convoy_escort = {
    track = screens
    name = SUBDOCTRINE_SCREEN_CONVOY_ESCORT
    description = SUBDOCTRINE_SCREEN_CONVOY_ESCORT_DESC
    icon = GFX_doctrine_convoy_sailing_medium

    xp_cost = 100
    xp_type = navy

    available = {
		OR = {
			has_doctrine = new_fleet_in_being
			has_doctrine = new_base_strike
			has_doctrine = new_convoy_raiding
		}
        has_navy_size = {
			type = screen_ship
			size > 9
		}
    }

    ai_will_do = { 
        base = 1
        modifier = {
            factor = 95
            original_tag = ENG
        }
    }

    # EFFECTS
	convoy_escort_efficiency = 0.10
	convoy_retreat_speed = 0.10

    rewards = {
		anti_submarine_sweep_training = {
			destroyer = {
				sub_detection = 0.10
			}
			light_cruiser = {
				sub_detection = 0.10
			}
		}
        escort_reclassification = {
			destroyer = {
				max_organisation = 10
			}
			light_cruiser = {
				max_organisation = 5
			}
			convoy_escort_efficiency = 0.05
		}
		sweeping_duty = {
			light_cruiser = {
				mines_sweeping = 0.25
			}
			destroyer = {
				mines_sweeping = 0.25
			}
			mines_sweeping_by_fleets_factor = 0.15
		}
		creeping_attack = {
			destroyer = {
				surface_detection = 0.05
				lg_attack = 0.05
			}
			light_cruiser = {
				surface_detection = 0.1
			}
		}
		as_below_so_above = {
			destroyer = {
				max_organisation = 5
				anti_air_attack = 0.1
			}
			light_cruiser = {
				max_organisation = 5
				anti_air_attack = 0.1
			}
			convoy_escort_efficiency = 0.1
		}
    }
}

support_integrated_operations = {
    track = screens
    name = SUBDOCTRINE_SCREEN_INTEGRATED_OPERATIONS
    description = SUBDOCTRINE_SCREEN_INTEGRATED_OPERATIONS_DESC
    icon = GFX_doctrine_escort_patrols_medium

    xp_cost = 100
    xp_type = navy

    available = {
		OR = {
			has_doctrine = new_fleet_in_being
			has_doctrine = new_base_strike
			has_doctrine = new_convoy_raiding
		}
        has_navy_size = {
			unit = light_cruiser
			size > 3
		}
		has_navy_size = {
			unit = destroyer
			size > 9
		}
    }

    ai_will_do = { 
        base = 1
        modifier = {
            factor = 95
            original_tag = USA
        }
        modifier = {
            factor = 95
            original_tag = ITA
        }
    }

    # EFFECTS
	screening_efficiency = 0.05
	equipment_bonus = {
		screen_ship = {
			naval_range = 0.1
			instant = yes
		}
	}
	
    rewards = {
        first_line_of_defense = {
			destroyer = {
				max_organisation = 10
				anti_air_attack = 0.1
			}
			modifier = {
				naval_retreat_speed = 0.1
			}
		}
		first_line_of_attack = {
			light_cruiser = {
				max_organisation = 10
				surface_detection = 0.05
			}
		}
		rescue_mission = {
			modifier = {
				navy_casualty_on_hit = -0.2
				navy_casualty_on_sink = -0.35
			}
		}
		fleet_coordination = {
			light_cruiser = {
				max_organisation = 5
				sub_detection = 0.1
			}
			destroyer = {
				max_organisation = 5
				sub_detection = 0.1
			}
			screening_efficiency = 0.10
		}
		early_warning = {
			destroyer = {
				max_organisation = 5
				anti_air_attack = 0.1
				surface_detection = 0.10
			}
			light_cruiser = {
				max_organisation = 5
				anti_air_attack = 0.1
				surface_detection = 0.10
			}
		}
    }
}

hunter_killers = {
    track = screens
    name = SUBDOCTRINE_SCREEN_HUNTER_KILLERS
    description = SUBDOCTRINE_SCREEN_HUNTER_KILLERS_DESC
    icon = GFX_doctrine_hunter_killer_groups_medium

    xp_cost = 100
    xp_type = navy

    available = {
		OR = {
			has_doctrine = new_fleet_in_being
			has_doctrine = new_base_strike
		}
		has_navy_size = {
			type = screen_ship
			size > 9
		}
		has_tech = sonar
    }

    ai_will_do = { 
        base = 1
        modifier = {
            factor = 95
            OR = {
            	original_tag = FRA
            	original_tag = SOV
            }
        }
    }

    # EFFECTS
	naval_coordination = 0.10
	naval_torpedo_enemy_critical_chance_factor = -0.1
	
    rewards = {
		search_and_destroy = {
			destroyer = {
				sub_detection = 0.15
			}
		}
		flotilla_leader = {
			light_cruiser = {
				sub_detection = 0.15
			}
		}
		group_operations = {
			destroyer = {
				max_organisation = 5
				sub_attack = 0.10
			}
			light_cruiser = {
				max_organisation = 5
				sub_attack = 0.1
			}
		}
		convoy_escort = {
			modifier = {
				convoy_escort_efficiency = 0.1
				convoy_retreat_speed = 0.1
			}
		}
		light_force = {
			light_cruiser = {
				max_organisation = 5
				sub_detection = 0.05
			}
			destroyer = {
				max_organisation = 5
				sub_detection = 0.05
			}
			modifier = {
				naval_enemy_fleet_size_ratio_penalty_factor = 0.1
			}
		}
    }
}

torpedo_primacy = {
    track = screens
    name = SUBDOCTRINE_SCREEN_TORPEDO_PRIMACY
    description = SUBDOCTRINE_SCREEN_TORPEDO_PRIMACY_DESC
    icon = GFX_doctrine_torpedo_groups_medium

    xp_cost = 100
    xp_type = navy

    ai_will_do = { 
        base = 1
        modifier = {
            factor = 95
            original_tag = JAP
        }
    }
    available = {
		OR = {
			has_doctrine = new_fleet_in_being
			has_doctrine = new_base_strike
			has_doctrine = new_littoral_defense
		}
   		has_navy_size = {
			type = screen_ship
			size > 9
		}
		has_tech = basic_torpedo
    }
    naval_torpedo_hit_chance_factor = 0.1
	naval_torpedo_cooldown_factor = -0.125

    rewards = {

    	modern_broadsides = {
    		destroyer = {
    			torpedo_attack = 0.2
    		}
    	}
    	coordinated_fire_patterns = {
    		destroyer = {
    			max_organisation = 10
				naval_torpedo_hit_chance_factor = 0.05
    		}
    	}	
    	dedicated_torpedo_task_forces = {
    		light_cruiser = {
    			max_organisation = 10
    			torpedo_attack = 0.2
			}
    	}
    	torpedo_rearming = {
    		modifier = {
				naval_torpedo_cooldown_factor = -0.125
			}
    	}
    	night_combat_training = {
			naval_night_attack = 0.1
    		night_spotting_chance = 0.1
			heavy_cruiser = {
				torpedo_attack = 0.1
			}
			medium_cruiser = {
				torpedo_attack = 0.1
			}
    	}
    }
}

jeune_ecole = {
	track = screens
    name = SUBDOCTRINE_SCREEN_JEUNE_ECOLE
    description = SUBDOCTRINE_SCREEN_JEUNE_ECOLE_DESC
    icon = GFX_doctrine_battlefleet_concentration_medium
    xp_cost = 100
    xp_type = navy

    available = {
		OR = {
			has_doctrine = new_convoy_raiding
			has_doctrine = new_littoral_defense
		}
    	has_navy_size = {
			type = screen_ship
			size > 9
		}
		has_tech = basic_torpedo
    }
	ai_will_do = {
		factor = 1
	}

	destroyer = {
		convoy_raiding_coordination = 0.1
		torpedo_attack = 0.1
	}
	light_cruiser = {
		convoy_raiding_coordination = 0.1
		torpedo_attack = 0.1
	}

    rewards = {

    	commerce_raiding_priority = {
    		light_cruiser = {
    			convoy_raiding_coordination = 0.05
    			max_organisation = 10
    		}
    	}
    	long_range_torpedo = {
    		modifier = {
				naval_torpedo_screen_penetration_factor = 0.1
			}
    	}
    	total_economic_warfare = {
    		destroyer = {
    			convoy_raiding_coordination = 0.05
    			max_organisation = 10
    		}
    	}
    	convoy_escort = {
    		modifier = {
				convoy_escort_efficiency = 0.1
				convoy_retreat_speed = 0.1
			}
    	}
    	coastal_patrol = {
    		modifier = {
				mines_planting_by_fleets_factor = 0.2
				naval_mines_damage_factor = 0.1
				naval_enemy_fleet_size_ratio_penalty_factor = 0.1
			}
    	}
    }
}

mosquito_fleet = {
	track = screens
    name = SUBDOCTRINE_SCREEN_MOSQUITO_FLEET
    description = SUBDOCTRINE_SCREEN_MOSQUITO_FLEET_DESC
    icon = GFX_doctrine_mosquito_fleet_medium

    xp_cost = 25
    xp_type = navy

	available = {
		has_doctrine = new_littoral_defense
		has_tech = basic_torpedo
	}
	ai_will_do = {
		factor = 0
	}

	screening_efficiency = -0.50
	equipment_bonus = {
		ship_hull_light = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
	
	rewards = {
		concealment_measure = {
			destroyer = {
				surface_visibility = -0.15
				max_organisation = -10
			}
			navy_screen_attack_factor = -0.5
			modifier = {
				naval_torpedo_screen_penetration_factor = 0.1
			}
		}
		mini_hull = {
			equipment_bonus = {
				ship_hull_light = {
					build_cost_ic = -0.15
					max_strength = -0.5
					instant = yes
				}
			}
			destroyer = {
				max_organisation = -10
				fuel_consumption = -0.25
			}
		}
		high_speed_maneuver = {
			modifier = {
				naval_enemy_fleet_size_ratio_penalty_factor = 0.1
				naval_retreat_speed = 0.25
			}
		}
		echelon_salvo = {
			destroyer = {
				naval_torpedo_hit_chance_factor = 0.1
				torpedo_attack = 0.1
			}
			destroyer = {
				max_organisation = -10
			}
			modifier = {
				naval_retreat_chance = 0.15
			}
		}
		swarm_attack = {
			modifier = {
				ships_at_battle_start = 0.25
				naval_torpedo_cooldown_factor = -0.25
				naval_torpedo_screen_penetration_factor = 0.1
				screening_efficiency = -0.25
			}
		}
	}
}