mixed_equipment = {
	folder = equipment

	name = GRAND_DOCTRINE_EQUIPMENT_MIXED
	description = GRAND_DOCTRINE_EQUIPMENT_MIXED_DESC
	icon = GFX_doctrine_mixed_equipment
	available = {
		always = yes
	}

	xp_cost = 100
	xp_type = army

	ai_will_do = { base = 1 }

	tracks = {
		inf_equipment
		motorized_equipment
		mechanized_equipment
		tank_equipment
		arty_equipment
		airmobile_equipment
	}

	# EFFECTS

	army_attack_factor = 0.05
	army_defence_factor = 0.05
	army_strength_factor = 0.025

	milestones = {
		{
			#1
			category_all_infantry = {
				soft_attack = 0.05
				hard_attack = 0.15
				entrenchment = 0.3
			}
		}
		{
			#2
			category_tanks = {
				breakthrough = 0.05
				armor_value = 0.1
				ap_attack = 0.1
			}
		}
		{
			#3
			category_mot_inf = {
				defense = 0.1
				soft_attack = 0.05
				hard_attack = 0.05
			}
		}
		{
			#4
			category_apc = {
				ap_attack = 0.05
				hard_attack = 0.1
				armor_value = 0.05
			}
			category_IFV = {
				ap_attack = 0.05
				hard_attack = 0.1
				armor_value = 0.05
			}
		}
		{
			category_artillery = {
				soft_attack = 0.25
				hard_attack = 0.15
				ap_attack = 0.05
			}
		}
		{
			category_air_aslt = {
				maximum_speed = 0.1
				max_strength = 0.1
				soft_attack = 0.05
			}
		}
	}
}

light_equipment = {
	folder = equipment

	name = GRAND_DOCTRINE_EQUIPMENT_LIGHT
	description = GRAND_DOCTRINE_MOBILE_WARFARE_DESC
	icon = GFX_doctrine_light_equipment
	available = {
		always = yes
	}

	xp_cost = 75
	xp_type = army

	ai_will_do = { base = 1 }

	tracks = {
		inf_equipment
		inf_equipment
		motorized_equipment
		motorized_equipment
		arty_equipment
	}

	# EFFECTS

	category_all_infantry = {
		max_strength = 0.15
	}
	army_infantry_defence_factor = 0.15
	experience_gain_L_Inf_Bat_combat_factor = 0.05
	experience_gain_smol_L_Inf_Bat_combat_factor = 0.05
	experience_gain_XS_L_Inf_Bat_combat_factor = 0.05
	experience_gain_L_Inf_Bat_training_factor = 0.05
	experience_gain_smol_L_Inf_Bat_training_factor = 0.05
	experience_gain_XS_L_Inf_Bat_training_factor = 0.05
	experience_gain_Mot_Inf_Bat_combat_factor = 0.05
	experience_gain_smol_Mot_Inf_Bat_combat_factor = 0.05
	experience_gain_XS_Mot_Inf_Bat_combat_factor = 0.05
	experience_gain_Mot_Inf_Bat_training_factor = 0.05
	experience_gain_smol_Mot_Inf_Bat_training_factor = 0.05
	experience_gain_XS_Mot_Inf_Bat_training_factor = 0.05
	experience_gain_Militia_Bat_combat_factor = 0.05
	experience_gain_smol_Militia_Bat_combat_factor = 0.05
	experience_gain_XS_Militia_Bat_combat_factor = 0.05
	experience_gain_Militia_Bat_training_factor = 0.05
	experience_gain_smol_Militia_Bat_training_factor = 0.05
	experience_gain_XS_Militia_Bat_training_factor = 0.05
	experience_gain_Mot_Militia_Bat_combat_factor = 0.05
	experience_gain_smol_Mot_Militia_Bat_combat_factor = 0.05
	experience_gain_XS_Mot_Militia_Bat_combat_factor = 0.05
	experience_gain_Mot_Militia_Bat_training_factor = 0.05
	experience_gain_smol_Mot_Militia_Bat_training_factor = 0.05
	experience_gain_XS_Mot_Militia_Bat_training_factor = 0.05

	milestones = {
		{
			category_all_infantry = {
				defense = 0.15
				ap_attack = 0.25
			}
		}
		{
			category_all_infantry = {
				air_attack = 0.15
				soft_attack = 0.25
			}
		}
		{
			category_all_infantry = {
				hard_attack = 0.2
				soft_attack = 0.15
			}

		}
		{
			category_all_infantry = {
				maximum_speed = 0.15
				entrenchment = 0.15
			}
		}
		{
			category_all_infantry = {
				experience_loss_factor = -0.25
				supply_consumption = -0.01
				max_organisation = 0.1
			}
		}
	}
}

heavy_equipment = {
	folder = equipment

	name = GRAND_DOCTRINE_EQUIPMENT_HEAVY
	description = GRAND_DOCTRINE_MOBILE_WARFARE_DESC
	icon = GFX_doctrine_heavy_equipment
	available = {
		always = yes
	}

	xp_cost = 125
	xp_type = army

	ai_will_do = { base = 1 }

	tracks = {
		inf_equipment
		mechanized_equipment
		mechanized_equipment
		tank_equipment
		tank_equipment
		arty_equipment
	}

	# EFFECTS

	army_armor_attack_factor = 0.05
	breakthrough_factor = 0.05
	experience_gain_armor_Bat_combat_factor = 0.05
	experience_gain_smol_armor_Bat_combat_factor = 0.05
	experience_gain_XS_armor_Bat_combat_factor = 0.05
	experience_gain_armor_Bat_training_factor = 0.05
	experience_gain_smol_armor_Bat_training_factor = 0.05
	experience_gain_XS_armor_Bat_training_factor = 0.05
	experience_gain_L_arm_Bat_combat_factor = 0.05
	experience_gain_smol_L_arm_Bat_combat_factor = 0.05
	experience_gain_XS_L_arm_Bat_combat_factor = 0.05
	experience_gain_L_arm_Bat_training_factor = 0.05
	experience_gain_smol_L_arm_Bat_training_factor = 0.05
	experience_gain_XS_L_arm_Bat_training_factor = 0.05
	combat_width_factor = 0.25

	milestones = {
		{
			equipment_bonus = {
				medium_tank_chassis = {
					armor_value = 0.05
					hard_attack = 0.05
				}
				medium_tank_flame_chassis = {
					armor_value = 0.05
					soft_attack = 0.05
				}
			}
		}
		{
			equipment_bonus = {
				medium_tank_chassis = {
					maximum_speed = 0.05
					ap_attack = 0.025
				}
				medium_tank_flame_chassis = {
					maximum_speed = 0.025
					ap_attack = 0.05
				}
			}
		}
		{
			equipment_bonus = {
				medium_tank_chassis = {
					breakthrough = 0.05
					build_cost_ic = -0.05
				}
				medium_tank_flame_chassis = {
					breakthrough = 0.05
					build_cost_ic = -0.05
				}
			}
		}
		{
			equipment_bonus = {
				medium_tank_chassis = {
					soft_attack = 0.05
					hard_attack = 0.025
				}
				medium_tank_flame_chassis = {
					soft_attack = 0.025
					hard_attack = 0.05
				}
			}
		}
		{
			army_armor_speed_factor = 0.05
		}
		{
			category_tanks = {
				max_strength = 0.1
			}
			category_IFV = {
				max_strength = 0.1
			}
		}
	}
}

mobile_equipment = {
	folder = equipment

	name = GRAND_DOCTRINE_EQUIPMENT_MOBILE
	description = GRAND_DOCTRINE_MOBILE_WARFARE_DESC
	icon = GFX_doctrine_mobile_equipment
	available = {
		always = yes
	}

	xp_cost = 150
	xp_type = army

	ai_will_do = { base = 1 }

	tracks = {
		inf_equipment
		inf_equipment
		motorized_equipment
		motorized_equipment
		airmobile_equipment
		airmobile_equipment
	}

	# EFFECTS

	org_loss_when_moving = -0.15
	experience_gain_Mot_Inf_Bat_combat_factor = 0.05
	experience_gain_smol_Mot_Inf_Bat_combat_factor = 0.05
	experience_gain_XS_Mot_Inf_Bat_combat_factor = 0.05
	experience_gain_Mot_Inf_Bat_training_factor = 0.05
	experience_gain_smol_Mot_Inf_Bat_training_factor = 0.05
	experience_gain_XS_Mot_Inf_Bat_training_factor = 0.05
	experience_gain_attack_helo_bat_combat_factor = 0.05
	experience_gain_smol_attack_helo_bat_combat_factor = 0.05
	experience_gain_XS_attack_helo_bat_combat_factor = 0.05
	experience_gain_attack_helo_bat_training_factor = 0.05
	experience_gain_smol_attack_helo_bat_training_factor = 0.05
	experience_gain_XS_attack_helo_bat_training_factor = 0.05
	experience_gain_L_Air_assault_Bat_combat_factor = 0.05
	experience_gain_smol_L_Air_assault_Bat_combat_factor = 0.05
	experience_gain_XS_L_Air_assault_Bat_combat_factor = 0.05
	experience_gain_L_Air_assault_Bat_training_factor = 0.05
	experience_gain_smol_L_Air_assault_Bat_training_factor = 0.05
	experience_gain_XS_L_Air_assault_Bat_training_factor = 0.05

	milestones = {
		{
			#1
			army_speed_factor = 0.05
			land_reinforce_rate = 0.02
		}
		{
			#2
			army_attack_speed_factor = 0.025
			initiative_factor = 0.05
		}
		{
			#3
			equipment_bonus = {
				util_vehicle_equipment = {
					soft_attack = 0.1
					hard_attack = 0.15
					ap_attack = 0.2
				}
			}
		}
		{
			#4
			equipment_bonus = {
				heavy_tank_chassis = {
					soft_attack = 0.05
					hard_attack = 0.1
					breakthrough = 0.05
				}
			}
		}
		{
			#1
			equipment_bonus = {
				heavy_tank_amphibious_chassis = {
					build_cost_ic = -0.5
					soft_attack = 0.025
				}
			}
		}
		{
			#2
			org_loss_when_moving = -0.2
			army_speed_factor = 0.05
		}
	}
}

fires_equipment = {
	folder = equipment

	name = GRAND_DOCTRINE_EQUIPMENT_FIRES
	description = GRAND_DOCTRINE_MOBILE_WARFARE_DESC
	icon = GFX_doctrine_fires_equipment
	available = {
		always = yes
	}

	xp_cost = 125
	xp_type = army

	ai_will_do = { base = 1 }

	tracks = {
		inf_equipment
		motorized_equipment
		mechanized_equipment
		tank_equipment
		arty_equipment
		arty_equipment
	}

	# EFFECTS

	army_artillery_attack_factor = 0.15
	experience_gain_SP_Arty_Bat_combat_factor = 0.05
	experience_gain_smol_SP_Arty_Bat_combat_factor = 0.05
	experience_gain_SP_Arty_Bat_training_factor = 0.05
	experience_gain_smol_SP_Arty_Bat_training_factor = 0.05
	experience_gain_SP_R_Arty_Bat_combat_factor = 0.05
	experience_gain_smol_SP_R_Arty_Bat_combat_factor = 0.05
	experience_gain_SP_R_Arty_Bat_training_factor = 0.05
	experience_gain_smol_SP_R_Arty_Bat_training_factor = 0.05
	experience_gain_Arty_Bat_combat_factor = 0.05
	experience_gain_smol_Arty_Bat_combat_factor = 0.05
	experience_gain_Arty_Bat_training_factor = 0.05
	experience_gain_smol_Arty_Bat_training_factor = 0.05

	milestones = {
		{
			category_artillery = {
				soft_attack = 0.15
				hard_attack = 0.15
			}
		}
		{
			category_artillery = {
				maximum_speed = 0.15
				breakthrough = 0.15
			}
		}
		{
			#3
			category_artillery = {
				combat_width = -1
				supply_consumption = -0.01
			}
		}
		{
			L_arm_Bat = {
				hard_attack = 0.1
				ap_attack = 0.1
				armor_value = 0.05
			}
			smol_L_arm_Bat = {
				hard_attack = 0.1
				ap_attack = 0.1
				armor_value = 0.05
			}
			XS_L_arm_Bat = {
				hard_attack = 0.1
				ap_attack = 0.1
				armor_value = 0.05
			}
		}
		{
			L_arm_Bat = {
				max_organisation = 1
				defense = 0.1
			}
			smol_L_arm_Bat = {
				max_organisation = 1
				defense = 0.1
			}
			XS_L_arm_Bat = {
				max_organisation = 1
				defense = 0.1
			}
			category_asg = {
				combat_width = -0.5
				defense = 0.1
			}
		}
		{
			category_artillery = {
				max_organisation = 2
				defense = 0.15
				soft_attack = 0.15
			}
		}
	}
}

full_equipment = {
	folder = equipment

	name = GRAND_DOCTRINE_EQUIPMENT_FULL
	description = GRAND_DOCTRINE_MOBILE_WARFARE_DESC
	icon = GFX_doctrine_full_equipment
	available = {
		always = yes
	}

	xp_cost = 300
	xp_type = army

	ai_will_do = { base = 1 }

	tracks = {
		inf_equipment
		inf_equipment
		motorized_equipment
		mechanized_equipment
		mechanized_equipment
		tank_equipment
		tank_equipment
		arty_equipment
		arty_equipment
		airmobile_equipment
		airmobile_equipment
	}

	# EFFECTS

	industrial_capacity_factory = -0.15
	planning_speed = -0.05
	experience_gain_army_factor = 0.0259

	milestones = {
		{
			#1
			industrial_capacity_factory = 0.01
			planning_speed = 0.01
		}
		{
			#2
			industrial_capacity_factory = 0.01
			equipment_bonus = {
				infantry = {
					build_cost_ic = -0.1
					instant = yes
				}
			}
		}
		{
			#3
			industrial_capacity_factory = 0.01
			planning_speed = 0.01
		}
		{
			#4
			industrial_capacity_factory = 0.01
			equipment_bonus = {
				motorized = {
					build_cost_ic = -0.1
					instant = yes
				}
			}
		}
		{
			#1
			industrial_capacity_factory = 0.01
			planning_speed = 0.01
		}
		{
			#2
			industrial_capacity_factory = 0.01
			equipment_bonus = {
				artillery = {
					build_cost_ic = -0.1
					instant = yes
				}
			}
		}
		{
			#2
			industrial_capacity_factory = 0.01
			planning_speed = 0.01
		}
		{
			#2
			industrial_capacity_factory = 0.01
			equipment_bonus = {
				mechanized = {
					build_cost_ic = -0.1
					instant = yes
				}
			}
		}
		{
			#2
			industrial_capacity_factory = 0.01
			planning_speed = 0.01
		}
		{
			#2
			industrial_capacity_factory = 0.01
			equipment_bonus = {
				armor = {
					build_cost_ic = -0.1
					instant = yes
				}
			}
		}
		{
			#2
			industrial_capacity_factory = 0.01
			planning_speed = 0.05
		}
	}
}