP_LD_3_3_NAME type = centralized_execution difficulty = 5 } # Offensive spirit component = { id = 6404 name = TECH_CMP_LD_3_4_NAME type = individual_courage difficulty = 5 } # Officer training - Sandhurst method component = { id = 6405 name = TECH_CMP_LD_3_5_NAME type = training difficulty = 5 } required = { 6390 } effects = { command = { type = max_organization which = land value = 5 } command = { type = softness which = artillery value = -5 } command = { type = softness which = glider_artillery value = -5 } command = { type = softness which = sp_artillery value = -5 } command = { type = muddy_defense which = land value = 3.5 } command = { type = plain_defense which = land value = 3.5 } command = { type = desert_defense which = land value = 0.75 } command = { type = mountain_defense which = land value = 2 } command = { type = hill_defense which = land value = 2.5 } command = { type = forest_defense which = land value = 4.25 } command = { type = jungle_defense which = land value = 1 } command = { type = swamp_defense which = land value = 4.25 } command = { type = urban_defense which = land value = 2.5 } command = { type = muddy_attack which = land value = 1 } command = { type = plain_attack which = land value = -5 } command = { type = desert_attack which = land value = -1.25 } command = { type = mountain_attack which = land value = -3 } command = { type = hill_attack which = land value = -1 } command = { type = forest_attack which = land value = 4 } command = { type = jungle_attack which = land value = 1.25 } command = { type = swamp_attack which = land value = 2 } command = { type = urban_attack which = land value = 3.5 } command = { type = fort_attack which = land value = -2 } command = { type = delay value = 2 } command = { type = assault value = 1 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.2 } } } # Trench Warfare Doctrine application = { id = 6420 name = TECH_APP_LD_12_NAME position = { x = 220 y = 338 } picture = "DH6420" year = 1936 # Organic divisional artillery component = { id = 6421 name = TECH_CMP_LD_12_1_NAME type = infantry_focus difficulty = 5 } # Fast Trench-building component = { id = 6422 name = TECH_CMP_LD_12_2_NAME type = large_unit_tactics difficulty = 5 } # Stringent Hierarchy component = { id = 6423 name = TECH_CMP_LD_12_3_NAME type = centralized_execution difficulty = 5 } # Defend-every-inch Mentality component = { id = 6424 name = TECH_CMP_LD_12_4_NAME type = individual_courage difficulty = 5 } # Static machine gun use component = { id = 6425 name = TECH_CMP_LD_12_5_NAME type = training difficulty = 5 } required = { 6400 } effects = { command = { type = ground_def_eff when = 1 value = -0.04 } command = { type = morale which = land value = -2.4 } command = { type = muddy_defense which = land value = 2.5 } command = { type = plain_defense which = land value = 2.5 } command = { type = desert_defense which = land value = 0.75 } command = { type = mountain_defense which = land value = 2 } command = { type = hill_defense which = land value = 2.5 } command = { type = forest_defense which = land value = 4.25 } command = { type = jungle_defense which = land value = 1 } command = { type = swamp_defense which = land value = 3.25 } command = { type = urban_defense which = land value = 2.5 } command = { type = frozen_defense which = land value = 4.25 } command = { type = delay value = 4 } command = { type = hq_supply_eff value = 1 } } } # Mass Assault Doctrine application = { id = 6410 name = TECH_APP_LD_11_NAME position = { x = 220 y = 353 } picture = "DH6410" year = 1938 # Multiple pre-planned targets component = { id = 6411 name = TECH_CMP_LD_11_1_NAME type = infantry_focus difficulty = 6 } # Concentrated Attack component = { id = 6412 name = TECH_CMP_LD_11_2_NAME type = large_unit_tactics difficulty = 6 } # War by Timetable component = { id = 6413 name = TECH_CMP_LD_11_3_NAME type = centralized_execution difficulty = 6 } # Over-the-Top Mentality component = { id = 6414 name = TECH_CMP_LD_11_4_NAME type = individual_courage difficulty = 6 } # Limited NCO initiative component = { id = 6415 name = TECH_CMP_LD_11_5_NAME type = training difficulty = 6 } required = { 6400 } effects = { command = { type = ground_def_eff when = 1 value = -0.03 } command = { type = morale which = land value = -1.8 } command = { type = muddy_attack which = land value = 4 } command = { type = plain_attack which = land value = 5 } command = { type = desert_attack which = land value = 1.25 } command = { type = mountain_attack which = land value = 3 } command = { type = hill_attack which = land value = 1 } command = { type = forest_attack which = land value = 5 } command = { type = jungle_attack which = land value = 1.25 } command = { type = swamp_attack which = land value = 2 } command = { type = urban_attack which = land value = 4.5 } command = { type = fort_attack which = land value = 2 } command = { type = frozen_defense which = land value = 4.25 } command = { type = counterattack value = 4 } command = { type = breakthrough value = 1 } command = { type = assault value = 2 } command = { type = new_model which = hq value = 3 } command = { type = scrap_model which = hq value = 2 } command = { type = hq_supply_eff value = 1 } } } # Pre-planned Defense Doctrine application = { id = 6430 name = TECH_APP_LD_13_NAME position = { x = 330 y = 338 } picture = "DH6430" year = 1940 # Multiple Bunker lines component = { id = 6431 name = TECH_CMP_LD_13_1_NAME type = infantry_focus difficulty = 6 } # Layered minefields component = { id = 6432 name = TECH_CMP_LD_13_2_NAME type = large_unit_tactics difficulty = 6 } # Strong-point Mentality component = { id = 6433 name = TECH_CMP_LD_13_3_NAME type = centralized_execution difficulty = 6 } # Tunnel complex component = { id = 6434 name = TECH_CMP_LD_13_4_NAME type = individual_courage difficulty = 6 } # Local reserves component = { id = 6435 name = TECH_CMP_LD_13_5_NAME type = training difficulty = 6 } required = { 6420 } effects = { command = { type = ground_def_eff when = 1 value = 0.05 } command = { type = max_organization which = land value = 6 } command = { type = morale which = land value = 3 } command = { type = muddy_defense which = land value = 4.5 } command = { type = plain_defense which = land value = 2.5 } command = { type = desert_defense which = land value = 0.75 } command = { type = mountain_defense which = land value = 2 } command = { type = hill_defense which = land value = 2.5 } command = { type = forest_defense which = land value = 4.25 } command = { type = jungle_defense which = land value = 2 } command = { type = swamp_defense which = land value = 4.25 } command = { type = urban_defense which = land value = 2.5 } command = { type = frozen_defense which = land value = 4.25 } command = { type = delay value = 4 } command = { type = tactical_withdrawal value = 5 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.1 } } } # Central Planning Doctrine application = { id = 6440 name = TECH_APP_LD_14_NAME position = { x = 330 y = 353 } picture = "DH6440" year = 1942 # Artillery divisions component = { id = 6441 name = TECH_CMP_LD_14_1_NAME type = infantry_focus difficulty = 7 } # Multiple attack directions component = { id = 6442 name = TECH_CMP_LD_14_2_NAME type = large_unit_tactics difficulty = 7 } # Advanced staff planning component = { id = 6443 name = TECH_CMP_LD_14_3_NAME type = centralized_execution difficulty = 7 } # Centralized artillery control component = { id = 6444 name = TECH_CMP_LD_14_4_NAME type = individual_courage difficulty = 7 } # Tactical unit - Company component = { id = 6445 name = TECH_CMP_LD_14_5_NAME type = training difficulty = 8 } required = { 6430 } effects = { command = { type = muddy_attack which = land value = 4 } command = { type = plain_attack which = land value = 5 } command = { type = desert_attack which = land value = 1.25 } command = { type = mountain_attack which = land value = 3 } command = { type = hill_attack which = land value = 1 } command = { type = forest_attack which = land value = 4 } command = { type = jungle_attack which = land value = 1.25 } command = { type = swamp_attack which = land value = 2 } command = { type = urban_attack which = land value = 3.5 } command = { type = fort_attack which = land value = 2 } command = { type = max_organization which = land value = 2 } command = { type = counterattack value = 2 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.1 } } } # Light Mobility application = { id = 6450 name = TECH_APP_LD_45_NAME position = { x = 440 y = 338 } picture = "DH6450" year = 1941 # Organic Battalion Fire Support component = { id = 6451 name = TECH_CMP_LD_8_2_NAME type = combined_arms_focus difficulty = 7 } # Mobile command posts component = { id = 6452 name = TECH_CMP_LD_19_3_NAME type = maneuver_tactics difficulty = 7 } # General staff planning component = { id = 6453 name = TECH_CMP_LD_30_3_NAME type = centralized_execution difficulty = 7 } # Blocking detachments component = { id = 6454 name = TECH_CMP_LD_30_4_NAME type = maneuver_tactics difficulty = 7 } # Officer training - Bad Toelz method component = { id = 6455 name = TECH_CMP_LD_22_5_NAME type = training difficulty = 8 } required = { 6410 6430 } effects = { command = { type = deactivate which = 6160 } command = { type = ground_def_eff value = 1 } command = { type = max_organization which = land value = -19 } command = { type = morale which = land value = -11.6 } command = { type = muddy_attack which = mechanized value = 4 } command = { type = plain_attack which = mechanized value = 5 } command = { type = desert_attack which = mechanized value = 1.25 } command = { type = mountain_attack which = mechanized value = 5 } command = { type = hill_attack which = mechanized value = 1 } command = { type = forest_attack which = mechanized value = 6 } command = { type = jungle_attack which = mechanized value = 2.5 } command = { type = swamp_attack which = mechanized value = 2 } command = { type = urban_attack which = mechanized value = 3.5 } command = { type = fort_attack which = mechanized value = 2 } command = { type = tactical_withdrawal value = 3 } command = { type = encirclement value = 3 } command = { type = counterattack value = 2 } command = { type = night_attack which = motorized value = 10 } command = { type = night_defense which = motorized value = 10 } } } # Infiltration Assault Doctrine application = { id = 6160 name = TECH_APP_LD_16_NAME position = { x = 440 y = 353 } picture = "6160" year = 1942 # Night Attacks component = { id = 6161 name = TECH_CMP_LD_16_1_NAME type = infantry_focus difficulty = 7 } # Dispersed Combat Elements component = { id = 6162 name = TECH_CMP_LD_16_2_NAME type = large_unit_tactics difficulty = 7 } # Staff: Terrain Assessment component = { id = 6163 name = TECH_CMP_LD_16_3_NAME type = centralized_execution difficulty = 7 } # Hand-to-Hand combat focus component = { id = 6164 name = TECH_CMP_LD_16_4_NAME type = individual_courage difficulty = 7 } # Platoon level night combat training component = { id = 6165 name = TECH_CMP_LD_16_5_NAME type = training difficulty = 7 } required = { 6440 } effects = { command = { type = deactivate which = 6450 } command = { type = ground_def_eff value = 1 } command = { type = max_organization which = land value = -19 } command = { type = morale which = land value = -11.6 } command = { type = muddy_attack which = land value = 4 } command = { type = plain_attack which = land value = 5 } command = { type = desert_attack which = land value = 1.25 } command = { type = mountain_attack which = land value = 5 } command = { type = hill_attack which = land value = 1 } command = { type = forest_attack which = land value = 6 } command = { type = jungle_attack which = land value = 2.5 } command = { type = swamp_attack which = land value = 2 } command = { type = urban_attack which = land value = 3.5 } command = { type = fort_attack which = land value = 2 } command = { type = breakthrough value = 2 } command = { type = encirclement value = 1 } command = { type = assault value = 2 } command = { type = ambush value = 5 } command = { type = night_move which = infantry value = 10 } command = { type = night_move which = paratrooper value = 10 } command = { type = night_move which = marine value = 10 } command = { type = night_move which = bergsjaeger value = 10 } command = { type = night_move which = cavalry value = 10 } command = { type = night_move which = militia value = 10 } command = { type = night_move which = hq value = 10 } command = { type = night_attack which = infantry value = 10 } command = { type = night_attack which = paratrooper value = 10 } command = { type = night_attack which = marine value = 10 } command = { type = night_attack which = bergsjaeger value = 10 } command = { type = night_attack which = cavalry value = 10 } command = { type = night_attack which = militia value = 10 } command = { type = night_defense which = infantry value = 10 } command = { type = night_defense which = paratrooper value = 10 } command = { type = night_defense which = marine value = 10 } command = { type = night_defense which = bergsjaeger value = 10 } command = { type = night_defense which = cavalry value = 10 } command = { type = night_defense which = militia value = 10 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.3 } } } # Combined Arms application = { id = 6460 name = TECH_APP_LD_46_NAME position = { x = 550 y = 334 } picture = "DH6460" year = 1943 # Advanced Infantry - Armor cooperation component = { id = 6461 name = TECH_CMP_LD_26_5_NAME type = combined_arms_focus difficulty = 7 } # Organic tank battalions component = { id = 6462 name = TECH_CMP_LD_35_5_NAME type = blitzkrieg_tactics difficulty = 7 } # Self propelled support elements component = { id = 6463 name = TECH_CMP_LD_27_1_NAME type = combined_arms_focus difficulty = 7 } # Infantry mounted combat tactics component = { id = 6464 name = TECH_CMP_LD_27_5_NAME type = maneuver_tactics difficulty = 7 } # Integrated operations component = { id = 6465 name = TECH_CMP_LD_9_5_NAME type = training difficulty = 8 } required = { 6450 } effects = { command = { type = muddy_attack which = mechanized value = 4 } command = { type = plain_attack which = mechanized value = 5 } command = { type = desert_attack which = mechanized value = 1.25 } command = { type = mountain_attack which = mechanized value = 5 } command = { type = hill_attack which = mechanized value = 1 } command = { type = forest_attack which = mechanized value = 6 } command = { type = jungle_attack which = mechanized value = 2.5 } command = { type = swamp_attack which = mechanized value = 2 } command = { type = urban_attack which = mechanized value = 3.5 } command = { type = fort_attack which = mechanized value = 2 } command = { type = tactical_withdrawal value = 3 } command = { type = encirclement value = 3 } command = { type = delay value = 2 } command = { type = counterattack value = 2 } command = { type = new_model which = hq value = 4 } command = { type = scrap_model which = hq value = 3 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.3 } command = { type = night_attack which = motorized value = 10 } command = { type = night_defense which = motorized value = 10 } } } # Infiltration in Depth application = { id = 6190 name = TECH_APP_LD_19_NAME position = { x = 550 y = 349 } picture = "6190" year = 1943 # Self-sustaining units component = { id = 6191 name = TECH_CMP_LD_19_1_NAME type = infantry_focus difficulty = 7 } # Isolated Combat Elements component = { id = 6192 name = TECH_CMP_LD_19_2_NAME type = small_unit_tactics difficulty = 7 } # Mobile command posts component = { id = 6193 name = TECH_CMP_LD_19_3_NAME type = decentralized_execution difficulty = 7 } # Do-or-die Mentality component = { id = 6194 name = TECH_CMP_LD_19_4_NAME type = individual_courage difficulty = 7 } # Infantry assault tactics component = { id = 6195 name = TECH_CMP_LD_19_5_NAME type = training difficulty = 7 } required = { 6160 } effects = { command = { type = breakthrough value = 2 } command = { type = encirclement value = 2 } command = { type = ambush value = 6 } command = { type = new_model which = hq value = 4 } command = { type = scrap_model which = hq value = 3 } command = { type = night_move which = infantry value = 20 } command = { type = night_move which = paratrooper value = 20 } command = { type = night_move which = marine value = 20 } command = { type = night_move which = bergsjaeger value = 20 } command = { type = night_move which = cavalry value = 20 } command = { type = night_move which = militia value = 20 } command = { type = night_attack which = infantry value = 20 } command = { type = night_attack which = paratrooper value = 20 } command = { type = night_attack which = marine value = 20 } command = { type = night_attack which = bergsjaeger value = 20 } command = { type = night_attack which = cavalry value = 20 } command = { type = night_attack which = militia value = 20 } command = { type = night_defense which = infantry value = 20 } command = { type = night_defense which = paratrooper value = 20 } command = { type = night_defense which = marine value = 20 } command = { type = night_defense which = bergsjaeger value = 20 } command = { type = night_defense which = cavalry value = 20 } command = { type = night_defense which = militia value = 20 } command = { type = hq_supply_eff value = 1 } command = { type = sce_frequency value = 0.3 } } } # Improved light Infantry application = { id = 6490 name = TECH_APP_LD_49_NAME position = { x = 550 y = 364 } picture = "DH6490" year = 1946 # Air-mobile combined-arms formations component = { id = 6491 name = TECH_CMP_LD_37_1_NAME type = combined_arms_focus difficulty = 8 } # Deep penetration raids component = { id = 6492 name = TECH_CMP_LD_37_2_NAME type = large_unit_tactics difficulty = 8 } # Multidimensional offensives component = { id = 6493 name = TECH_CMP_LD_37_3_NAME type = centralized_execution difficulty = 8 } # Specialized anti-recon detachments component = { id = 6494 name = TECH_CMP_LD_37_4_NAME type = small_unit_tactics difficulty = 8 } # Camouflaged lines of departure component = { id = 6495 name = TECH_CMP_LD_37_5_NAME type = training difficulty = 9 } required = { } or_required = { 6190 6450 } effects = { command = { type = morale which = land value = 5 } command = { type = max_organization which = land value = 5 } command = { type = task_efficiency which = amphibious_assault value = 0.25 } } } label = { tag = TECH_CAT_PPLWAR position = { x = 4 y = 368 } } # People’s War Doctrine 14140 application = { id = 14140 name = TECH_APP_LD_114_NAME position = { x = 0 y = 383 } picture = "14140" year = 1937 # Protracted War Theory- infantry focus component = { id = 14141 name = TECH_CMP_LD_114_1_NAME type = management difficulty = 7 } # Avoiding Decisive Battles component = { id = 14142 name = TECH_CMP_LD_114_2_NAME type = small_unit_tactics difficulty = 7 } # Hit & Run Tactics component = { id = 14143 name = TECH_CMP_LD_114_3_NAME type = training difficulty = 7 } # Difficult Terrain Focus component = { id = 14144 name = TECH_CMP_LD_114_4_NAME type = management difficulty = 7 } # Independent Resistance Cells component = { id = 14145 name = TECH_CMP_LD_114_5_NAME type = decentralized_execution difficulty = 7 } required = { 6300 } effects = { command = { type = ground_def_eff value = 0.5 } command = { type = building_prod_mod which = land_fort value = 10 } command = { type = deactivate which = 6310 } command = { type = tactical_withdrawal value = 4 } command = { type = hq_supply_eff value = 3 } command = { type = sce_frequency value = 0.1 } command = { type = morale which = infantry value = 5 } command = { type = morale which = bergsjaeger value = 5 } command = { type = morale which = militia value = 5 } command = { type = max_organization which = militia value = 5 } command = { type = max_organization which = infantry value = 5 } command = { type = max_organization which = bergsjaeger value = 5 } } } # Rural Guerilla Tactics application = { id = 14150 name = TECH_APP_LD_115_NAME position = { x = 0 y = 398 } picture = "14150" year = 1938 # Trading Space for Time component = { id = 14151 name = TECH_CMP_LD_115_1_NAME type = maneuver_tactics difficulty = 7 } # Operations behind enemy lines component = { id = 14152 name = TECH_CMP_LD_115_2_NAME type = individual_courage difficulty = 7 } # Sabotage tactics component = { id = 14153 name = TECH_CMP_LD_115_3_NAME type = individual_courage difficulty = 7 } # Decentralized Planning component = { id = 14154 name = TECH_CMP_LD_115_4_NAME type = decentralized_execution difficulty = 7 } # Targets of opportunity focus component = { id = 14155 name = TECH_CMP_LD_115_5_NAME type = training difficulty = 7 } required = { 14140 } effects = { command = { type = surprise which = land value = 5 } command = { type = army_detection which = us value = 5 } command = { type = army_detection which = them value = -5 } command = { type = night_move which = hq value = 25 } command = { type = night_move which = infantry value = 25 } command = { type = night_attack which = infantry value = 5 } command = { type = night_defense which = infantry value = 15 } command = { type = night_move which = militia value = 25 } command = { type = night_attack which = militia value = 5 } command = { type = night_defense which = militia value = 15 } command = { type = night_move which = bergsjaeger value = 25 } command = { type = night_attack which = bergsjaeger value = 5 } command = { type = night_defense which = bergsjaeger value = 15 } command = { type = tactical_withdrawal value = 10 } command = { type = counterattack value = 5 } command = { type = delay value = 5 } command = { type = ambush value = 5 } command = { type = encirclement value = 5 } command = { type = breakthrough value = 5 } command = { type = hq_supply_eff value = 3 } command = { type = sce_frequency value = 0.1 } command = { type = morale which = infantry value = 5 } command = { type = morale which = bergsjaeger value = 5 } command = { type = morale which = militia value = 5 } } } # Revolutionary Base Areas application = { id = 14160 name = TECH_APP_LD_116_NAME position = { x = 110 y = 383 } picture = "14160" year = 1939 # Ideological Promotion component = { id = 14161 name = TECH_CMP_LD_116_1_NAME type = management difficulty = 8 } # Guerilla Warfare Experience component = { id = 14162 name = TECH_CMP_LD_116_2_NAME type = training difficulty = 8 } # Difficult Terrain as a Force Modifier Theory component = { id = 14163 name = TECH_CMP_LD_116_3_NAME type = infantry_focus difficulty = 7 } # Autonomous Recruiting Posts component = { id = 14164 name = TECH_CMP_LD_116_4_NAME type = decentralized_execution difficulty = 7 } # Revolutionary Base Areas Theory component = { id = 14165 name = TECH_CMP_LD_116_5_NAME type = management difficulty = 7 } required = { 14140 } effects = { command = { type = ground_def_eff value = 0.6 } command = { type = building_prod_mod which = land_fort value = 20 } command = { type = building_prod_mod which = infrastructure value = 20 } command = { type = trickleback_mod value = 1 } command = { type = attrition_mod value = 1 } command = { type = intelligence which = them value = -5 } command = { type = army_detection which = them value = -5 } command = { type = relative_manpower value = 5 } command = { type = new_model which = hq value = 3 } command = { type = scrap_model which = hq value = 2 } command = { type = hq_supply_eff value = 3 } command = { type = sce_frequency value = 0.1 } command = { type = build_time which = militia when = on_upgrade where = relative value = -5 } command = { type = build_time which = bergsjaeger when = on_upgrade where = relative value = -10 } command = { type = build_time which = infantry when = on_upgrade where = relative value = -10 } command = { type = build_time which = hq when = on_upgrade where = relative value = -10 } command = { type = max_organization which = militia value = 5 } command = { type = max_organization which = infantry value = 5 } command = { type = max_organization which = bergsjaeger value = 5 } command = { type = industrial_modifier which = supplies value = 2 } command = { type = desert_defense which = militia value = 2.5 } command = { type = mountain_defense which = militia value = 2.5 } command = { type = hill_defense which = militia value = 2.5 } command = { type = forest_defense which = militia value = 2.5 } command = { type = jungle_defense which = militia value = 2.5 } command = { type = swamp_defense which = militia value = 2.5 } command = { type = mountain_defense which = bergsjaeger value = 5 } command = { type = hill_defense which = bergsjaeger value = 5 } command = { type = desert_defense which = infantry value = 2.5 } command = { type = mountain_defense which = infantry value = 2.5 } command = { type = hill_defense which = infantry value = 2.5 } command = { type = forest_defense which = infantry value = 2.5 } command = { type = jungle_defense which = infantry value = 2.5 } command = { type = swamp_defense which = infantry value = 2.5 } } } # Mobile Guerilla Warfare Theory application = { id = 14170 name = TECH_APP_LD_117_NAME position = { x = 110 y = 398 } picture = "14170" year = 1941 # Hit-and-run strikes component = { id = 14171 name = TECH_CMP_LD_117_1_NAME type = maneuver_tactics difficulty = 8 } # Melting into the countryside component = { id = 14172 name = TECH_CMP_LD_117_2_NAME type = maneuver_tactics difficulty = 8 } # Enemy attrition focus component = { id = 14173 name = TECH_CMP_LD_117_3_NAME type = small_unit_tactics difficulty = 8 } # Enemy Demoralization Focus component = { id = 14174 name = TECH_CMP_LD_117_4_NAME type = small_unit_tactics difficulty = 8 } # Fomenting Popular Resistance component = { id = 14175 name = TECH_CMP_LD_117_5_NAME type = training difficulty = 8 } required = { 14150 } effects = { command = { type = surprise which = land value = 5 } command = { type = army_detection which = them value = -5 } command = { type = night_move which = hq value = 25 } command = { type = night_move which = infantry value = 25 } command = { type = night_attack which = infantry value = 5 } command = { type = night_defense which = infantry value = 15 } command = { type = night_move which = militia value = 25 } command = { type = night_attack which = militia value = 5 } command = { type = night_defense which = militia value = 15 } command = { type = night_move which = bergsjaeger value = 25 } command = { type = night_attack which = bergsjaeger value = 5 } command = { type = night_defense which = bergsjaeger value = 15 } command = { type = tactical_withdrawal value = 10 } command = { type = counterattack value = 5 } command = { type = delay value = 5 } command = { type = ambush value = 5 } command = { type = encirclement value = 5 } command = { type = breakthrough value = 5 } command = { type = hq_supply_eff value = 3 } command = { type = sce_frequency value = 0.1 } command = { type = morale which = infantry value = 5 } command = { type = morale which = bergsjaeger value = 5 } command = { type = morale which = militia value = 5 } } } # Revolutionary base Areas Expansion application = { id = 14180 name = TECH_APP_LD_118_NAME position = { x = 220 y = 383 } picture = "14180" year = 1942 # Fish in the Sea Doctrine component = { id = 14181 name = TECH_CMP_LD_118_1_NAME type = management difficulty = 8 } # Cultivating Hearts and Minds component = { id = 14182 name = TECH_CMP_LD_118_2_NAME type = management difficulty = 8 } # Civilian intelligence sources component = { id = 14183 name = TECH_CMP_LD_118_3_NAME type = individual_courage difficulty = 8 } # Civilian Material support component = { id = 14184 name = TECH_CMP_LD_118_4_NAME type = decentralized_execution difficulty = 8 } # Passive Resistance component = { id = 14185 name = TECH_CMP_LD_118_5_NAME type = individual_courage difficulty = 8 } required = { 14160 } effects = { command = { type = ground_def_eff value = 0.7 } command = { type = building_prod_mod which = land_fort value = 10 } command = { type = building_prod_mod which = infrastructure value = 20 } command = { type = trickleback_mod value = 1 } command = { type = attrition_mod value = 1 } command = { type = intelligence which = them value = -5 } command = { type = army_detection which = them value = -5 } command = { type = relative_manpower value = 5 } command = { type = new_model which = hq value = 4 } command = { type = scrap_model which = hq value = 3 } command = { type = hq_supply_eff value = 3 } command = { type = sce_frequency value = 0.1 } command = { type = build_time which = militia when = on_upgrade where = relative value = -5 } command = { type = build_time which = bergsjaeger when = on_upgrade where = relative value = -10 } command = { type = build_time which = infantry when = on_upgrade where = relative value = -10 } command = { type = build_time which = hq when = on_upgrade where = relative value = -10 } command = { type = max_organization which = militia value = 5 } command = { type = max_organization which = infantry value = 5 } command = { type = max_organization which = bergsjaeger value = 5 } command = { type = industrial_modifier which = supplies value = 2 } command = { type = desert_defense which = militia value = 2.5 } command = { type = mountain_defense which = militia value = 2.5 } command = { type = hill_defense which = militia value = 2.5 } command = { type = forest_defense which = militia value = 2.5 } command = { type = jungle_defense which = militia value = 2.5 } command = { type = swamp_defense which = militia value = 2.5 } command = { type = mountain_defense which = bergsjaeger value = 5 } command = { type = hill_defense which = bergsjaeger value = 5 } command = { type = desert_defense which = infantry value = 2.5 } command = { type = mountain_defense which = infantry value = 2.5 } command = { type = hill_defense which = infantry value = 2.5 } command = { type = forest_defense which = infantry value = 2.5 } command = { type = jungle_defense which = infantry value = 2.5 } command = { type = swamp_defense which = infantry value = 2.5 } } } # Asymmetric Warfare application = { id = 14190 name = TECH_APP_LD_119_NAME position = { x = 220 y = 398 } picture = "14190" year = 1945 # Asymmetric warfare theory component = { id = 14191 name = TECH_CMP_LD_119_1_NAME type = management difficulty = 10 } # Anti tank tactics component = { id = 14192 name = TECH_CMP_LD_119_2_NAME type = small_unit_tactics difficulty = 10 } # Anti air tactics component = { id = 14193 name = TECH_CMP_LD_119_3_NAME type = training difficulty = 10 } # Naval Sabotage component = { id = 14194 name = TECH_CMP_LD_119_4_NAME type = individual_courage difficulty = 10 } # Terror Tactics component = { id = 14195 name = TECH_CMP_LD_119_5_NAME type = training difficulty = 10 } required = { 14170 } effects = { command = { type = ground_def_eff value = 0.75 } command = { type = intelligence which = us value = 5 } command = { type = surprise which = land value = 5 } command = { type = army_detection which = us value = 5 } command = { type = intelligence which = them value = -5 } command = { type = army_detection which = them value = -5 } command = { type = tactical_withdrawal value = 10 } command = { type = delay value = 5 } command = { type = ambush value = 5 } command = { type = breakthrough value = 5 } command = { type = encirclement value = 5 } command = { type = counterattack value = 15 } command = { type = hq_supply_eff value = 3 } command = { type = sce_frequency value = 0.1 } command = { type = max_organization which = land value = 10 } command = { type = morale which = land value = 5 } } } # Positional Warfare application = { id = 14200 name = TECH_APP_LD_161_NAME position = { x = 330 y = 383 } picture = "14200" year = 1948 # Demoralization of the enemy component = { id = 14201 name = TECH_CMP_LD_161_1_NAME type = training difficulty = 10 } # Depletion of enemy power component = { id = 14202 name = TECH_CMP_LD_161_2_NAME type = maneuver_tactics difficulty = 10 } # Urban Encirclement Doctrine component = { id = 14203 name = TECH_CMP_LD_161_3_NAME type = maneuver_tactics difficulty = 10 } # Emboldened partisans component = { id = 14204 name = TECH_CMP_LD_161_4_NAME type = individual_courage difficulty = 10 } # Large-scale counteroffensives component = { id = 14205 name = TECH_CMP_LD_161_5_NAME type = large_unit_tactics difficulty = 10 } required = { 14190 14180 } effects = { command = { type = ground_def_eff value = 0.8 } command = { type = new_model which = hq value = 5 } command = { type = scrap_model which = hq value = 4 } command = { type = tactical_withdrawal value = 5 } command = { type = hq_supply_eff value = 3 } command = { type = sce_frequency value = 0.1 } command = { type = ambush value = 5 } command = { type = breakthrough value = 15 } command = { type = assault value = 15 } command = { type = counterattack value = 15 } command = { type = encirclement value = 15 } command = { type = max_organization which = land value = 10 } command = { type = morale which = land value = 15 } command = { type = muddy_attack which = land value = 2 } command = { type = plain_attack which = land value = 5 } command = { type = desert_attack which = land value = 2 } command = { type = mountain_attack which = land value = 2 } command = { type = hill_attack which = land value = 5 } command = { type = forest_attack which = land value = 5 } command = { type = jungle_attack which = land value = 2 } command = { type = swamp_attack which = land value = 2 } command = { type = urban_attack which = land value = 10 } command = { type = fort_attack which = land value = 10 } } } # Protracted People’s War Doctrine application = { id = 14220 name = TECH_APP_LD_163_NAME position = { x = 330 y = 398 } picture = "14220" year = 1960 # International Support component = { id = 14221 name = TECH_CMP_LD_163_1_NAME type = management difficulty = 10 } # Do or Die Mentality component = { id = 14222 name = TECH_CMP_LD_163_2_NAME type = individual_courage difficulty = 10 } # Ideological Struggle Sessions component = { id = 14223 name = TECH_CMP_LD_163_3_NAME type = management difficulty = 10 } # Dispersed Fighting Groups component = { id = 14224 name = TECH_CMP_LD_163_4_NAME type = decentralized_execution difficulty = 10 } # Underground Command and Control component = { id = 14225 name = TECH_CMP_LD_163_5_NAME type = centralized_execution difficulty = 10 } required = { 14200 } effects = { command = { type = ground_def_eff value = 1.02 } command = { type = building_prod_mod which = land_fort value = 10 } command = { type = building_prod_mod which = infrastructure value = 15 } command = { type = intelligence which = us value = 25 } command = { type = surprise which = land value = 15 } command = { type = army_detection which = us value = 5 } command = { type = army_detection which = them value = -10 } command = { type = relative_manpower value = 5 } command = { type = tactical_withdrawal value = 5 } command = { type = ambush value = 5 } command = { type = delay value = 5 } command = { type = breakthrough value = 15 } command = { type = assault value = 15 } command = { type = encirclement value = 5 } command = { type = counterattack value = 5 } command = { type = hq_supply_eff value = 3 } command = { type = sce_frequency value = 0.1 } command = { type = max_organization which = land value = 10 } command = { type = morale which = land value = 15 } command = { type = new_model which = hq value = 6 } command = { type = scrap_model which = hq value = 5 } command = { type = night_move which = land value = 15 } } } # Focalism application = { id = 14230 name = TECH_APP_LD_164_NAME position = { x = 440 y = 383 } picture = "14230" year = 1960 # People’s War Experience component = { id = 14231 name = TECH_CMP_LD_164_1_NAME type = infantry_focus difficulty = 5 } # Fast-moving paramilitary groups component = { id = 14232 name = TECH_CMP_LD_164_2_NAME type = small_unit_tactics difficulty = 15 } # Vanguardism component = { id = 14233 name = TECH_CMP_LD_164_3_NAME type = centralized_execution difficulty = 30 } # Jumpstarting the revolution Doctrine component = { id = 14234 name = TECH_CMP_LD_164_4_NAME type = individual_courage difficulty = 20 } # Militia and Conventional Forces Cooperation component = { id = 14235 name = TECH_CMP_LD_164_5_NAME type = centralized_execution difficulty = 20 } required = { 14220 } effects = { command = { type = ground_def_eff value = 1 } command = { type = trickleback_mod value = 1 } command = { type = attrition_mod value = 1 } command = { type = deactivate which = 14240 } command = { type = deactivate which = 14250 } command = { type = surprise which = land value = 5 } command = { type = army_detection which = us value = 5 } command = { type = intelligence which = them value = -25 } command = { type = army_detection which = them value = -15 } command = { type = hq_supply_eff value = 5 } command = { type = sce_frequency value = 0.5 } command = { type = max_organization which = land value = 15 } command = { type = morale which = land value = 5 } command = { type = delay value = 5 } command = { type = breakthrough value = 15 } command = { type = assault value = 5 } command = { type = counterattack value = 5 } command = { type = encirclement value = 15 } command = { type = ambush value = 15 } command = { type = new_model which = hq value = 7 } command = { type = scrap_model which = hq value = 6 } command = { type = tactical_withdrawal value = 5 } command = { type = hill_attack which = land value = 5 } command = { type = jungle_attack which = land value = 5 } command = { type = hill_defense which = land value = 5 } command = { type = jungle_defense which = land value = 5 } } } # Urban Insurgency Focus application = { id = 14240 name = TECH_APP_LD_165_NAME position = { x = 550 y = 383 } picture = "14240" year = 1960 # Foreign Support Focus component = { id = 14241 name = TECH_CMP_LD_165_1_NAME type = management difficulty = 20 } # Terrorism component = { id = 14242 name = TECH_CMP_LD_165_2_NAME type = small_unit_tactics difficulty = 20 } # Advanced Ambushes component = { id = 14243 name = TECH_CMP_LD_165_3_NAME type = training difficulty = 20 } # Assassinations component = { id = 14244 name = TECH_CMP_LD_165_4_NAME type = decentralized_execution difficulty = 20 } # Urban Anti-tank tactics component = { id = 14245 name = TECH_CMP_LD_165_5_NAME type = individual_courage difficulty = 20 } required = { 14220 } effects = { command = { type = ground_def_eff value = 1 } command = { type = trickleback_mod value = 1 } command = { type = attrition_mod value = 1 } command = { type = deactivate which = 14230 } command = { type = deactivate which = 14250 } command = { type = intelligence which = us value = 15 } command = { type = surprise which = land value = 15 } command = { type = army_detection which = us value = 5 } command = { type = intelligence which = them value = -5 } command = { type = army_detection which = them value = -5 } command = { type = hq_supply_eff value = 3 } command = { type = new_model which = hq value = 7 } command = { type = scrap_model which = hq value = 6 } command = { type = sce_frequency value = 0.3 } command = { type = urban_attack which = infantry value = 15 } command = { type = urban_defense which = infantry value = 25 } command = { type = urban_defense which = militia value = 25 } command = { type = urban_attack which = militia value = 15 } command = { type = urban_defense which = land value = 15 } command = { type = urban_attack which = land value = 15 } command = { type = hard_attack which = infantry value = 5 } command = { type = soft_attack which = infantry value = 5 } command = { type = hard_attack which = militia value = 2 } command = { type = soft_attack which = militia value = 2 } command = { type = max_organization which = land value = 5 } command = { type = morale which = land value = 5 } command = { type = delay value = 5 } command = { type = ambush value = 25 } command = { type = tactical_withdrawal value = 15 } } } # Folk and Faith Focus application = { id = 14250 name = TECH_APP_LD_166_NAME position = { x = 440 y = 399 } picture = "14250" year = 1960 # Ashes of his fathers and the temples of his gods worldview component = { id = 14251 name = TECH_CMP_LD_166_1_NAME type = management difficulty = 10 } # Freedom Fighter Mentality component = { id = 14252 name = TECH_CMP_LD_166_2_NAME type = infantry_focus difficulty = 20 } # Appeals to Religious and Ethnic identity component = { id = 14253 name = TECH_CMP_LD_166_3_NAME type = training difficulty = 10 } # Asymmetric warfare Tactics component = { id = 14254 name = TECH_CMP_LD_166_4_NAME type = individual_courage difficulty = 30 } # Loosely organized cells component = { id = 14255 name = TECH_CMP_LD_166_5_NAME type = decentralized_execution difficulty = 20 } required = { 14220 } effects = { command = { type = ground_def_eff value = 1.1 } command = { type = trickleback_mod value = 10 } command = { type = attrition_mod value = 5 } command = { type = deactivate which = 14230 } command = { type = deactivate which = 14240 } command = { type = new_model which = hq value = 7 } command = { type = scrap_model which = hq value = 6 } command = { type = surprise which = land value = 15 } command = { type = army_detection which = us value = 25 } command = { type = intelligence which = them value = -20 } command = { type = army_detection which = them value = -10 } command = { type = relative_manpower value = 15 } command = { type = hq_supply_eff value = 3 } command = { type = sce_frequency value = 0.3 } command = { type = hard_attack which = militia value = 1 } command = { type = soft_attack which = militia value = 1 } command = { type = hard_attack which = infantry value = 2 } command = { type = soft_attack which = infantry value = 2 } command = { type = delay value = 5 } command = { type = assault value = 5 } command = { type = counterattack value = 5 } command = { type = ambush value = 5 } command = { type = tactical_withdrawal value = 5 } command = { type = max_organization which = land value = 5 } command = { type = morale which = land value = 25 } } } # People's War under Modern Conditions application = { id = 14260 name = TECH_APP_LD_167_NAME position = { x = 550 y = 399 } picture = "14260" year = 1970 # Theory of Productive Forces component = { id = 14261 name = TECH_CMP_LD_167_1_NAME type = mathematics difficulty = 10 } # Military Modernization component = { id = 14262 name = TECH_CMP_LD_167_2_NAME type = technical_efficiency difficulty = 30 } # Military de-politicization component = { id = 14263 name = TECH_CMP_LD_167_3_NAME type = management difficulty = 10 } # Extended depth of defense component = { id = 14264 name = TECH_CMP_LD_167_4_NAME type = centralized_execution difficulty = 30 } # C3I nodes survivability component = { id = 14265 name = TECH_CMP_LD_167_5_NAME type = industrial_engineering difficulty = 30 } required = { } or_required = { 14250 14240 14230 } effects = { command = { type = ground_def_eff value = 1 } command = { type = new_model which = hq value = 8 } command = { type = scrap_model which = hq value = 7 } command = { type = trickleback_mod value = 1 } command = { type = attrition_mod value = 1 } command = { type = intelligence which = us value = 15 } command = { type = intelligence which = them value = -5 } command = { type = surprise which = land value = 5 } command = { type = army_detection which = us value = 10 } command = { type = army_detection which = them value = -5 } command = { type = wartime_ic_mod value = 10 } command = { type = hq_supply_eff value = 3 } command = { type = sce_frequency value = 0.3 } command = { type = muddy_defense which = land value = 5 } command = { type = plain_defense which = land value = 5 } command = { type = desert_defense which = land value = 5 } command = { type = mountain_defense which = land value = 5 } command = { type = hill_defense which = land value = 5 } command = { type = forest_defense which = land value = 5 } command = { type = jungle_defense which = land value = 5 } command = { type = swamp_defense which = land value = 5 } command = { type = urban_defense which = land value = 5 } command = { type = max_organization which = land value = 20 } command = { type = morale which = land value = 5 } command = { type = muddy_attack which = armor value = 5 } command = { type = plain_attack which = armor value = 15 } command = { type = desert_attack which = armor value = 5 } command = { type = hill_attack which = armor value = 5 } command = { type = forest_attack which = armor value = 5 } command = { type = urban_attack which = armor value = 5 } command = { type = fort_attack which = armor value = 5 } command = { type = muddy_attack which = mechanized value = 5 } command = { type = plain_attack which = mechanized value = 15 } command = { type = desert_attack which = mechanized value = 5 } command = { type = hill_attack which = mechanized value = 5 } command = { type = forest_attack which = mechanized value = 5 } command = { type = urban_attack which = mechanized value = 5 } command = { type = fort_attack which = mechanized value = 5 } } } label = { tag = TECH_CAT_LD_1 position = { x = 5 y = 416 } } # The New Modern Warfare Doctrine application = { id = 14280 name = TECH_APP_LD_38_NAME desc = TECH_APP_LD_38_DESC position = { x = 88 y = 414 } picture = "DH6840" year = 1973 # Air-Land-Sea Combined Attack Flexibility component = { id = 14281 name = TECH_CMP_LD_38_1_NAME type = combined_arms_focus difficulty = 16 } # Small Unit Elitism component = { id = 14282 name = TECH_CMP_LD_38_2_NAME type = individual_courage difficulty = 16 double_time = yes } # Specialised Paradrop Training component = { id = 14283 name = TECH_CMP_LD_38_4_NAME type = airborne_training difficulty = 16 } # Specialised Rugged Terrain Training component = { id = 14284 name = TECH_CMP_LD_38_5_NAME type = mountain_training difficulty = 16 } # Further Rigorous And Constant Training Regimes component = { id = 14285 name = TECH_CMP_LD_38_6_NAME type = training difficulty = 6 double_time = yes } # Strategic Rethinking And Proxy-war Deployment component = { id = 14286 name = TECH_CMP_LD_38_7_NAME type = decentralized_execution difficulty = 10 } required = { } or_required = { 14260 6840 6830 6850 } effects = { command = { type = max_organization which = land value = 5 } command = { type = max_organization which = land value = 5 } command = { type = morale which = land value = 10 } command = { type = ground_def_eff value = 1.2 } command = { type = tactical_withdrawal which = land value = 2 } command = { type = breakthrough which = land value = 2 } command = { type = encirclement which = land value = 2 } command = { type = assault which = land value = 2 } command = { type = night_move which = land value = 4 } command = { type = night_attack which = land value = 2 } command = { type = night_defense which = land value = 2 } command = { type = desert_attack which = land value = 2 } command = { type = desert_defense which = land value = 2 } command = { type = mountain_attack which = land value = 2 } command = { type = mountain_defense which = land value = 2 } command = { type = hill_attack which = land value = 2 } command = { type = hill_defense which = land value = 2 } command = { type = forest_attack which = land value = 2 } command = { type = forest_defense which = land value = 2 } command = { type = swamp_attack which = land value = 2 } command = { type = swamp_defense which = land value = 2 } command = { type = urban_attack which = land value = 2 } command = { type = urban_defense which = land value = 2 } command = { type = paradrop_attack which = land value = 2 } command = { type = desert_move which = land value = 2 } command = { type = mountain_move which = land value = 2 } command = { type = hill_move which = land value = 2 } command = { type = forest_move which = land value = 2 } command = { type = swamp_move which = land value = 2 } command = { type = urban_move which = land value = 2 } command = { type = frozen_attack which = land value = 2 } command = { type = frozen_defense which = land value = 2 } command = { type = snow_attack which = land value = 2 } command = { type = snow_defense which = land value = 2 } command = { type = blizzard_attack which = land value = 2 } command = { type = blizzard_defense which = land value = 2 } command = { type = rain_attack which = land value = 2 } command = { type = rain_defense which = land value = 2 } command = { type = muddy_move which = land value = 2 } command = { type = surprise which = land value = 2 } command = { type = jungle_attack which = land value = 2 } command = { type = jungle_defense which = land value = 2 } command = { type = jungle_move which = land value = 2 } command = { type = fort_attack which = land value = 2 } command = { type = suppression which = land value = 2 } command = { type = plain_attack which = land value = 2 } command = { type = plain_defense which = land value = 2 } command = { type = trickleback_mod which = land value = 5 } command = { type = hq_supply_eff value = 25 } command = { type = sce_frequency value = 0.5 } command = { type = counterattack which = land value = 2.5 } command = { type = assault which = land value = 2.5 } command = { type = encirclement which = land value = 2.5 } command = { type = ambush which = land value = 2.5 } command = { type = delay which = land value = 2.5 } command = { type = tactical_withdrawal which = land value = 2.5 } command = { type = breakthrough which = land value = 2.5 } command = { type = hard_attack which = land value = 4 } command = { type = soft_attack which = land value = 4 } command = { type = night_move which = land value = 5 } command = { type = night_attack which = land value = 5 } command = { type = night_defense which = land value = 5 } command = { type = fort_attack which = land value = 5 } command = { type = defensiveness which = land value = -5 } } } # Jihad - Holy War Doctrine application = { id = 14300 name = TECH_APP_LD_53_NAME desc = TECH_APP_LD_53_DESC position = { x = 5 y = 430 } picture = "14250" year = 1975 # Degrading Western Fighting Capabilities and Morale component = { id = 14301 name = TECH_CMP_LD_53_1_NAME type = rt_user_2 difficulty = 15 } # Low Intensity Dispersed Guerilla Warfare component = { id = 14302 name = TECH_CMP_LD_53_2_NAME type = small_unit_tactics difficulty = 10 } # Recruiting Foreign Nationals for War component = { id = 14303 name = TECH_CMP_LD_53_3_NAME type = training difficulty = 20 } # Funneling Money and Supplies to our Cause Internationally component = { id = 14304 name = TECH_CMP_LD_53_4_NAME type = rt_user_2 difficulty = 15 } # Spiritual and Physical Devotion to the Prophet and Martyrdom component = { id = 14305 name = TECH_CMP_LD_53_5_NAME type = individual_courage difficulty = 15 } required = { } or_required = { 6830 6850 6840 } effects = { command = { type = max_organization which = land value = -10 } command = { type = morale which = land value = 35 } command = { type = soft_attack which = land value = -2 } command = { type = build_cost which = infantry when = on_upgrade where = relative value = -20 } command = { type = build_cost which = garrison when = on_upgrade where = relative value = -20 } command = { type = build_cost which = hq when = on_upgrade where = relative value = -20 } command = { type = build_cost which = militia when = on_upgrade where = relative value = -20 } command = { type = build_cost which = paratrooper when = on_upgrade where = relative value = 20 } command = { type = build_cost which = armor when = on_upgrade where = relative value = 20 } command = { type = build_cost which = motorized when = on_upgrade where = relative value = 20 } command = { type = sce_frequency value = 0.25 } command = { type = free_money value = 0.1 } command = { type = urban_defense which = land value = 25 } command = { type = urban_attack which = land value = 25 } command = { type = hard_attack which = land value = -2 } command = { type = fort_attack which = land value = -3 } command = { type = intelligence which = us value = 3 } command = { type = surprise which = land value = 3 } command = { type = desert_attack which = land value = -2 } command = { type = desert_defense which = land value = 8 } command = { type = mountain_attack which = land value = -5 } command = { type = mountain_defense which = land value = 15 } command = { type = jungle_attack which = land value = 7 } command = { type = jungle_defense which = land value = 7 } command = { type = toughness which = land value = 3 } command = { type = defensiveness which = land value = 3 } command = { type = relative_manpower value = 20 } command = { type = attrition_mod value = -4 } command = { type = trickleback_mod value = -4 } command = { type = suppression which = land value = 5 } } } # Democratic Idealist Doctrine application = { id = 14310 name = TECH_APP_LD_54_NAME desc = TECH_APP_LD_54_DESC position = { x = 5 y = 446 } picture = "6170" year = 1975 # Instilling Rejection of Communist and Fascist Ideology component = { id = 14311 name = TECH_CMP_LD_54_1_NAME type = training difficulty = 10 } # Stabilising and Democratising Volatile Regions Across the Globe component = { id = 14312 name = TECH_CMP_LD_54_2_NAME type = rt_user_2 difficulty = 20 } # Democratising the World Through International Partnership component = { id = 14313 name = TECH_CMP_LD_54_3_NAME type = centralized_execution difficulty = 15 } # Keeping Commies and Fascists 'In Check' component = { id = 14314 name = TECH_CMP_LD_54_4_NAME type = rt_user_2 difficulty = 15 } # Terrorism Suppression and Prevention component = { id = 14315 name = TECH_CMP_LD_54_5_NAME type = rt_user_2 difficulty = 20 } required = { } or_required = { 6830 6840 6850 } effects = { command = { type = max_organization which = land value = 10 } command = { type = morale which = land value = 10 } command = { type = plain_defense which = land value = 2 } command = { type = plain_attack which = land value = 2 } command = { type = suppression which = land value = 5 } command = { type = jungle_move which = land value = -5 } command = { type = jungle_defense which = land value = 2 } command = { type = jungle_attack which = land value = 5 } command = { type = army_detection which = us value = 5 } command = { type = intelligence which = us value = 5 } command = { type = muddy_move which = land value = 5 } command = { type = storm_move which = land value = 5 } command = { type = rain_move which = land value = 5 } command = { type = blizzard_move which = land value = 5 } command = { type = snow_move which = land value = 5 } command = { type = frozen_move which = land value = 5 } command = { type = muddy_defense which = land value = -2.5 } command = { type = muddy_attack which = land value = -2.5 } command = { type = storm_defense which = land value = -2.5 } command = { type = storm_attack which = land value = -2.5 } command = { type = rain_defense which = land value = -2.5 } command = { type = rain_attack which = land value = -2.5 } command = { type = blizzard_defense which = land value = -2.5 } command = { type = blizzard_attack which = land value = -2.5 } command = { type = snow_defense which = land value = -2.5 } command = { type = snow_attack which = land value = -2.5 } command = { type = frozen_defense which = land value = -2.5 } command = { type = frozen_attack which = land value = -2.5 } command = { type = urban_move which = land value = 5 } command = { type = forest_move which = land value = 5 } command = { type = hill_move which = land value = 5 } command = { type = mountain_move which = land value = 5 } command = { type = desert_move which = land value = 5 } command = { type = paradrop_attack which = land value = 5 } command = { type = urban_defense which = land value = 5 } command = { type = urban_attack which = land value = -5 } command = { type = swamp_defense which = land value = -5 } command = { type = swamp_attack which = land value = -5 } command = { type = forest_defense which = land value = -5 } command = { type = forest_attack which = land value = -5 } command = { type = hill_defense which = land value = -5 } command = { type = hill_attack which = land value = -5 } command = { type = mountain_defense which = land value = -5 } command = { type = mountain_attack which = land value = -5 } command = { type = desert_defense which = land value = -5 } command = { type = desert_attack which = land value = -5 } command = { type = night_defense which = land value = 10 } command = { type = night_attack which = land value = 5 } command = { type = night_move which = land value = 5 } command = { type = defensiveness which = land value = -5 } command = { type = toughness which = land value = -5 } command = { type = hard_attack which = land value = 2 } command = { type = hard_attack which = land value = 1 } command = { type = breakthrough value = 4 } command = { type = tactical_withdrawal value = 3 } command = { type = delay value = 3 } command = { type = counterattack which = land value = 3 } command = { type = sce_frequency value = 0.1 } command = { type = songs which = BornInTheUSA } } } # Global Communist Movement Agenda application = { id = 14320 name = TECH_APP_LD_55_NAME desc = TECH_APP_LD_55_DESC position = { x = 5 y = 462 } picture = "14140" year = 1975 # Instilling Hatred Towards Capitalism and Fascism component = { id = 14321 name = TECH_CMP_LD_55_1_NAME type = rt_user_2 difficulty = 15 } # Fomenting Uprises in Foreign Countries to Install 'Friendly Regimes' component = { id = 14322 name = TECH_CMP_LD_55_2_NAME type = rt_user_2 difficulty = 20 } # Spreading Socialism Globally Through Armed Insurgents component = { id = 14323 name = TECH_CMP_LD_55_3_NAME type = decentralized_execution difficulty = 20 } # Keeping Capitalists and Fascists 'In Check' component = { id = 14324 name = TECH_CMP_LD_55_4_NAME type = rt_user_2 difficulty = 15 } # All For The Motherland Mentality component = { id = 14325 name = TECH_CMP_LD_55_5_NAME type = individual_courage difficulty = 20 } required = { } or_required = { 6830 6840 6850 } effects = { command = { type = max_organization which = land value = 15 } command = { type = morale which = land value = 5 } command = { type = plain_defense which = land value = 10 } command = { type = plain_attack which = land value = 5 } command = { type = toughness which = land value = 4 } command = { type = defensiveness which = land value = -10 } command = { type = suppression which = land value = 10 } command = { type = jungle_move which = land value = 2 } command = { type = jungle_defense which = land value = 10 } command = { type = jungle_attack which = land value = -3 } command = { type = army_detection which = us value = 6 } command = { type = intelligence which = us value = 6 } command = { type = surprise which = land value = 3 } command = { type = muddy_move which = land value = 2 } command = { type = storm_move which = land value = 2 } command = { type = rain_move which = land value = 2 } command = { type = blizzard_move which = land value = 20 } command = { type = snow_move which = land value = 20 } command = { type = frozen_move which = land value = 20 } command = { type = muddy_defense which = land value = 10 } command = { type = muddy_attack which = land value = -5 } command = { type = storm_defense which = land value = 10 } command = { type = storm_attack which = land value = -5 } command = { type = rain_defense which = land value = 10 } command = { type = rain_attack which = land value = -5 } command = { type = blizzard_defense which = land value = 20 } command = { type = blizzard_attack which = land value = 10 } command = { type = snow_defense which = land value = 20 } command = { type = snow_attack which = land value = 5 } command = { type = frozen_defense which = land value = 20 } command = { type = frozen_attack which = land value = 20 } command = { type = urban_move which = land value = 2 } command = { type = desert_move which = land value = 2 } command = { type = mountain_move which = land value = 2 } command = { type = hill_move which = land value = 2 } command = { type = forest_move which = land value = 2 } command = { type = swamp_move which = land value = 2 } command = { type = urban_defense which = land value = 25 } command = { type = urban_attack which = land value = 5 } command = { type = swamp_defense which = land value = 10 } command = { type = swamp_attack which = land value = -5 } command = { type = forest_defense which = land value = 10 } command = { type = forest_attack which = land value = -5 } command = { type = hill_defense which = land value = 10 } command = { type = hill_attack which = land value = -5 } command = { type = mountain_defense which = land value = -5 } command = { type = mountain_attack which = land value = -5 } command = { type = desert_defense which = land value = 5 } command = { type = night_defense which = land value = 25 } command = { type = night_attack which = land value = 5 } command = { type = night_move which = land value = 10 } command = { type = delay value = 10 } command = { type = counterattack value = 15 } command = { type = sce_frequency value = 0.2 } command = { type = ground_def_eff value = 1.3 } } } # Ethnic Pan-Nationalism application = { id = 14330 name = TECH_APP_LD_56_NAME desc = TECH_APP_LD_56_DESC position = { x = 5 y = 478 } picture = "14100" year = 1975 # Instilling Hatred for Commies and Capitalists component = { id = 14331 name = TECH_CMP_LD_56_1_NAME type = training difficulty = 10 } # Fomenting Uprises in Foriegn Countries to Install 'Friendly Regimes' component = { id = 14332 name = TECH_CMP_LD_56_2_NAME type = rt_user_2 difficulty = 15 } # Spreading Fascism by Gunfire and Boots Over the Border component = { id = 14333 name = TECH_CMP_LD_56_3_NAME type = combined_arms_focus difficulty = 20 } # Keeping Commies and Capitalists 'In Check' component = { id = 14334 name = TECH_CMP_LD_56_4_NAME type = rt_user_2 difficulty = 15 } # All For The Fatherland Mentality component = { id = 14335 name = TECH_CMP_LD_56_5_NAME type = combined_arms_focus difficulty = 20 } required = { } or_required = { 6830 6840 6850 } effects = { command = { type = morale which = land value = 15 } command = { type = max_organization which = land value = 5 } command = { type = sce_frequency value = 0.25 } command = { type = counterattack value = 5 } command = { type = delay value = -5 } command = { type = night_move which = land value = 5 } command = { type = night_attack which = land value = 20 } command = { type = night_defense which = land value = 5 } command = { type = desert_attack which = land value = 7 } command = { type = desert_defense which = land value = -5 } command = { type = mountain_attack which = land value = 4 } command = { type = mountain_defense which = land value = -2 } command = { type = hill_attack which = land value = 2 } command = { type = hill_defense which = land value = -4 } command = { type = forest_attack which = land value = 5 } command = { type = forest_defense which = land value = -4 } command = { type = swamp_attack which = land value = 3 } command = { type = swamp_defense which = land value = -5 } command = { type = urban_attack which = land value = 15 } command = { type = urban_defense which = land value = 8 } command = { type = task_efficiency which = airborne_assault value = 2 } command = { type = desert_move which = land value = 2 } command = { type = mountain_move which = land value = 2 } command = { type = hill_move which = land value = 2 } command = { type = forest_move which = land value = 2 } command = { type = swamp_move which = land value = 2 } command = { type = urban_move which = land value = 5 } command = { type = frozen_attack which = land value = 10 } command = { type = frozen_defense which = land value = -5 } command = { type = snow_attack which = land value = 10 } command = { type = snow_defense which = land value = -5 } command = { type = blizzard_attack which = land value = 7 } command = { type = blizzard_defense which = land value = -5 } command = { type = rain_attack which = land value = 10 } command = { type = rain_defense which = land value = -5 } command = { type = storm_attack which = land value = 10 } command = { type = storm_defense which = land value = -5 } command = { type = muddy_attack which = land value = 10 } command = { type = muddy_defense which = land value = -5 } command = { type = frozen_move which = land value = 4 } command = { type = snow_move which = land value = 4 } command = { type = blizzard_move which = land value = 4 } command = { type = rain_move which = land value = 4 } command = { type = storm_move which = land value = 4 } command = { type = muddy_move which = land value = 4 } command = { type = surprise value = 6 } command = { type = intelligence which = us value = 6 } command = { type = army_detection which = us value = 5 } command = { type = jungle_attack which = land value = 10 } command = { type = jungle_defense which = land value = -5 } command = { type = jungle_move which = land value = 4 } command = { type = fort_attack which = land value = 4 } command = { type = suppression which = land value = 10 } command = { type = toughness which = land value = -10 } command = { type = defensiveness which = land value = 5 } command = { type = songs which = Tomorrow_belongs_to_me } } } # Re-Purposed Civil Vehicles application = { id = 14340 name = TECH_APP_LD_57_NAME desc = TECH_APP_LD_57_DESC position = { x = 115 y = 430 } picture = "14340" year = 1978 # High Speed Strike and Conquer Tactics component = { id = 14341 name = TECH_CMP_LD_57_5_NAME type = small_unit_tactics difficulty = 15 } # Melding Back Into Local Communities component = { id = 14342 name = TECH_CMP_LD_57_1_NAME type = small_unit_tactics difficulty = 10 } # Mounting Weapons on Civilian Vehicles component = { id = 14343 name = TECH_CMP_LD_57_2_NAME type = artillery difficulty = 10 } # Modifying Vehicle Suspension component = { id = 14344 name = TECH_CMP_LD_57_3_NAME type = vehicle_engineering difficulty = 10 } # High-Speed Evasion Manouvres component = { id = 14345 name = TECH_CMP_LD_57_4_NAME type = maneuver_tactics difficulty = 10 } required = { 14300 } effects = { command = { type = build_cost which = motorized when = on_upgrade where = relative value = -50 } command = { type = build_time which = motorized when = on_upgrade where = relative value = -15 } command = { type = build_cost which = militia when = on_upgrade where = relative value = -5 } command = { type = build_time which = militia when = on_upgrade where = relative value = -10 } command = { type = build_cost which = armor when = on_upgrade where = relative value = 25 } command = { type = build_cost which = paratrooper when = on_upgrade where = relative value = 25 } command = { type = build_cost which = marine when = on_upgrade where = relative value = 25 } command = { type = build_cost which = bergsjaeger when = on_upgrade where = relative value = 25 } command = { type = hard_attack which = motorized value = -3 } command = { type = speed which = motorized value = 5 } command = { type = suppression which = motorized value = 5 } command = { type = soft_attack which = motorized value = -2 } command = { type = toughness which = motorized value = 4 } command = { type = defensiveness which = motorized value = 6 } } } # Army of Liberty Mentality application = { id = 14350 name = TECH_APP_LD_58_NAME desc = TECH_APP_LD_58_DESC position = { x = 115 y = 446 } picture = "14350" year = 1978 # 'Fight For Peace' Doctrine component = { id = 14351 name = TECH_CMP_LD_58_1_NAME type = training difficulty = 10 } # Maintaining a Propaganda War Against Commies and Fascists component = { id = 14352 name = TECH_CMP_LD_58_2_NAME type = electronics difficulty = 10 } # Constant Global Military Readiness Defence Plan component = { id = 14353 name = TECH_CMP_LD_58_3_NAME type = centralized_execution difficulty = 15 } # World's Liberator Mentality component = { id = 14354 name = TECH_CMP_LD_58_4_NAME type = individual_courage difficulty = 10 } # Rapid Global Deployment Strategy component = { id = 14355 name = TECH_CMP_LD_58_5_NAME type = decentralized_execution difficulty = 20 } required = { 14310 } effects = { command = { type = max_organization which = land value = 6 } command = { type = morale which = land value = 8 } command = { type = tc_mod value = 200 } command = { type = range which = transport value = 1500 } command = { type = range which = transport_plane value = 350 } command = { type = speed which = transport value = 4 } command = { type = sce_frequency value = 0.15 } command = { type = counterattack value = 10 } command = { type = delay value = 10 } command = { type = tactical_withdrawal value = 10 } command = { type = intelligence which = us value = 10 } command = { type = belligerence value = -10 } command = { type = army_detection which = us value = 10 } } } # Socialist Spread Doctrine application = { id = 14360 name = TECH_APP_LD_59_NAME desc = TECH_APP_LD_59_DESC position = { x = 115 y = 462 } picture = "14350" year = 1978 # The Brezhnev Doctrine component = { id = 14361 name = TECH_CMP_LD_59_1_NAME type = training difficulty = 20 } # Arming Foreign Dissidents and Insurrectionists component = { id = 14362 name = TECH_CMP_LD_59_2_NAME type = decentralized_execution difficulty = 15 } # Shallow Echelonment component = { id = 14363 name = TECH_CMP_LD_59_3_NAME type = centralized_execution difficulty = 10 } # Rapid Invasion and Assault on Neighbouring Enemies component = { id = 14364 name = TECH_CMP_LD_59_4_NAME type = maneuver_tactics difficulty = 10 } # Hardened 'Defenseable' Rear component = { id = 14365 name = TECH_CMP_LD_59_5_NAME type = combined_arms_focus difficulty = 10 } required = { 14320 } effects = { command = { type = max_organization which = land value = 5 } command = { type = morale which = land value = 3 } command = { type = attrition_mod value = 3 } command = { type = sce_frequency value = 0.25 } command = { type = assault value = 5 } command = { type = encirclement value = 10 } command = { type = intelligence which = us value = 5 } command = { type = land_fort_eff value = 20 } } } # Modern Total War application = { id = 14370 name = TECH_APP_LD_60_NAME desc = TECH_APP_LD_60_DESC position = { x = 115 y = 478 } picture = "14370" year = 1978 # Mobilisation of Every Town, Every Man, Woman and Child component = { id = 14371 name = TECH_CMP_LD_60_1_NAME type = centralized_execution difficulty = 20 } # National Rationing Program component = { id = 14372 name = TECH_CMP_LD_60_2_NAME type = mathematics difficulty = 15 } # Fully Geared Military Industrial Complex Economy component = { id = 14373 name = TECH_CMP_LD_60_3_NAME type = management difficulty = 10 } # Constant War Preparedness Defence and Strike Doctrine component = { id = 14374 name = TECH_CMP_LD_60_4_NAME type = training difficulty = 10 } # Modernised Hitler Jugend and Bund Deutscher Mädel (League of German Girls) component = { id = 14375 name = TECH_CMP_LD_60_5_NAME type = training difficulty = 10 } required = { 14330 } effects = { command = { type = max_organization which = land value = 12 } command = { type = belligerence value = 15 } command = { type = industrial_modifier which = total value = -5 } command = { type = industrial_modifier which = supplies value = 10 } command = { type = supply_dist_mod value = 10 } command = { type = repair_mod value = 15 } command = { type = radar_eff value = 15 } command = { type = relative_manpower value = 5 } command = { type = hq_supply_eff value = 5 } command = { type = assault value = 5 } command = { type = encirclement value = 5 } command = { type = ambush value = 5 } command = { type = delay value = -10 } command = { type = tactical_withdrawal value = -2 } command = { type = breakthrough value = 5 } command = { type = build_cost which = land when = on_upgrade where = relative value = 5 } command = { type = build_time which = land when = on_upgrade where = relative value = -5 } command = { type = build_time which = naval when = on_upgrade where = relative value = -10 } command = { type = build_cost which = naval when = on_upgrade where = relative value = 5 } command = { type = build_cost which = air when = on_upgrade where = relative value = 5 } command = { type = build_time which = air when = on_upgrade where = relative value = -10 } } } # Air-Land Battle 1985 application = { id = 14290 name = TECH_APP_LD_44_NAME desc = TECH_APP_LD_44_DESC position = { x = 551 y = 435 } picture = "DH6840" year = 1985 # Air-Land-Sea Combined Attack Flexibility component = { id = 14291 name = TECH_CMP_LD_44_1_NAME type = combined_arms_focus difficulty = 16 } # Small Unit Elitism component = { id = 14292 name = TECH_CMP_LD_44_2_NAME type = individual_courage difficulty = 16 double_time = yes } # Specialised Amphibious Attack Training component = { id = 14293 name = TECH_CMP_LD_44_3_NAME type = marine_training difficulty = 16 } # Specialised Paradrop Training component = { id = 14294 name = TECH_CMP_LD_44_4_NAME type = airborne_training difficulty = 16 } # Specialised Rugged Terrain Training component = { id = 14295 name = TECH_CMP_LD_44_5_NAME type = mountain_training difficulty = 16 } # Further Rigorous And Constant Training Regimes component = { id = 14296 name = TECH_CMP_LD_44_6_NAME type = training difficulty = 6 double_time = yes } # Strategic Rethinking And Proxy-war Deployment component = { id = 14297 name = TECH_CMP_LD_44_7_NAME type = decentralized_execution difficulty = 10 } required = { } or_required = { 14300 14310 14320 14330 } effects = { command = { type = max_organization which = land value = 24 } command = { type = morale which = land value = 45 } command = { type = ground_def_eff value = 1.25 } command = { type = tactical_withdrawal which = land value = 25 } command = { type = breakthrough which = land value = 25 } command = { type = encirclement which = land value = 25 } command = { type = assault which = land value = 25 } command = { type = night_move which = land value = 45 } command = { type = night_attack which = land value = 25 } command = { type = night_defense which = land value = 25 } command = { type = desert_attack which = land value = 25 } command = { type = desert_defense which = land value = 25 } command = { type = mountain_attack which = land value = 25 } command = { type = mountain_defense which = land value = 25 } command = { type = hill_attack which = land value = 25 } command = { type = hill_defense which = land value = 25 } command = { type = forest_attack which = land value = 25 } command = { type = forest_defense which = land value = 25 } command = { type = swamp_attack which = land value = 25 } command = { type = swamp_defense which = land value = 25 } command = { type = urban_attack which = land value = 25 } command = { type = urban_defense which = land value = 25 } command = { type = paradrop_attack which = land value = 25 } command = { type = desert_move which = land value = 25 } command = { type = mountain_move which = land value = 25 } command = { type = hill_move which = land value = 25 } command = { type = forest_move which = land value = 25 } command = { type = swamp_move which = land value = 25 } command = { type = urban_move which = land value = 25 } command = { type = frozen_attack which = land value = 25 } command = { type = frozen_defense which = land value = 25 } command = { type = snow_attack which = land value = 25 } command = { type = snow_defense which = land value = 25 } command = { type = blizzard_attack which = land value = 25 } command = { type = blizzard_defense which = land value = 25 } command = { type = rain_attack which = land value = 25 } command = { type = rain_defense which = land value = 25 } command = { type = muddy_move which = land value = 25 } command = { type = surprise which = land value = 25 } command = { type = max_amphib_mod which = land value = 25 } command = { type = jungle_attack which = land value = 25 } command = { type = jungle_defense which = land value = 25 } command = { type = jungle_move which = land value = 25 } command = { type = fort_attack which = land value = 25 } command = { type = suppression which = land value = 25 } command = { type = plain_attack which = land value = 25 } command = { type = plain_defense which = land value = 25 } command = { type = softness which = land value = -2 } command = { type = trickleback_mod which = land value = 10 } command = { type = hq_supply_eff value = 25 } command = { type = sce_frequency value = 0.5 } command = { type = counterattack which = land value = 25 } command = { type = assault which = land value = 25 } command = { type = encirclement which = land value = 25 } command = { type = ambush which = land value = 25 } command = { type = delay which = land value = 25 } command = { type = tactical_withdrawal which = land value = 25 } command = { type = breakthrough which = land value = 25 } command = { type = hard_attack which = land value = 4 } command = { type = soft_attack which = land value = 4 } command = { type = night_move which = land value = 10 } command = { type = night_attack which = land value = 10 } command = { type = night_defense which = land value = 25 } command = { type = night_defense which = land value = 25 } command = { type = fort_attack which = land value = 25 } command = { type = ground_def_eff value = 2.0 } } } }