fast_battleship_primacy = {
    track = capital_ships
    name = SUBDOCTRINE_FAST_BATTLESHIP_PRIMACY
    description = SUBDOCTRINE_FAST_BATTLESHIP_PRIMACY_DESC
    icon = GFX_doctrine_fast_battleship_primacy_medium

    xp_cost = 100
    xp_type = navy

    available = {
        OR = {
            has_doctrine = new_fleet_in_being
            has_doctrine = new_base_strike
        }
        has_navy_size = {
            archetype = ship_hull_heavy
            size > 3
        }
    }

    ai_will_do = { 
        base = 1
        modifier = {
            factor = 75
            OR = {
                original_tag = ENG
                original_tag = JAP
                original_tag = ITA
                original_tag = SOV
            }
        }
    }

    # EFFECTS
	strike_force_movement_org_loss = -0.1
    naval_enemy_retreat_chance = -0.1

    rewards = {
        fast_squad = {
            battleship = {
                max_organisation = 5
                naval_speed = 0.05
            }
			SH_battleship = {
				max_organisation = 5
                naval_speed = 0.05
			}
            heavy_cruiser = {
                max_organisation = 5
                naval_speed = 0.05
            }
            medium_cruiser = {
                max_organisation = 5
                naval_speed = 0.05
            }
        }
        formation_training = {
			modifier = {
                positioning = 0.1
                strike_force_movement_org_loss = -0.1
            }
        }
        blue_water_logistics = { #TODO see if these make sense
            battleship = {
                max_organisation = 10
				supply_consumption = -0.1
			}
			SH_battleship = {
                max_organisation = 10
				supply_consumption = -0.1
			}
            heavy_cruiser = {
                max_organisation = 10
                supply_consumption = -0.1
            }
            medium_cruiser = {
                max_organisation = 10
                supply_consumption = -0.1
            }
        }
        grand_fleet = {
            modifier = {
                naval_coordination = 0.1
                navy_capital_ship_defence_factor = 0.1
                ships_at_battle_start = 0.1
            }
        }
        decisive_battle = {
            battleship = {
				max_organisation = 10
                surface_detection = 0.1
			}
            SH_battleship = {
                max_organisation = 10
                surface_detection = 0.1
            }
			heavy_cruiser = {
				max_organisation = 10
                surface_detection = 0.1
			}
            medium_cruiser = {
				max_organisation = 10
                surface_detection = 0.1
			}
            modifier = {
                positioning = 0.1
            }
        }
    }
}

battlecruiser_supremacy = {
    track = capital_ships
    name = SUBDOCTRINE_BATTLECRUISER_SUPREMACY
    description = SUBDOCTRINE_BATTLECRUISER_SUPREMACY_DESC
    icon = GFX_doctrine_battlecruiser_supremacy_medium

    xp_cost = 100
    xp_type = navy

    available = {
        OR = {
            has_doctrine = new_fleet_in_being
            has_doctrine = new_convoy_raiding
            has_doctrine = new_base_strike
        }
        has_navy_size = {
            unit = battle_cruiser
            size > 1
        }
        has_navy_size = {
            unit = battleship
            size > 1
        }
    }

    ai_will_do = { 
        base = 1
        modifier = {
            factor = 75
            original_tag = FRA
        }
    }

    # EFFECTS
	equipment_bonus = {
        capital_ship = {
            naval_range = 0.1
            instant = yes
        }
    }
    strike_force_movement_org_loss = -0.05

    rewards = {
        scouting_fleet = {
            SH_battleship = {
                max_organisation = 5
            }
            battleship = {
                max_organisation = 10
            }
            battle_cruiser= {
                max_organisation = 10
            }
			heavy_cruiser = {
				max_organisation = 10
			}
            medium_cruiser = {
				max_organisation = 10
			}
        }
        coordinated_communication = {
            SH_battleship = {
                naval_heavy_gun_hit_chance_factor = 0.05
            }
			battleship = {
                naval_heavy_gun_hit_chance_factor = 0.05
            }
            battle_cruiser = {
                surface_detection = 0.1
            }
            heavy_cruiser = {
                surface_detection = 0.1
            }
            medium_cruiser = {
                surface_detection = 0.1
            }
        }
        assualt_operation = {
            modifier = {
                ships_at_battle_start = 0.1
                naval_retreat_chance = 0.15
                naval_retreat_speed = 0.1
            }
        }
        ocean_raiding = {
            battle_cruiser = {
                convoy_raiding_coordination = 0.1
            }
            heavy_cruiser = {
                convoy_raiding_coordination = 0.1
            }
            medium_cruiser = {
                convoy_raiding_coordination = 0.1
            }
            modifier = {
                night_spotting_chance = 0.05
                strike_force_movement_org_loss = -0.05
            }
        }
        decoy_tactics = {
            SH_battleship = {
                max_organisation = 5
            }
            battleship = {
                max_organisation = 10
            }
            battle_cruiser = {
                max_organisation = 5
                surface_visibility = -0.05
            }
            heavy_cruiser = {
                max_organisation = 5
                surface_visibility = -0.05
            }
            medium_cruiser = {
                max_organisation = 5
                surface_visibility = -0.05
            }
            modifier = {
                positioning = 0.1
            }
        }
    }
}

armored_raiders = {
    track = capital_ships
    name = SUBDOCTRINE_ARMORED_RAIDERS
    description = SUBDOCTRINE_ARMORED_RAIDERS_DESC
    icon = GFX_doctrine_capital_ship_raiders_medium

    xp_cost = 100
    xp_type = navy

    available = {
        OR = {
            has_doctrine = new_convoy_raiding
            has_doctrine = new_littoral_defense
        }
        has_navy_size = {
            archetype = ship_hull_heavy
            size > 0
        }
    }

    ai_will_do = { 
        base = 1
        modifier = {
            factor = 50
            original_tag = GER
        }
    }

    # EFFECTS
	screening_without_screens = 0.10
    ships_at_battle_start = -0.1
    effect = {
        add_tech_bonus = {
            bonus = 0.5
            uses = 1
            technology = panzerschiffe
            name = SUBDOCTRINE_ARMORED_RAIDERS
        }
    }

    rewards = {
        expert_reconnaissance = {
            battle_cruiser = {
                surface_detection = 0.1
            }
			battleship = {
				surface_detection = 0.1
			}
            heavy_cruiser = {
                surface_detection = 0.1
            }
            medium_cruiser = {
                surface_detection = 0.1
            }
        }
        speed_trials = {
            naval_retreat_chance = 0.1
            naval_retreat_speed = 0.05
            positioning = 0.05
        }
        modernized_officer_education = {
            battle_cruiser= {
                max_organisation = 5
            }
			battleship = {
				max_organisation = 5
			}
            heavy_cruiser = {
                max_organisation = 5
            }
            medium_cruiser = {
                max_organisation = 5
            }
        }
        capital_raiders = {
            battleship = {
				max_organisation = 5
				convoy_raiding_coordination = 0.1
			}
			battle_cruiser = {
				max_organisation = 5
				convoy_raiding_coordination = 0.1
			}
			heavy_cruiser = {
				max_organisation = 10
                convoy_raiding_coordination = 0.1
			}
            medium_cruiser = {
				max_organisation = 10
                convoy_raiding_coordination = 0.1
			}
        }
        trade_route_sabotage = {
            equipment_bonus = {
                capital_ship = {
                    naval_range = 0.1
                    instant = yes
                }
            }
            battleship = {
				convoy_raiding_coordination = 0.1
			}
			battle_cruiser = {
				convoy_raiding_coordination = 0.1
			}
			heavy_cruiser = {
                convoy_raiding_coordination = 0.1
			}
            medium_cruiser = {
                convoy_raiding_coordination = 0.1
			}
        }
    }
}

coastal_defence_fleet = {
    track = capital_ships
    name = SUBDOCTRINE_COASTAL_DEFENCE
    description = SUBDOCTRINE_COASTAL_DEFENCE_DESC
    icon = GFX_doctrine_floating_fortress_medium

    xp_cost = 50
    xp_type = navy

    available = {
        OR = {
            has_doctrine = new_fleet_in_being
            has_doctrine = new_littoral_defense
            has_doctrine = new_convoy_raiding
        }
    }

    ai_will_do = {
        factor = 0.5
    }

	naval_supply_consumption_factor = -0.15
	equipment_bonus = {
        capital_ship = {
            instant = yes
            naval_range = -0.15
        }
    }

    rewards = {
        mixed_squad = {
            modifier = {
                positioning = 0.05
            }
        }
        casemate_upgrades = {
            equipment_bonus = {
                vnr_ship_hull_cruiser_coastal_defense_ship = {
                    anti_air_attack = 0.1
                    lg_attack = 0.05
                    instant = yes
                }
            }
        }
        escort_duties = {
            heavy_cruiser = {
                max_organisation = 10
            }
            medium_cruiser = {
                max_organisation = 10
            }
            modifier = {
                convoy_escort_efficiency = 0.1
            }
        }
        green_water_navy = {
            heavy_cruiser = {
                surface_visibility = -0.05
            }
            medium_cruiser = {
                surface_visibility = -0.05
            }
            modifier = {
				mines_planting_by_fleets_factor = 0.1
                screening_without_screens = 0.05
			}
        }
        spare_part_logistics = {
            modifier = {
				refit_ic_cost = -0.15
                repair_speed_factor = 0.1
			}
        }
    }
}

naval_gunfire_support = {
    track = capital_ships
    name = SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT
    description = SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT_DESC
    icon = GFX_doctrine_naval_gunfire_support_medium 

    xp_cost = 75
    xp_type = navy

    visible = {
        has_dlc = "No Compromise, No Surrender"
    }

    available = {
        OR = {
            has_doctrine = new_fleet_in_being
            has_doctrine = new_littoral_defense
        }
    }

    ai_will_do = {
        factor = 0
    }

	shore_bombardment_bonus = 0.25
    navy_capital_ship_attack_factor = -0.1

    rewards = {
        landing_lane_clearance = {
            modifier = { 
                naval_mine_hit_chance = -0.10
                mines_sweeping_by_fleets_factor = 0.10
            }
        }

        inshore_aa_screen = {
			heavy_cruiser = {
                anti_air_attack = 0.1
            }
            medium_cruiser = {
                anti_air_attack = 0.1
            }
        }

        joint_operations = {
            modifier = {
        	    naval_invasion_planning_bonus_speed = 0.20
    		    naval_general_support_value_factor = 0.10
            }
        }

        floating_base = {
            battleship = {
                max_organisation = 5
            }
            battle_cruiser = {
                max_organisation = 5
            }
            heavy_cruiser = {
                max_organisation = 5
            }
            medium_cruiser = {
                max_organisation = 5
            }
            modifier = {
    			shore_bombardment_collateral_damage_factor = 0.15
        	}
        }

        green_water_operations = {
    		battleship = {
    			surface_visibility = -0.10
			}
			battle_cruiser = {
    			surface_visibility = -0.10
			}
			heavy_cruiser = {
    			surface_visibility = -0.10
			}
            navy_capital_ship_defence_factor = -0.15
   		}
   	}
}


battleship_antiair_screen = {
    track = capital_ships
    name = SUBDOCTRINE_BATTLESHIP_ANTIAIR_SCREEN
    description = SUBDOCTRINE_BATTLESHIP_ANTIAIR_SCREEN_DESC
    icon = GFX_doctrine_battleship_antiair_screen_medium 

    xp_cost = 100
    xp_type = navy

    available = {
        has_doctrine = new_base_strike
        has_navy_size = {
            archetype = ship_hull_heavy
            size > 3
        }
        has_tech = aviation_dawn
    }

    ai_will_do = {
        factor = 1
        modifier = {
            factor = 100
            original_tag = USA
        }
    }

    navy_anti_air_attack_factor = 0.1
    naval_retreat_chance_after_initial_combat = 0.1

    rewards = {

    	guardian_squad = {
    		battleship = {
                max_organisation = 5
                anti_air_attack = 0.05
            }
            heavy_cruiser = {
                max_organisation = 5
                anti_air_attack = 0.05
            }
            medium_cruiser = {
                max_organisation = 5
                anti_air_attack = 0.05
            }
    	}

    	flexible_dispatch = {
    		modifier = {
                ships_at_battle_start = 0.05
                strike_force_movement_org_loss = -0.1
                positioning = 0.1
            }
    	}

    	broad_air_cover = {
    		battleship = {
    			max_organisation = 5
    			surface_detection = 0.05
    		}
    		battle_cruiser = {
    			max_organisation = 5
    			surface_detection = 0.05
    		}
            modifier = {
                navy_capital_ship_defence_factor = 0.1
            }
    	}
        task_force_protector = {
    		modifier = {
                positioning = 0.1
                naval_torpedo_enemy_critical_chance_factor = -0.15
            }
    	}
    	circle_formation = {
            battleship = {
                max_organisation = 10
                anti_air_attack = 0.1
            }
            heavy_cruiser = {
                max_organisation = 10
                anti_air_attack = 0.1
            }
            medium_cruiser = {
                max_organisation = 10
                anti_air_attack = 0.1
            }
        }
    }
}



