﻿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 = 4
		modifier = {
			factor = 1.5
			is_minor_power = yes
			num_of_military_factories > 15
		}
		modifier = {
			factor = 1.5
			is_major_power = yes
			NOT = { num_of_military_factories > 40 }
		}
		modifier = {
			factor = 0.5
			num_of_military_factories > 50
		}
		modifier = {
			factor = 0.3
			is_non_power = yes
		}
		modifier = {
			factor = 0.7
			has_expansionist_government = yes
			is_major_power = yes
		}
		modifier = {
			add = 30
			original_tag = ENG
		}
		modifier = {
			add = 30
			original_tag = USA
			NOT = { num_of_military_factories > 55 }
		}
	}

	tracks = {
		infantry_weapons_type
		motorized_equipment
		mechanized_equipment
		tank_equipment
		arty_equipment
		airmobile_equipment
	}

	# EFFECTS

	army_attack_factor = 0.05
	army_defence_factor = 0.05
	army_strength_factor = 0.1

	milestones = {
		{
			category_all_infantry = {
				soft_attack = 0.1
				hard_attack = 0.1
				entrenchment = 0.2
			}
		}
		{
			category_mot_inf = {
				defense = 0.2
				soft_attack = 0.1
			}
		}
		{
			category_apc = {
				soft_attack = 0.1
				armor_value = 0.1
			}
			category_IFV = {
				soft_attack = 0.1
				armor_value = 0.1
			}
		}
		{
			category_tanks = {
				soft_attack = 0.1
				armor_value = 0.1
				ap_attack = 0.1
			}
		}
		{
			category_artillery = {
				soft_attack = 0.1
				hard_attack = 0.1
				ap_attack = 0.1
			}
		}
		{
			category_air_aslt = {
				soft_attack = 0.1
				hard_attack = 0.1
				ap_attack = 0.1
			}
		}
	}
}

light_equipment = {
	folder = equipment

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

	xp_cost = 75
	xp_type = army

	ai_will_do = {
		base = 2
		modifier = {
			factor = 4
			is_non_power = yes
		}
		modifier = {
			factor = 3
			NOT = { num_of_military_factories > 10 }
		}
		modifier = {
			factor = 2
			is_minor_power = yes
			NOT = { num_of_military_factories > 20 }
		}
		modifier = {
			factor = 0
			num_of_military_factories > 35
		}
		modifier = {
			factor = 0
			is_major_power = yes
		}
		modifier = {
			factor = 1.5
			has_expansionist_government = yes
			NOT = { num_of_military_factories > 15 }
		}
	}

	tracks = {
		infantry_weapons_type
		infantry_weapons_type
		motorized_equipment
		motorized_equipment
		arty_equipment
	}

	# EFFECTS

	category_light_infantry = {
		experience_loss_factor = -0.2
	}
	category_mot_inf = {
		experience_loss_factor = -0.2
	}
	army_infantry_defence_factor = 0.2
	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_light_infantry = {
				soft_attack = 0.3
				hard_attack = 0.3
			}
		}
		{
			category_mot_inf = {
				soft_attack = 0.3
				hard_attack = 0.3
			}
		}
		{
			category_light_infantry = {
				defense = 0.2
				ap_attack = 0.2
			}

		}
		{
			category_mot_inf = {
				breakthrough = 0.2
				ap_attack = 0.2
			}
		}
		{
			category_light_infantry = {
				max_organisation = 2
			}
			category_mot_inf = {
				max_organisation = 1
				maximum_speed = 0.1
			}
		}
	}
}

heavy_equipment = {
	folder = equipment

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

	xp_cost = 150
	xp_type = army

	ai_will_do = {
		base = 1
		modifier = {
			add = 5
			is_major_power = yes
			num_of_military_factories > 35
		}
		modifier = {
			add = 5
			has_expansionist_government = yes
			num_of_military_factories > 35
		}
		modifier = {
			add = 3
			has_war = yes
			num_of_military_factories > 35
		}
		modifier = {
			add = 30
			OR = {
				original_tag = CHI
				original_tag = GER
				original_tag = ISR
			}
		}
		modifier = {
			factor = 0
			is_non_power = yes
		}
	}

	tracks = {
		infantry_weapons_type
		mechanized_equipment
		mechanized_equipment
		tank_equipment
		tank_equipment
		arty_equipment
	}

	# EFFECTS

	army_armor_attack_factor = 0.1
	breakthrough_factor = 0.1
	experience_gain_armor_Bat_combat_factor = 0.05
	experience_gain_smol_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_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
	experience_gain_A_L_arm_Bat_combat_factor = 0.05
	experience_gain_smol_A_L_arm_Bat_combat_factor = 0.05
	experience_gain_XS_A_L_arm_Bat_combat_factor = 0.05
	experience_gain_Team_A_L_arm_Bat_combat_factor = 0.05
	experience_gain_A_L_arm_Bat_training_factor = 0.05
	experience_gain_smol_A_L_arm_Bat_training_factor = 0.05
	experience_gain_XS_A_L_arm_Bat_training_factor = 0.05
	experience_gain_Team_A_L_arm_Bat_training_factor = 0.05

	milestones = {
		{
			category_all_infantry = {
				soft_attack = 0.1
				hard_attack = 0.1
			}
		}
		{
			category_apc = {
				supply_consumption = -0.01
				armor_value = 0.1
			}
			category_IFV = {
				supply_consumption = -0.01
				armor_value = 0.1
			}
		}
		{
			category_apc = {
				hard_attack = 0.1
				ap_attack = 0.1
			}
			category_IFV = {
				hard_attack = 0.1
				ap_attack = 0.1
			}
		}
		{
			category_tanks = {
				supply_consumption = -0.01
				armor_value = 0.1
			}
		}
		{
			category_tanks = {
				hard_attack = 0.1
				ap_attack = 0.1
			}
		}
		{
			category_tanks = {
				max_strength = 0.1
			}
			category_IFV = {
				max_strength = 0.1
			}
			category_apc = {
				max_strength = 0.1
			}

			# NCE armoured-maintenance formations retain a narrow maintenance role.
			# Bonuses are 25% of each unit's existing reliability and capture effects.
			armor_maintenance_comp = {
				reliability_factor = 0.0375
				equipment_capture_factor = 0.0225
			}
			XS_armor_maintenance_comp = {
				reliability_factor = 0.008625
				equipment_capture_factor = 0.005175
			}
		}
	}
}

mobile_equipment = {
	folder = equipment

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

	xp_cost = 125
	xp_type = army

	ai_will_do = {
		base = 1
		modifier = {
			add = 5
			has_government = democratic
			num_of_military_factories > 35
			num_of_naval_factories > 3
		}
		modifier = {
			add = 3
			num_subjects > 2
		}
		modifier = {
			add = 30
			original_tag = FRA
		}
		modifier = {
			factor = 0
			is_non_power = yes
		}
	}

	tracks = {
		infantry_weapons_type
		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_attack_helo_bat_training_factor = 0.05
	experience_gain_smol_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 = 0.05
		}
		{
			category_all_infantry = {
				defense = 0.2
				soft_attack = 0.1
			}
		}
		{
			#3
			equipment_bonus = {
				heavy_tank_chassis = {
					ap_attack = 0.1
					build_cost_ic = -0.1
				}
			}
		}
		{
			#4
			equipment_bonus = {
				heavy_tank_amphibious_chassis = {
					build_cost_ic = -0.1
					soft_attack = 0.1
				}
			}
		}
		{
			#5
			org_loss_when_moving = -0.2
			army_speed_factor = 0.05
		}
	}
}

fires_equipment = {
	folder = equipment

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

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 1
		modifier = {
			add = 5
			has_government = communism
			num_of_military_factories > 35
		}
		modifier = {
			add = 3
			has_expansionist_government = yes
			num_of_military_factories > 35
		}
		modifier = {
			add = 30
			original_tag = SOV
		}
		modifier = {
			factor = 0
			is_non_power = yes
		}
	}

	tracks = {
		infantry_weapons_type
		motorized_equipment
		mechanized_equipment
		arty_equipment
		arty_equipment
	}

	# EFFECTS

	army_artillery_attack_factor = 0.2
	army_armor_attack_factor = 0.2
	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
	experience_gain_L_arm_Bat_combat_factor = 0.05
	experience_gain_L_arm_Bat_training_factor = 0.05

	milestones = {
		{
			category_artillery = {
				breakthrough = 0.1
				defense = 0.1
			}
		}
		{
			#3
			category_artillery = {
				combat_width = -0.5
				supply_consumption = -0.01
			}
		}
		{
			category_asg = {
				breakthrough = 0.1
				armor_value = 0.1
			}
		}
		{
			category_asg = {
				max_organisation = 3
				hard_attack = 0.1
			}
			category_asg = {
				combat_width = -0.5
				supply_consumption = -0.01
			}
		}
		{
			category_artillery = {
				max_organisation = 2
				soft_attack = 0.1
			}
		}
	}
}

full_equipment = {
	folder = equipment

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

	xp_cost = 200
	xp_type = army

	ai_will_do = {
		base = 1
		modifier = {
			add = 10
			num_of_military_factories > 60
		}
		modifier = {
			add = 5
			has_expansionist_government = yes
			num_of_military_factories > 60
		}
		modifier = {
			add = 30
			original_tag = USA
		}
		modifier = {
			factor = 0
			NOT = { is_major_power = yes }
		}
		modifier = {
			factor = 0
			NOT = { num_of_military_factories > 55 }
		}
	}

	tracks = {
		infantry_weapons_type
		infantry_weapons_type
		motorized_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 = 0.05

	milestones = {
		{
			#1
			industrial_capacity_factory = 0.02
			planning_speed = 0.02
		}
		{
			#2
			industrial_capacity_factory = 0.02
			equipment_bonus = {
				infantry = {
					build_cost_ic = -0.1
					instant = yes
				}
			}
		}
		{
			#1
			industrial_capacity_factory = 0.02
			planning_speed = 0.02
		}
		{
			#2
			industrial_capacity_factory = 0.02
			equipment_bonus = {
				motorized = {
					build_cost_ic = -0.1
					instant = yes
				}
			}
		}
		{
			#1
			industrial_capacity_factory = 0.02
			planning_speed = 0.02
		}
		{
			#2
			industrial_capacity_factory = 0.02
			equipment_bonus = {
				mechanized = {
					build_cost_ic = -0.1
					instant = yes
				}
			}
		}
		{
			#1
			industrial_capacity_factory = 0.02
			planning_speed = 0.02
		}
		{
			#2
			industrial_capacity_factory = 0.02
			equipment_bonus = {
				armor = {
					build_cost_ic = -0.1
					instant = yes
				}
			}
		}
		{
			#1
			industrial_capacity_factory = 0.02
			planning_speed = 0.02
		}
		{
			#2
			industrial_capacity_factory = 0.02
			equipment_bonus = {
				artillery = {
					build_cost_ic = -0.1
					instant = yes
				}
			}
		}
		{
			#1
			industrial_capacity_factory = 0.02
			planning_speed = 0.02
		}
		{
			#2
			industrial_capacity_factory = 0.02
			planning_speed = 0.02
		}
	}
}

spearhead_operations = {
	folder = equipment

	name = GRAND_DOCTRINE_EQUIPMENT_SPEARHEAD
	description = GRAND_DOCTRINE_EQUIPMENT_SPEARHEAD_DESC
	icon = GFX_doctrine_spearhead_operations
	available = {
		always = yes
	}

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 1
		modifier = {
			add = 8
			is_major_power = yes
			num_of_military_factories > 35
		}
		modifier = {
			add = 5
			is_minor_power = yes
			num_of_military_factories > 25
		}
		modifier = {
			add = 4
			has_expansionist_government = yes
			num_of_military_factories > 30
		}
		modifier = {
			add = 3
			has_war = yes
			num_of_military_factories > 25
		}
		modifier = {
			factor = 0.5
			num_of_military_factories > 55
		}
		modifier = {
			factor = 0
			NOT = { num_of_military_factories > 25 }
		}
		modifier = {
			factor = 0
			is_non_power = yes
		}
	}

	tracks = {
		infantry_weapons_type
		mechanized_equipment
		mechanized_equipment
		tank_equipment
		arty_equipment
		airmobile_equipment
	}

	# EFFECTS

	breakthrough_factor = 0.1
	org_loss_when_moving = -0.1
	army_infantry_defence_factor = -0.05
	experience_gain_Mech_Inf_Bat_combat_factor = 0.05
	experience_gain_smol_Mech_Inf_Bat_combat_factor = 0.05
	experience_gain_XS_Mech_Inf_Bat_combat_factor = 0.05
	experience_gain_Mech_Inf_Bat_training_factor = 0.05
	experience_gain_smol_Mech_Inf_Bat_training_factor = 0.05
	experience_gain_XS_Mech_Inf_Bat_training_factor = 0.05
	experience_gain_Arm_Inf_Bat_combat_factor = 0.05
	experience_gain_smol_Arm_Inf_Bat_combat_factor = 0.05
	experience_gain_XS_Arm_Inf_Bat_combat_factor = 0.05
	experience_gain_Arm_Inf_Bat_training_factor = 0.05
	experience_gain_smol_Arm_Inf_Bat_training_factor = 0.05
	experience_gain_XS_Arm_Inf_Bat_training_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

	milestones = {
		{
			category_all_infantry = {
				breakthrough = 0.1
				maximum_speed = 0.1
			}
		}
		{
			category_apc = {
				hard_attack = 0.1
				armor_value = 0.1
			}
			category_IFV = {
				hard_attack = 0.1
				armor_value = 0.1
			}
		}
		{
			category_apc = {
				soft_attack = 0.1
				max_organisation = 1
			}
			category_IFV = {
				soft_attack = 0.1
				max_organisation = 1
			}
		}
		{
			category_tanks = {
				breakthrough = 0.1
				armor_value = 0.1
				maximum_speed = 0.1
			}
		}
		{
			category_artillery = {
				breakthrough = 0.1
				soft_attack = 0.1
				hard_attack = 0.1
			}
		}
		{
			category_air_aslt = {
				breakthrough = 0.1
				hard_attack = 0.1
				max_organisation = 1
			}
		}
	}
}
