combined_arms = {
	folder = land

	name = GRAND_DOCTRINE_COMBINED_ARMS
	description = GRAND_DOCTRINE_COMBINED_ARMS_DESC
	icon = GFX_doctrine_combined_arms
	available = {
		always = yes
	}

	xp_cost = 100
	xp_type = army

	ai_will_do = { base = 1 }

	tracks = {
		structure_doctrine
		operational_theory
		operational_theory
		training
		leadership
		technology
	}

	# EFFECTS


	army_strength_factor = 0.05
	army_org_factor = 0.05

	milestones = {
		{
			initiative_factor = 0.05
			coordination_bonus = 0.05
		}
		{
			planning_speed = 0.1
			max_planning_factor = 0.1
		}
		{
			cas_damage_reduction = 0.05
			air_superiority_bonus_in_combat = 0.075
		}
		{
			army_speed_factor = 0.05
			army_defence_factor = 0.025
			army_attack_factor = 0.025
		}
		{
			army_org_regain = 0.025
			breakthrough_factor = 0.05
		}
		{
			org_loss_when_moving = -0.10
			recon_factor = 0.15
		}
	}
}

shock_and_awe = {
	folder = land

	name = GRAND_DOCTRINE_SHOCK_AND_AWE
	description = GRAND_DOCTRINE_SHOCK_AND_AWE_DESC
	icon = GFX_doctrine_shock_and_awe
	available = {
		always = yes
	}

	xp_cost = 100
	xp_type = army

	ai_will_do = { base = 1 }

	tracks = {
		structure_doctrine
		operational_theory
		dedicated_doctrine
		training
		leadership
		technology
	}

	# EFFECTS


	org_loss_when_moving = -0.15
	army_speed_factor = 0.15

	milestones = {
		{
			fortification_collateral_chance = 0.5
			fortification_damage = 0.3
		}
		{
			army_attack_factor = 0.05
			army_attack_speed_factor = 0.15
		}
		{
			air_superiority_bonus_in_combat = 0.05
			coordination_bonus = 0.1
		}
		{
			max_planning_factor = 0.1
			initiative_factor = 0.15
		}
		{
			planning_speed = 0.15
			recon_factor = 0.15
		}
		{
			breakthrough_factor = 0.1
			army_morale_factor = 0.15
			army_org_factor = 0.05
		}
	}
}

defence_in_depth = {
	folder = land

	name = GRAND_DOCTRINE_DEFENCE_IN_DEPTH
	description = GRAND_DOCTRINE_DEFENCE_IN_DEPTH_DESC
	icon = GFX_doctrine_defence_in_depth
	available = {
		always = yes
	}

	xp_cost = 100
	xp_type = army

	ai_will_do = { base = 1 }

	tracks = {
		structure_doctrine
		operational_theory
		dedicated_doctrine
		training
		leadership
		technology
	}

	# EFFECTS


	land_bunker_effectiveness_factor = 0.05
	production_speed_bunker_factor = 0.15
	state_production_speed_coastal_bunker_factor = 0.15

	milestones = {
		{
			#1
			max_dig_in_factor = 0.15
			dig_in_speed_factor = 0.15
		}
		{
			#2
			army_org_regain = 0.1
			cas_damage_reduction = 0.1
		}
		{
			#3
			army_morale_factor = 0.15
			army_core_defence_factor = 0.15
		}
		{
			#4
			army_defence_factor = 0.1
			coordination_bonus = 0.05
		}
		{
			category_front_line = {
				soft_attack = 0.15
				hard_attack = 0.1
				defense = 0.05
			}
		}
		{
			recon_factor_while_entrenched = 0.25
			org_loss_at_low_org_factor = -0.25
			land_bunker_effectiveness_factor = 0.1
		}
	}
}

mission_command = {
	folder = land

	name = GRAND_DOCTRINE_MISSION_COMMAND
	description = GRAND_DOCTRINE_MISSION_COMMAND_DESC
	icon = GFX_doctrine_mission_command
	available = {
		always = yes
	}

	xp_cost = 100
	xp_type = army

	ai_will_do = { base = 1 }

	tracks = {
		structure_doctrine
		operational_theory
		training
		leadership
		leadership
		technology
	}

	# EFFECTS
	army_leader_start_level = 1
	effect = {
		every_character = {
			limit = { is_army_leader = yes }
			add_unit_leader_trait = advanced_officer_training
		}
	}
	milestones = {
		{
			#1
			grant_medal_cost_factor = -0.25
			army_leader_start_level = 1
		}
		{
			#2
			army_leader_start_attack_level = 1
			army_leader_start_defense_level = 1
		}
		{
			#3
			army_leader_start_planning_level = 1
			army_leader_start_logistics_level = 1
		}
		{
			#4
			coordination_bonus = 0.15
			army_org_regain = 0.05
		}
		{
			experience_gain_army_unit_factor = 0.25
			experience_loss_factor = -0.25
			army_leader_start_level = 1
		}
		{
			effect = {
				every_character = {
					limit = { is_army_leader = yes }
					add_unit_leader_trait = highly_trained_leaders
				}
				set_country_flag = completed_mission_command
			}
		}
	}
}

battlefield_support = {
	folder = land
	name = GRAND_DOCTRINE_BATTLEFIELD_SUPPORT
	description = GRAND_DOCTRINE_MISSION_COMMAND_DESC
	icon = GFX_doctrine_battlefield_support

	available = {
		always = yes
	}

	xp_cost = 125
	xp_type = army

	ai_will_do = { base = 1 }

	tracks = {
		structure_doctrine
		dedicated_doctrine
		dedicated_doctrine
		training
		leadership
		technology
	}

	# EFFECTS

	army_fuel_capacity_factor = 0.15
	army_fuel_consumption_factor = -0.05

	milestones = {
		{
			#1
			no_supply_grace = 120
			unit_upkeep_attrition_factor = -0.1
		}
		{
			#2
			truck_attrition_factor = -0.25
			supply_factor = 0.15
		}
		{
			#3
			supply_combat_penalties_on_core_factor = -0.15
			out_of_supply_factor = -0.05
		}
		{
			#4
			heat_attrition_factor = -0.10
			winter_attrition_factor = -0.10
		}
		{
			pocket_penalty = -0.15
			land_reinforce_rate = 0.05
		}
		{
			combat_service_support_company = {
				recovery = 0.15
				equipment_capture_factor = 0.15
			}
			XS_combat_service_support_company = {
				recovery = 0.15
				equipment_capture_factor = 0.15
			}
			Team_combat_service_support_company = {
				recovery = 0.15
				equipment_capture_factor = 0.15
			}
			helicopter_combat_service_support = {
				recovery = 0.15
				equipment_capture_factor = 0.15
			}
			XS_helicopter_combat_service_support = {
				recovery = 0.15
				equipment_capture_factor = 0.15
			}
			Team_helicopter_combat_service_support = {
				recovery = 0.15
				equipment_capture_factor = 0.15
			}
		}
	}
}

guerrilla_warfare = {
	folder = land

	name = GRAND_DOCTRINE_GUERRILLA_WARFARE
	description = GRAND_DOCTRINE_GUERRILLA_WARFARE_DESC
	icon = GFX_doctrine_guerrilla_warfare
	available = {
		always = yes
	}

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 1
		modifier = {
			add = 15
			OR = {
				original_tag = HEZ
				original_tag = ISI
				original_tag = TAL
				original_tag = TTP
				original_tag = AQY
				original_tag = NUS
				original_tag = WAA
				original_tag = SHN
				original_tag = NHN
				original_tag = KAC
				original_tag = KAR
				original_tag = IEK

				# Zombie
				original_tag = ZOM
			}
		}
		modifier = {
			factor = 0
			NOT = {
				OR = {
					original_tag = HEZ
					original_tag = ISI
					original_tag = TAL
					original_tag = TTP
					original_tag = AQY
					original_tag = NUS
					original_tag = WAA
					original_tag = SHN
					original_tag = NHN
					original_tag = KAC
					original_tag = KAR
					original_tag = IEK

					# Zombie
					original_tag = ZOM
				}
			}
		}
	}

	tracks = {
		structure_doctrine
		dedicated_doctrine
		operational_theory
		operational_theory
		leadership
		technology
	}

	# EFFECTS

	unit_Militia_Bat_design_cost_factor = -0.5
	unit_smol_Militia_Bat_design_cost_factor = -0.5
	unit_XS_Militia_Bat_design_cost_factor = -0.5
	unit_Mot_Militia_Bat_design_cost_factor = -0.5
	unit_smol_Mot_Militia_Bat_design_cost_factor = -0.5
	unit_XS_Mot_Militia_Bat_design_cost_factor = -0.5
	enable_tactic = tactic_recon_insurgency_attack
 	enable_tactic = tactic_recon_insurgency_defender
	enable_tactic = tactic_insurgency_attacker
	enable_tactic = tactic_insurgency_defender

	milestones = {
		{
			#1
			minimum_training_level = -0.5
			recon_factor_while_entrenched = 0.05
			enable_tactic = tactic_insurgent_raid
			enable_tactic = tactic_insurgent_convoy_ambush
		}
		{
			#2
			enable_tactic = tactic_insurgent_ied_strike
			enable_tactic = tactic_insurgent_vbied
			category_militia = {
 				hard_attack = 0.10
 				soft_attack = 0.15
 				ap_attack = 2.0
 			}
		}
		{
			#3
			fortification_collateral_chance = 0.05
			initiative_factor = 0.1
			enable_tactic = tactic_insurgent_terror_strike
		}
		{
			#4
			enable_tactic = tactic_insurgent_base_attack
			equipment_capture_factor = 0.25
			supply_consumption_factor = -0.15
		}
		{
			enable_tactic = tactic_insurgent_tunnel_strike
			enable_tactic = tactic_insurgent_tunnel_hiding
			dig_in_speed_factor = 0.25
			effect = {
				every_character = {
					limit = { is_army_leader = yes }
					add_unit_leader_trait = dont_lose_dig_in
				}
				set_country_flag = dont_lose_dig_in
			}
		}
		{
			enable_tactic = tactic_insurgent_sniper_ops
			enable_tactic = tactic_insurgent_urban_hideouts
			land_reinforce_rate = 0.10
	 		unit_upkeep_attrition_factor = 0.10
		}
	}
}