#Operational Doctrines
#Structure Doctrines
centralized_command = {
	track = structure_doctrine
	name = SUBDOCTRINE_STRUCTURE_CENTRAL_COMMAND
	description = SUBDOCTRINE_STRUCTURE_CENTRAL_COMMAND_DESC
	icon = GFX_doctrine_centralized_command

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = centralized_command }
	}

	ai_will_do = {
		base = 1
		modifier = {
			add = 10
			num_of_military_factories > 45
			has_manpower > 1000000
		}
		modifier = {
			add = 5
			has_government = communism
		}
		modifier = {
			add = 3
			has_expansionist_government = yes
		}
		modifier = {
			add = 30
			OR = {
				original_tag = SOV
				original_tag = CHI
			}
		}
		modifier = {
			factor = 0
			OR = {
				num_of_military_factories < 20
				has_manpower < 400000
			}
		}
	}

	# EFFECTS
	max_planning = 0.05
	planning_speed = 0.01
	additional_brigade_column_size = 1

	rewards = {
		division_structure = {
			additional_brigade_column_size = 1
		}
		high_level_command_initiative = {
			planning_speed = 0.1
			max_planning_factor = 0.05
			coordination_bonus = 0.1
		}
		company_level_maneuver = {
			org_loss_when_moving = -0.05
			army_attack_factor = 0.1
		}
		expanded_battalion_maneuver = {
			combat_width_factor = -0.2
		}
		central_command_planning = {
			max_planning_factor = 0.5
			planning_decay_rate_factor = -0.25
		}
	}
}

decentralized_command = {
	track = structure_doctrine
	name = SUBDOCTRINE_STRUCTURE_DECENTRAL_COMMAND
	description = SUBDOCTRINE_STRUCTURE_DECENTRAL_COMMAND_DESC
	icon = GFX_doctrine_decentralized_command

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = decentralized_command }

	}

	ai_will_do = {
		base = 1
		modifier = {
			add = 5
			num_of_military_factories > 20
			num_of_military_factories < 60
			has_manpower > 400000
		}
		modifier = {
			add = 30
			OR = {
				original_tag = GER
				original_tag = ISR
			}
		}
		modifier = {
			factor = 0
			is_non_power = yes
		}
	}

	# EFFECTS
	additional_brigade_column_size = 1
	planning_speed = 0.05
	initiative_factor = 0.05

	rewards = {
		brigade_structure = {
			category_army = {
				 max_organisation = 5
				 soft_attack = 0.1
				 hard_attack = 0.1
				 breakthrough = 0.1
				 defense = 0.1
			 }
			 coordination_bonus = 0.1
		}
		mid_level_command_initiative = {
			initiative_factor = 0.05
			 max_planning_factor = 0.05
			 coordination_bonus = 0.1
		}
		company_level_maneuver = {
			org_loss_when_moving = -0.05
			 army_attack_factor = 0.1
		}
		armored_formations = {
			army_armor_attack_factor = 0.1
			experience_gain_armor_Bat_combat_factor = 0.2
			experience_gain_smol_armor_Bat_combat_factor = 0.2
			experience_gain_L_arm_Bat_combat_factor = 0.2
			experience_gain_smol_L_arm_Bat_combat_factor = 0.2
			experience_gain_XS_L_arm_Bat_combat_factor = 0.2
		}
		dispersed_level_planning = {
			max_planning_factor = 0.05
			planning_speed = 0.05
			planning_decay_rate_factor = -0.15
		}
	}
}

battalion_combat_teams = {
	track = structure_doctrine
	name = SUBDOCTRINE_STRUCTURE_BCT
	description = SUBDOCTRINE_STRUCTURE_BCT_DESC
	icon = GFX_doctrine_battalion_combat_teams

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = battalion_combat_teams }
	}

	ai_will_do = {
		base = 3
		modifier = {
			add = 5
			OR = {
				num_of_military_factories < 20
				has_manpower < 400000
			}
		}
		modifier = {
			add = 5
			is_in_faction_with = USA
		}
		modifier = {
			add = 3
			has_government = democratic
		}
		modifier = {
			add = 30
			OR = {
				original_tag = USA
				original_tag = ENG
				original_tag = FRA
				original_tag = JAP
				original_tag = KOR
				original_tag = TAI
			}
		}
	}

	# EFFECTS
	max_planning_factor = -0.1
	planning_speed = 0.1
	initiative_factor = 0.1

	rewards = {
		 battalion_structure = {
			category_army = {
				 max_organisation = 3
				 soft_attack = 0.15
				 hard_attack = 0.1
				 breakthrough = 0.15
				 defense = 0.15
			 }
			 coordination_bonus = 0.1
		}
		low_level_command_initiative = {
			initiative_factor = 0.1
			 recon_factor = 0.1
			 coordination_bonus = 0.05
		}
		platoon_level_maneuver = {
			coordination_bonus = 0.1
			 army_attack_factor = 0.05
		}
		combined_arms_formations = {
			mechanized_attack_factor = 0.1
			 experience_gain_Mech_Inf_Bat_combat_factor = 0.15
			 experience_gain_smol_Mech_Inf_Bat_combat_factor = 0.15
			 experience_gain_XS_Mech_Inf_Bat_combat_factor = 0.15
			 experience_gain_Arm_Inf_Bat_combat_factor = 0.15
			 experience_gain_smol_Arm_Inf_Bat_combat_factor = 0.15
			 experience_gain_XS_Arm_Inf_Bat_combat_factor = 0.15
		}
		company_level_planning = {
			initiative_factor = 0.1
			planning_speed = 0.05
			planning_decay_rate_factor = -0.05
		}
	}
}
#Logistics Doctrines
decentralized_supply_theory = {
	track = operational_theory
	name = SUBDOCTRINE_OPERATION_DECENTRALIZED_SUPPLY
	description = SUBDOCTRINE_OPERATION_DECENTRALIZED_SUPPLY_DESC
	icon = GFX_doctrine_decentralized_supply_theory

	xp_cost = 75
	xp_type = army

	available = {
		does_not_have_supply_doctrine = yes
	}

	ai_will_do = {
		base = 1
		modifier = {
			add = 5
			NOT = { num_of_military_factories > 12 }
		}
		modifier = {
			add = 3
			is_non_power = yes
		}
	}

	# EFFECTS
	no_supply_grace = 90
	 army_fuel_capacity_factor = 0.05


	rewards = {
		dispersed_supply_depots = {
			out_of_supply_factor = -0.05
			cas_damage_reduction = 0.1
		}
		combat_supply_theory = {
			supply_consumption_factor = -0.05
			logistics_company = {
				supply_consumption_factor = -0.05
				fuel_consumption_factor = -0.05
			}
			XS_logistics_company = {
				supply_consumption_factor = -0.0115
				fuel_consumption_factor = -0.0115
			}
			Team_logistics_company = {
				supply_consumption_factor = -0.0035
				fuel_consumption_factor = -0.0035
			}
			helicopter_logistics_company = {
				supply_consumption_factor = -0.0875
				fuel_consumption_factor = -0.0875
			}
			XS_helicopter_logistics_company = {
				supply_consumption_factor = -0.020125
				fuel_consumption_factor = -0.020125
			}
			Team_helicopter_logistics_company = {
				supply_consumption_factor = -0.006125
				fuel_consumption_factor = -0.006125
			}
		}
		decentralized_maintenance = {
			category_front_line = {
				reliability_factor = 0.015
			}
			armor_maintenance_comp = {
				reliability_factor = 0.0375
			}
			XS_armor_maintenance_comp = {
				reliability_factor = 0.008625
			}
		}
		unit_level_supply = {
			army_fuel_capacity_factor = 0.1
			 max_fuel_factor = -0.10
		}
		permit_scavenging = {
			equipment_capture_factor = 0.1
			armor_maintenance_comp = {
				equipment_capture_factor = 0.0225
			}
			XS_armor_maintenance_comp = {
				equipment_capture_factor = 0.005175
			}
		}
	}
}

centralized_supply_theory = {
	track = operational_theory
	name = SUBDOCTRINE_OPERATION_CENTRALIZED_SUPPLY
	description = SUBDOCTRINE_OPERATION_CENTRALIZED_SUPPLY_DESC
	icon = GFX_doctrine_centralized_supply_theory

	xp_cost = 75
	xp_type = army

	available = {
		does_not_have_supply_doctrine = yes
	}

	ai_will_do = {
		base = 3
		modifier = {
			add = 3
			num_of_military_factories > 25
		}
		modifier = {
			add = 30
			original_tag = SOV
		}
		modifier = {
			factor = 0
			NOT = { num_of_military_factories > 15 }
		}
	}

	# EFFECTS
	no_supply_grace = 72
	army_fuel_capacity_factor = 0.1


	rewards = {
		concentrated_supply_depots = {
			army_fuel_capacity_factor = 0.1
			max_planning = 0.05
		}
		combat_supply_theory = {
			supply_consumption_factor = -0.05
			logistics_company = {
				supply_consumption_factor = -0.05
				fuel_consumption_factor = -0.05
			}
			XS_logistics_company = {
				supply_consumption_factor = -0.0115
				fuel_consumption_factor = -0.0115
			}
			Team_logistics_company = {
				supply_consumption_factor = -0.0035
				fuel_consumption_factor = -0.0035
			}
			helicopter_logistics_company = {
				supply_consumption_factor = -0.0875
				fuel_consumption_factor = -0.0875
			}
			XS_helicopter_logistics_company = {
				supply_consumption_factor = -0.020125
				fuel_consumption_factor = -0.020125
			}
			Team_helicopter_logistics_company = {
				supply_consumption_factor = -0.006125
				fuel_consumption_factor = -0.006125
			}
		}
		centralized_maintenance = {
			combat_service_support_company = {
				recovery = 0.1
			}
			XS_combat_service_support_company = {
				recovery = 0.112
			}
			Team_combat_service_support_company = {
				recovery = 0.112
			}
			helicopter_combat_service_support = {
				recovery = 0.1
			}
			XS_helicopter_combat_service_support = {
				recovery = 0.112
			}
			Team_helicopter_combat_service_support = {
				recovery = 0.112
			}
			armor_maintenance_comp = {
				reliability_factor = 0.0375
			}
			XS_armor_maintenance_comp = {
				reliability_factor = 0.008625
			}
		}
		joint_supply_theory = {
			army_fuel_capacity_factor = -0.10
			max_fuel_factor = 0.1
		}
		discourage_scavenging = {
			equipment_capture_factor = -0.10
			no_supply_grace = 72
		}
	}
}

scavenging_supply_theory = {
	track = operational_theory
	name = SUBDOCTRINE_OPERATION_SCAVENGING_SUPPLY
	description = SUBDOCTRINE_OPERATION_SCAVENGING_SUPPLY_DESC
	icon = GFX_doctrine_scavenging_supply_theory

	xp_cost = 75
	xp_type = army

	available = {
		does_not_have_supply_doctrine = yes
	}

	ai_will_do = {
		base = 1
		modifier = {
			add = 5
			NOT = { num_of_military_factories > 8 }
		}
		modifier = {
			factor = 0
			num_of_military_factories > 20
		}
	}

	# EFFECTS
	no_supply_grace = 96

	rewards = {
		battlefield_recovery_efforts = {
			combat_service_support_company = {
				recovery = 0.15
			}
			XS_combat_service_support_company = {
				recovery = 0.15
			}
			Team_combat_service_support_company = {
				recovery = 0.15
			}
			helicopter_combat_service_support = {
				recovery = 0.15
			}
			XS_helicopter_combat_service_support = {
				recovery = 0.15
			}
			Team_helicopter_combat_service_support = {
				recovery = 0.15
			}
			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
			}
		}
		equipment_capture_training = {
			combat_service_support_company = {
				equipment_capture_factor = 0.1
			}
			XS_combat_service_support_company = {
				equipment_capture_factor = 0.1
			}
			Team_combat_service_support_company = {
				equipment_capture_factor = 0.1
			}
			helicopter_combat_service_support = {
				equipment_capture_factor = 0.1
			}
			XS_helicopter_combat_service_support = {
				equipment_capture_factor = 0.1
			}
			Team_helicopter_combat_service_support = {
				equipment_capture_factor = 0.1
			}
			armor_maintenance_comp = {
				equipment_capture_factor = 0.0225
			}
			XS_armor_maintenance_comp = {
				equipment_capture_factor = 0.005175
			}
		}
		isolated_supply_missions = {
			pocket_penalty = -0.25
		}
		low_supply_needs = {
			supply_consumption_factor = -0.10
			logistics_company = {
				supply_consumption_factor = -0.05
				fuel_consumption_factor = -0.05
			}
			XS_logistics_company = {
				supply_consumption_factor = -0.0115
				fuel_consumption_factor = -0.0115
			}
			Team_logistics_company = {
				supply_consumption_factor = -0.0035
				fuel_consumption_factor = -0.0035
			}
			helicopter_logistics_company = {
				supply_consumption_factor = -0.0875
				fuel_consumption_factor = -0.0875
			}
			XS_helicopter_logistics_company = {
				supply_consumption_factor = -0.020125
				fuel_consumption_factor = -0.020125
			}
			Team_helicopter_logistics_company = {
				supply_consumption_factor = -0.006125
				fuel_consumption_factor = -0.006125
			}
		}
		with_sticks_and_stones = {
			out_of_supply_factor = -0.15
		}
	}
}
#COIN / Volunteer Doctrines
volunteer_fighting_force = {
	track = operational_theory
	name = SUBDOCTRINE_OPERATION_VOLUNTEER
	description = SUBDOCTRINE_OPERATION_VOLUNTEER_DESC
	icon = GFX_doctrine_volunteer_fighting_force

	xp_cost = 75
	xp_type = army

	available = {
		does_not_have_volunteer_force = yes
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	send_volunteer_divisions_required = -0.5

	rewards = {
		shield_the_innocent = {
			army_attack_factor = 0.05
			army_defence_factor = 0.05
		}
		expanded_allied_missions = {
			lend_lease_tension = -0.5
		}
		peace_through_firepower = {
			send_volunteer_size = 4
			air_volunteer_cap = 2
		}
		limited_air_support = {
			air_volunteer_cap = 2
		}
		special_forces_advisors = {
			air_volunteer_cap = 2
			send_volunteer_size = 4
		}
	}
}
#Offensive Doctrines
deep_battle = {
	track = operational_theory
	name = SUBDOCTRINE_OPERATION_DEEP_BATTLE
	description = SUBDOCTRINE_OPERATION_DEEP_BATTLE_DESC
	icon = GFX_doctrine_deep_battle

	xp_cost = 75
	xp_type = army

	available = {
		does_not_have_deep_battle_doctrine = yes
	}

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

	# EFFECTS
	enable_tactic = tactic_deep_battle_push
	 enable_tactic = tactic_deep_battle_assault
	 enable_tactic = tactic_deep_battle_encirclement
	 enable_tactic = tactic_breakthrough

	 no_supply_grace = 45
	 org_loss_when_moving = -0.05

	rewards = {
		massed_force_assaults = {
			army_armor_attack_factor = 0.05
			 army_armor_speed_factor = 0.05
			army_strength_factor = 0.1
		}
		probing_attacks = {
			recon_factor = 0.05
		}
		recon_in_force = {
			intel_from_combat_factor = 0.1
		}
		offensive_fires = {
			breakthrough_factor = 0.05
			enable_tactic = tactic_suppression_advance_recon
		}
		massed_penetration_missions = {
			breakthrough_factor = 0.05
			enable_tactic = tactic_deep_battle_rush
		}
	}
}

thunder_run = {
	track = operational_theory
	name = SUBDOCTRINE_OPERATION_THUNDER_RUN
	description = SUBDOCTRINE_OPERATION_THUNDER_RUN_DESC
	icon = GFX_doctrine_thunder_run

	xp_cost = 75
	xp_type = army

	available = {
		does_not_have_thunder_run_doctrine = yes
	}

	ai_will_do = {
		base = 1
		modifier = {
			add = 5
			has_offensive_war = yes
			num_of_military_factories > 30
		}
		modifier = {
			add = 5
			has_expansionist_government = yes
			num_of_military_factories > 30
		}
		modifier = {
			add = 30
			OR = {
				original_tag = USA
				original_tag = ISR
			}
		}
		modifier = {
			factor = 0
			has_government = communism
		}
		modifier = {
			factor = 0
			is_non_power = yes
		}
	}

	# EFFECTS
	enable_tactic = tactic_thunder_run_breakthrough
	enable_tactic = tactic_breakthrough

	 org_loss_when_moving = -0.15
	army_fuel_consumption_factor = -0.15

	rewards = {
		rapid_attacks = {
			army_speed_factor = 0.05
			 land_night_attack = 0.05

			 enable_tactic = tactic_thunder_run
			 enable_tactic = tactic_thunder_run_push
			 enable_tactic = tactic_thunder_run_maneuver
		}
		probing_attacks = {
			initiative_factor = 0.1
		}
		force_reconassiance = {
			recon_factor = 0.1
			enable_tactic = tactic_pincer_recon
		}
		offensive_fires = {
			breakthrough_factor = 0.05
		}
		rapid_maneuver_force = {
			army_speed_factor = 0.05
			army_org_factor = 0.05
			army_org_regain = 0.05
		}
	}
}

light_infantry_warfare = {
	track = operational_theory
	name = SUBDOCTRINE_OPERATION_LIGHT_INFANTRY
	description = SUBDOCTRINE_OPERATION_LIGHT_INFANTRY_DESC
	icon = GFX_doctrine_light_infantry_warfare

	xp_cost = 75
	xp_type = army

	available = {
		does_not_have_light_infantry_warfare_doctrine = yes
	}

	ai_will_do = {
		base = 1
		modifier = {
			add = 5
			NOT = { num_of_military_factories > 12 }
		}
		modifier = {
			add = 3
			is_non_power = yes
		}
	}

	# EFFECTS
	category_foot_inf = {
		soft_attack = 0.1
		hard_attack = 0.05
	}
	category_mot_inf = {
		soft_attack = 0.1
		hard_attack = 0.05
	}

	rewards = {
		infiltration_groups = {
			recon_factor = 0.1
			initiative_factor = 0.1
			enable_tactic = tactic_mobile_recon
		}
		coordinated_pre_mission_bombardments = {
			Arty_Battery = {
				battalion_mult = {
					category = category_foot_inf
					breakthrough = 0.03
					soft_attack = 0.02
				}
			}
			XS_Arty_Battery = {
				battalion_mult = {
					category = category_foot_inf
					breakthrough = 0.03
					soft_attack = 0.02
				}
			}
			SP_arty_battery = {
				battalion_mult = {
					category = category_mot_inf
					breakthrough = 0.02
					soft_attack = 0.01
				}
			}
			XS_SP_Arty_Battery = {
				battalion_mult = {
					category = category_mot_inf
					breakthrough = 0.02
					soft_attack = 0.01
				}
			}
			SP_R_arty_battery = {
				battalion_mult = {
					category = category_mot_inf
					breakthrough = 0.02
					soft_attack = 0.01
				}
			}
			XS_SP_R_Arty_Battery = {
				battalion_mult = {
					category = category_mot_inf
					breakthrough = 0.02
					soft_attack = 0.01
				}
			}
		}
		dedicated_tank_hunters = {
			category_foot_inf = {
				hard_attack = 0.1
				ap_attack = 0.1
			}
			category_mot_inf = {
				hard_attack = 0.1
				ap_attack = 0.1
			}
		}
		urban_combat_operations = {
			L_Inf_Bat = {
				urban = {
					attack = 0.1
					defence = 0.1
				}
				supercity = {
					attack = 0.1
					defence = 0.1
				}
			}
			smol_L_Inf_Bat = {
				urban = {
					attack = 0.1
					defence = 0.1
				}
				supercity = {
					attack = 0.1
					defence = 0.1
				}
			}
			XS_L_Inf_Bat = {
				urban = {
					attack = 0.1
					defence = 0.1
				}
				supercity = {
					attack = 0.1
					defence = 0.1
				}
			}

			Mot_Inf_Bat = {
				urban = {
					attack = 0.1
					defence = 0.1
				}
				supercity = {
					attack = 0.1
					defence = 0.1
				}
			}
			smol_Mot_Inf_Bat = {
				urban = {
					attack = 0.1
					defence = 0.1
				}
				supercity = {
					attack = 0.1
					defence = 0.1
				}
			}
			XS_Mot_Inf_Bat = {
				urban = {
					attack = 0.1
					defence = 0.1
				}
				supercity = {
					attack = 0.1
					defence = 0.1
				}
			}

			Militia_Bat = {
				urban = {
					attack = 0.1
					defence = 0.1
				}
				supercity = {
					attack = 0.1
					defence = 0.1
				}
			}
			smol_Militia_Bat = {
				urban = {
					attack = 0.1
					defence = 0.1
				}
				supercity = {
					attack = 0.1
					defence = 0.1
				}
			}
			XS_Militia_Bat = {
				urban = {
					attack = 0.1
					defence = 0.1
				}
				supercity = {
					attack = 0.1
					defence = 0.1
				}
			}

			Mot_Militia_Bat = {
				urban = {
					attack = 0.1
					defence = 0.1
				}
				supercity = {
					attack = 0.1
					defence = 0.1
				}
			}
			smol_Mot_Militia_Bat = {
				urban = {
					attack = 0.1
					defence = 0.1
				}
				supercity = {
					attack = 0.1
					defence = 0.1
				}
			}
			XS_Mot_Militia_Bat = {
				urban = {
					attack = 0.1
					defence = 0.1
				}
				supercity = {
					attack = 0.1
					defence = 0.1
				}
			}
		}
		massed_infantry_assaults = {
			category_foot_inf = {
				soft_attack = 0.1
				hard_attack = 0.1
				breakthrough = 0.15
			}
			category_mot_inf = {
				soft_attack = 0.1
				hard_attack = 0.1
				breakthrough = 0.15
			}
		}
	}
}

guerrilla_fighters = {
	track = operational_theory
	name = SUBDOCTRINE_OPERATION_GUERRILLA
	description = SUBDOCTRINE_OPERATION_GUERRILLA_DESC
	icon = GFX_doctrine_guerrilla_fighters

	xp_cost = 75
	xp_type = army

	available = {
		does_not_have_guerrilla_fighters_doctrine = yes
	}

	ai_will_do = {
		base = 5
	}
	
	effect = {
		set_technology = {
			mech_militia = 1
			popup = no
		}
	}

	# EFFECTS
	army_infantry_attack_factor = 0.1
	

	rewards = {
		hit_and_run_raids = {
			army_attack_speed_factor = 0.15
			army_speed_factor = 0.1
		}
		close_observation = {
			intel_from_combat_factor = 0.15
		}
		propaganda_campaigns = {
			recruitable_population_factor = 0.15
		}
		city_offensive_operations = {
			L_Inf_Bat = {
				urban = {
					movement = 0.2
					attack = 0.15
				}
				supercity = {
					movement = 0.15
					attack = 0.15
				}
			}
			smol_L_Inf_Bat = {
				urban = {
					movement = 0.2
					attack = 0.15
				}
				supercity = {
					movement = 0.15
					attack = 0.15
				}
			}
			XS_L_Inf_Bat = {
				urban = {
					movement = 0.2
					attack = 0.15
				}
				supercity = {
					movement = 0.15
					attack = 0.15
				}
			}

			Militia_Bat = {
				urban = {
					movement = 0.25
					attack = 0.2
				}
				supercity = {
					movement = 0.2
					attack = 0.15
				}
			}
			smol_Militia_Bat = {
				urban = {
					movement = 0.25
					attack = 0.2
				}
				supercity = {
					movement = 0.2
					attack = 0.15
				}
			}
			XS_Militia_Bat = {
				urban = {
					movement = 0.25
					attack = 0.2
				}
				supercity = {
					movement = 0.2
					attack = 0.15
				}
			}

			Mot_Inf_Bat = {
				urban = {
					movement = 0.2
					attack = 0.1
				}
				supercity = {
					movement = 0.1
					attack = 0.15
				}
			}
			smol_Mot_Inf_Bat = {
				urban = {
					movement = 0.2
					attack = 0.1
				}
				supercity = {
					movement = 0.1
					attack = 0.15
				}
			}
			XS_Mot_Inf_Bat = {
				urban = {
					movement = 0.2
					attack = 0.1
				}
				supercity = {
					movement = 0.1
					attack = 0.15
				}
			}

			Mot_Militia_Bat = {
				urban = {
					movement = 0.15
					attack = 0.15
				}
				supercity = {
					movement = 0.2
					attack = 0.1
				}
			}
			smol_Mot_Militia_Bat = {
				urban = {
					movement = 0.15
					attack = 0.15
				}
				supercity = {
					movement = 0.2
					attack = 0.1
				}
			}
			XS_Mot_Militia_Bat = {
				urban = {
					movement = 0.15
					attack = 0.15
				}
				supercity = {
					movement = 0.2
					attack = 0.1
				}
			}
			Mech_Militia_Bat = {
				urban = {
					movement = 0.15
					attack = 0.15
				}
				supercity = {
					movement = 0.2
					attack = 0.1
				}
			}
			smol_Mech_Militia_Bat = {
				urban = {
					movement = 0.15
					attack = 0.15
				}
				supercity = {
					movement = 0.2
					attack = 0.1
				}
			}
			XS_Mech_Militia_Bat = {
				urban = {
					movement = 0.15
					attack = 0.15
				}
				supercity = {
					movement = 0.2
					attack = 0.1
				}
			}
		}
		lay_of_the_land = {
			terrain_penalty_reduction = 0.15
		}
	}
}
#Defensive Doctrines
static_defense = {
	track = operational_theory
	name = SUBDOCTRINE_OPERATION_STATIC_DEFENSE
	description = SUBDOCTRINE_OPERATION_STATIC_DEFENSE_DESC
	icon = GFX_doctrine_static_defense

	xp_cost = 75
	xp_type = army

	available = {
		does_not_have_static_defense_doctrine = yes
	}

	ai_will_do = {
		base = 1
		modifier = {
			add = 10
			has_defensive_war = yes
		}
		modifier = {
			add = 5
			NOT = { is_major_power = yes }
			NOT = { has_government = democratic }
			NOT = { num_of_military_factories > 25 }
		}
		modifier = {
			factor = 0.2
			has_expansionist_government = yes
		}
		modifier = {
			add = 30
			OR = {
				original_tag = JAP
				original_tag = KOR
				original_tag = TAI
			}
		}
		modifier = {
			factor = 0
			num_of_military_factories > 50
			NOT = {
				OR = {
					original_tag = JAP
					original_tag = KOR
					original_tag = TAI
				}
			}
		}
	}

	# EFFECTS
	max_dig_in_factor = 0.15
	 recon_factor_while_entrenched = 0.15

	rewards = {
		forward_defensive_deployments = {
			max_dig_in = 2
			 dig_in_speed_factor = 0.1
			enable_tactic = tactic_delay
		}
		anti_tank_ambushes = {
			category_front_line = {
				 hard_attack = 0.05
				 ap_attack = 0.05
			 }

			 category_all_infantry = {
				 ap_attack = 0.05
			 }
		}
		defensive_position_exploitation = {
			max_dig_in_factor = 0.05
			 L_Inf_Bat = {
				 fort = {
					 defence = 0.1
				 }
			 }
			 smol_L_Inf_Bat = {
				 fort = {
					 defence = 0.1
				 }
			 }
			 XS_L_Inf_Bat = {
				 fort = {
					 defence = 0.1
				 }
			 }
			 Mot_Inf_Bat = {
				 fort = {
					 defence = 0.1
				 }
			 }
			 smol_Mot_Inf_Bat = {
				 fort = {
					 defence = 0.1
				 }
			 }
			 XS_Mot_Inf_Bat = {
				 fort = {
					 defence = 0.1
				 }
			 }
			 Hvy_Mot_Inf_Bat = {
				 fort = {
					 defence = 0.1
				 }
			 }
			 smol_Hvy_Mot_Inf_Bat = {
				 fort = {
					 defence = 0.1
				 }
			 }
			 XS_Hvy_Mot_Inf_Bat = {
				 fort = {
					 defence = 0.1
				 }
			 }
			 Team_Hvy_Mot_Inf_Bat = {
				 fort = {
					 defence = 0.1
				 }
			 }
			 Mech_Inf_Bat = {
				 fort = {
					 defence = 0.1
				 }
			 }
			 smol_Mech_Inf_Bat = {
				 fort = {
					 defence = 0.1
				 }
			 }
			 XS_Mech_Inf_Bat = {
				 fort = {
					 defence = 0.1
				 }
			 }
			 Arm_Inf_Bat = {
				 fort = {
					 defence = 0.1
				 }
			 }
			 smol_Arm_Inf_Bat = {
				 fort = {
					 defence = 0.1
				 }
			 }
			 XS_Arm_Inf_Bat = {
				 fort = {
					 defence = 0.1
				 }
			 }
		}
		minefield_defences = {
			army_defence_factor = 0.1
			enable_tactic = tactic_dedicated_emplacements
		}
		defence_in_depth = {
			army_core_defence_factor = 0.1
		}
	}
}

elastic_defense = {
	track = operational_theory
	name = SUBDOCTRINE_OPERATION_ELASTIC_DEFENSE
	description = SUBDOCTRINE_OPERATION_ELASTIC_DEFENSE_DESC
	icon = GFX_doctrine_elastic_defense

	xp_cost = 75
	xp_type = army

	available = {
		does_not_have_elastic_defense_doctrine = yes
	}

	ai_will_do = {
		base = 1
		modifier = {
			add = 10
			has_defensive_war = yes
		}
		modifier = {
			add = 5
			check_variable = { potential_and_current_enemies^num > 0 }
		}
		modifier = {
			add = 5
			is_minor_power = yes
			num_of_military_factories > 15
		}
		modifier = {
			add = 30
			original_tag = CHI
		}
	}

	# EFFECTS
	max_dig_in_factor = 0.1
	 dig_in_speed_factor = 0.1

	rewards = {
		static_to_kinetic = {
			max_dig_in_factor = 0.05
			 org_loss_when_moving = -0.05
			enable_tactic = tactic_flexible_lines
		}
		rapid_force_relocation = {
			army_retreat_speed_factor = 0.1
		}
		pocket_defence = {
			pocket_penalty = -0.40
		}
		kill_boxes = {
			army_core_defence_factor = 0.15
			 army_core_attack_factor = 0.15
		}
		flexible_defensive_lines = {
			org_loss_at_low_org_factor = -0.15
			 org_loss_when_moving = -0.15
		}
	}
}

mobile_defense = {
	track = operational_theory
	name = SUBDOCTRINE_OPERATION_MOBILE_DEFENSE
	description = SUBDOCTRINE_OPERATION_MOBILE_DEFENSE_DESC
	icon = GFX_doctrine_mobile_defense

	xp_cost = 75
	xp_type = army

	available = {
		does_not_have_mobile_defense_doctrine = yes
	}

	ai_will_do = {
		base = 1
		modifier = {
			add = 5
			has_defensive_war = yes
		}
		modifier = {
			add = 5
			has_government = democratic
			is_major_power = yes
			num_of_military_factories > 25
		}
		modifier = {
			add = 3
			has_expansionist_government = yes
			is_major_power = yes
			num_of_military_factories > 35
		}
		modifier = {
			add = 30
			original_tag = GER
		}
		modifier = {
			factor = 0
			is_non_power = yes
		}
	}

	# EFFECTS
	dig_in_speed_factor = 0.188
	 army_defence_factor = 0.019

	rewards = {
		fire_brigades = {
			land_night_attack = 0.05
			 org_loss_when_moving = -0.1
		}
		delay = {
			cas_damage_reduction = 0.1
			 coordination_bonus = 0.1
			max_dig_in_factor = 0.05
		}
		freedom_of_maneuver = {
			army_speed_factor = 0.05
			 initiative_factor = 0.05
		}
		counter_punch = {
			land_night_attack = 0.05
			 army_core_attack_factor = 0.1
		}
		collapsing_defense = {
			army_speed_factor = 0.05
			 land_reinforce_rate = 0.05
			army_core_defence_factor = 0.05
		}
	}
}

insurgent_operations = {
	track = operational_theory
	name = SUBDOCTRINE_OPERATION_INSURGENT
	description = SUBDOCTRINE_OPERATION_INSURGENT_DESC
	icon = GFX_doctrine_insurgent_operations

	xp_cost = 75
	xp_type = army

	available = {
		does_not_have_insurgent_operations_doctrine = yes
	}

	ai_will_do = {
		base = 3
	}

	# EFFECTS
	army_infantry_defence_factor = 0.1

	rewards = {
		urban_insurgent_ops = {
			L_Inf_Bat = {
				 urban = {
					movement = 0.2
					 defence = 0.15
				 }
				 supercity = {
					 movement = 0.15
					 defence = 0.15
				 }
			 }
			smol_L_Inf_Bat = {
				 urban = {
					movement = 0.2
					 defence = 0.15
				 }
				 supercity = {
					 movement = 0.15
					 defence = 0.15
				 }
			 }
			XS_L_Inf_Bat = {
				 urban = {
					movement = 0.2
					 defence = 0.15
				 }
				 supercity = {
					 movement = 0.15
					 defence = 0.15
				 }
			 }

			 Militia_Bat = {
				 urban = {
					 movement = 0.2
					 defence = 0.2
				 }
				 supercity = {
					 movement = 0.2
					 defence = 0.2
				 }
			 }
			 smol_Militia_Bat = {
				 urban = {
					 movement = 0.2
					 defence = 0.2
				 }
				 supercity = {
					 movement = 0.2
					 defence = 0.2
				 }
			 }
			 XS_Militia_Bat = {
				 urban = {
					 movement = 0.2
					 defence = 0.2
				 }
				 supercity = {
					 movement = 0.2
					 defence = 0.2
				 }
			 }

			 Mot_Inf_Bat = {
				 urban = {
					 movement = 0.1
					 defence = 0.1
				 }
				 supercity = {
					 movement = 0.1
					 defence = 0.1
				 }
			 }
			 smol_Mot_Inf_Bat = {
				 urban = {
					 movement = 0.1
					 defence = 0.1
				 }
				 supercity = {
					 movement = 0.1
					 defence = 0.1
				 }
			 }
			 XS_Mot_Inf_Bat = {
				 urban = {
					 movement = 0.1
					 defence = 0.1
				 }
				 supercity = {
					 movement = 0.1
					 defence = 0.1
				 }
			 }

			 Mot_Militia_Bat = {
				 urban = {
					 movement = 0.15
					 defence = 0.15
				 }
				 supercity = {
					 movement = 0.15
					 defence = 0.15
				 }
			 }
			 smol_Mot_Militia_Bat = {
				 urban = {
					 movement = 0.15
					 defence = 0.15
				 }
				 supercity = {
					 movement = 0.15
					 defence = 0.15
				 }
			 }
			 XS_Mot_Militia_Bat = {
				 urban = {
					 movement = 0.15
					 defence = 0.15
				 }
				 supercity = {
					 movement = 0.15
					 defence = 0.15
				 }
			 }
			 Mech_Militia_Bat = {
				 urban = {
					 movement = 0.15
					 defence = 0.15
				 }
				 supercity = {
					 movement = 0.15
					 defence = 0.15
				 }
			 }
			 smol_Mech_Militia_Bat = {
				 urban = {
					 movement = 0.15
					 defence = 0.15
				 }
				 supercity = {
					 movement = 0.15
					 defence = 0.15
				 }
			 }
			 XS_Mech_Militia_Bat = {
				 urban = {
					 movement = 0.15
					 defence = 0.15
				 }
				 supercity = {
					 movement = 0.15
					 defence = 0.15
				 }
			 }
		}
		repair_and_replace = {
			equipment_capture_factor = 0.2
			category_militia = {
				recovery = 0.3
			}
		}
		asture_insurgent_ops = {
			L_Inf_Bat = {
				mountain = {
					movement = 0.2
					defence = 0.15
				}
				hills = {
					movement = 0.15
					defence = 0.15
				}
				jungle = {
					movement = 0.15
					defence = 0.15
				}
			}
			smol_L_Inf_Bat = {
				mountain = {
					movement = 0.2
					defence = 0.15
				}
				hills = {
					movement = 0.15
					defence = 0.15
				}
				jungle = {
					movement = 0.15
					defence = 0.15
				}
			}
			XS_L_Inf_Bat = {
				mountain = {
					movement = 0.2
					defence = 0.15
				}
				hills = {
					movement = 0.15
					defence = 0.15
				}
				jungle = {
					movement = 0.15
					defence = 0.15
				}
			}

			Militia_Bat = {
				mountain = {
					movement = 0.25
					defence = 0.2
				}
				hills = {
					movement = 0.2
					defence = 0.15
				}
				jungle = {
					movement = 0.2
					defence = 0.2
				}
			}
			smol_Militia_Bat = {
				mountain = {
					movement = 0.25
					defence = 0.2
				}
				hills = {
					movement = 0.2
					defence = 0.15
				}
				jungle = {
					movement = 0.2
					defence = 0.2
				}
			}
			XS_Militia_Bat = {
				mountain = {
					movement = 0.25
					defence = 0.2
				}
				hills = {
					movement = 0.2
					defence = 0.15
				}
				jungle = {
					movement = 0.2
					defence = 0.2
				}
			}

			Mot_Inf_Bat = {
				mountain = {
					movement = 0.2
					defence = 0.1
				}
				hills = {
					movement = 0.1
					defence = 0.15
				}
				jungle = {
					movement = 0.2
					defence = 0.1
				}
			}
			smol_Mot_Inf_Bat = {
				mountain = {
					movement = 0.2
					defence = 0.1
				}
				hills = {
					movement = 0.1
					defence = 0.15
				}
				jungle = {
					movement = 0.2
					defence = 0.1
				}
			}
			XS_Mot_Inf_Bat = {
				mountain = {
					movement = 0.2
					defence = 0.1
				}
				hills = {
					movement = 0.1
					defence = 0.15
				}
				jungle = {
					movement = 0.2
					defence = 0.1
				}
			}

			Mot_Militia_Bat = {
				mountain = {
					movement = 0.15
					defence = 0.15
				}
				hills = {
					movement = 0.2
					defence = 0.1
				}
				jungle = {
					movement = 0.15
					defence = 0.15
				}
			}
			smol_Mot_Militia_Bat = {
				mountain = {
					movement = 0.15
					defence = 0.15
				}
				hills = {
					movement = 0.2
					defence = 0.1
				}
				jungle = {
					movement = 0.15
					defence = 0.15
				}
			}
			XS_Mot_Militia_Bat = {
				mountain = {
					movement = 0.15
					defence = 0.15
				}
				hills = {
					movement = 0.2
					defence = 0.1
				}
				jungle = {
					movement = 0.15
					defence = 0.15
				}
			}
			Mech_Militia_Bat = {
				mountain = {
					movement = 0.15
					defence = 0.15
				}
				hills = {
					movement = 0.2
					defence = 0.1
				}
				jungle = {
					movement = 0.15
					defence = 0.15
				}
			}
			smol_Mech_Militia_Bat = {
				mountain = {
					movement = 0.15
					defence = 0.15
				}
				hills = {
					movement = 0.2
					defence = 0.1
				}
				jungle = {
					movement = 0.15
					defence = 0.15
				}
			}
			XS_Mech_Militia_Bat = {
				mountain = {
					movement = 0.15
					defence = 0.15
				}
				hills = {
					movement = 0.2
					defence = 0.1
				}
				jungle = {
					movement = 0.15
					defence = 0.15
				}
			}
		}
		dedicated_hideouts = {
			cas_damage_reduction = 0.15
			max_dig_in_factor = 0.15
		}
		hit_and_run_defence = {
			army_retreat_speed_factor = 0.3
		}
	}
}
counter_insurgency_ops = {
	track = operational_theory
	name = SUBDOCTRINE_OPERATION_COIN
	description = SUBDOCTRINE_OPERATION_COIN_DESC
	icon = GFX_doctrine_insurgent_operations

	xp_cost = 75
	xp_type = army

	available = {
		does_not_have_counter_insurgency_ops_doctrine = yes
	}

	ai_will_do = {
		base = 1
		modifier = {
			add = 5
			has_government = democratic
			is_major_power = yes
		}
		modifier = {
			add = 3
			is_in_faction_with = USA
		}
		modifier = {
			add = 30
			original_tag = ENG
		}
		modifier = {
			factor = 0
			has_doctrine = guerrilla_warfare
		}
		modifier = {
			factor = 0
			is_non_power = yes
		}
	}

	# EFFECTS
	enable_tactic = tactic_counter_cordon_search
	army_infantry_defence_factor = 0.05
	resistance_target = -0.05

	rewards = {
		population_control = {
			recon_factor = 0.1
			initiative_factor = 0.05
		}
		direct_action_raids = {
			enable_tactic = tactic_counter_stronghold_raid
			coordination_bonus = 0.1
		}
		rapid_response_forces = {
			enable_tactic = tactic_counter_fireforce
			army_speed_factor = 0.05
			army_retreat_speed_factor = 0.1
		}
		civil_military_operations = {
			stability_factor = 0.05
			recruitable_population_factor = 0.05
		}
		persistent_presence = {
			cas_damage_reduction = 0.1
			max_dig_in_factor = 0.1
		}
	}
}

urban_warfare_ops = {
	track = operational_theory
	name = SUBDOCTRINE_OPERATION_URBAN_WARFARE
	description = SUBDOCTRINE_OPERATION_URBAN_WARFARE_DESC
	icon = GFX_doctrine_light_infantry_warfare

	xp_cost = 75
	xp_type = army

	available = {
		does_not_have_urban_warfare_ops_doctrine = yes
	}

	ai_will_do = {
		base = 1
		modifier = {
			add = 5
			is_major_power = yes
			num_of_military_factories > 30
		}
		modifier = {
			add = 3
			has_country_flag = middle_east_nation_flag
		}
		modifier = {
			factor = 0
			is_non_power = yes
		}
	}

	# EFFECTS
	enable_tactic = tactic_city_node_attack
	enable_tactic = tactic_city_all_round_defense

	L_Inf_Bat = {
		urban = { attack = 0.05  defence = 0.05 }
		supercity = { attack = 0.05  defence = 0.05 }
	}
	smol_L_Inf_Bat = {
		urban = { attack = 0.05  defence = 0.05 }
		supercity = { attack = 0.05  defence = 0.05 }
	}
	XS_L_Inf_Bat = {
		urban = { attack = 0.05  defence = 0.05 }
		supercity = { attack = 0.05  defence = 0.05 }
	}
	Mot_Inf_Bat = {
		urban = { attack = 0.05  defence = 0.05 }
		supercity = { attack = 0.05  defence = 0.05 }
	}
	smol_Mot_Inf_Bat = {
		urban = { attack = 0.05  defence = 0.05 }
		supercity = { attack = 0.05  defence = 0.05 }
	}
	XS_Mot_Inf_Bat = {
		urban = { attack = 0.05  defence = 0.05 }
		supercity = { attack = 0.05  defence = 0.05 }
	}
	Hvy_Mot_Inf_Bat = {
		urban = { attack = 0.05  defence = 0.05 }
		supercity = { attack = 0.05  defence = 0.05 }
	}
	smol_Hvy_Mot_Inf_Bat = {
		urban = { attack = 0.05  defence = 0.05 }
		supercity = { attack = 0.05  defence = 0.05 }
	}
	XS_Hvy_Mot_Inf_Bat = {
		urban = { attack = 0.05  defence = 0.05 }
		supercity = { attack = 0.05  defence = 0.05 }
	}
	Team_Hvy_Mot_Inf_Bat = {
		urban = { attack = 0.05  defence = 0.05 }
		supercity = { attack = 0.05  defence = 0.05 }
	}
	Militia_Bat = {
		urban = { attack = 0.05  defence = 0.05 }
		supercity = { attack = 0.05  defence = 0.05 }
	}
	smol_Militia_Bat = {
		urban = { attack = 0.05  defence = 0.05 }
		supercity = { attack = 0.05  defence = 0.05 }
	}
	XS_Militia_Bat = {
		urban = { attack = 0.05  defence = 0.05 }
		supercity = { attack = 0.05  defence = 0.05 }
	}
	Mot_Militia_Bat = {
		urban = { attack = 0.05  defence = 0.05 }
		supercity = { attack = 0.05  defence = 0.05 }
	}
	smol_Mot_Militia_Bat = {
		urban = { attack = 0.05  defence = 0.05 }
		supercity = { attack = 0.05  defence = 0.05 }
	}
	XS_Mot_Militia_Bat = {
		urban = { attack = 0.05  defence = 0.05 }
		supercity = { attack = 0.05  defence = 0.05 }
	}

	rewards = {
		breaching_tactics = {
			enable_tactic = tactic_city_infiltration_attack
			L_Inf_Bat = {
				urban = { attack = 0.1 }
				supercity = { attack = 0.1 }
			}
			smol_L_Inf_Bat = {
				urban = { attack = 0.1 }
				supercity = { attack = 0.1 }
			}
			XS_L_Inf_Bat = {
				urban = { attack = 0.1 }
				supercity = { attack = 0.1 }
			}
			Mot_Inf_Bat = { urban = { attack = 0.1 }  supercity = { attack = 0.1 } }
			smol_Mot_Inf_Bat = { urban = { attack = 0.1 }  supercity = { attack = 0.1 } }
			XS_Mot_Inf_Bat = { urban = { attack = 0.1 }  supercity = { attack = 0.1 } }
			Hvy_Mot_Inf_Bat = { urban = { attack = 0.1 }  supercity = { attack = 0.1 } }
			smol_Hvy_Mot_Inf_Bat = { urban = { attack = 0.1 }  supercity = { attack = 0.1 } }
			XS_Hvy_Mot_Inf_Bat = { urban = { attack = 0.1 }  supercity = { attack = 0.1 } }
			Team_Hvy_Mot_Inf_Bat = { urban = { attack = 0.1 }  supercity = { attack = 0.1 } }
			Militia_Bat = { urban = { attack = 0.1 }  supercity = { attack = 0.1 } }
			smol_Militia_Bat = { urban = { attack = 0.1 }  supercity = { attack = 0.1 } }
			XS_Militia_Bat = { urban = { attack = 0.1 }  supercity = { attack = 0.1 } }
			Mot_Militia_Bat = { urban = { attack = 0.1 }  supercity = { attack = 0.1 } }
			smol_Mot_Militia_Bat = { urban = { attack = 0.1 }  supercity = { attack = 0.1 } }
			XS_Mot_Militia_Bat = { urban = { attack = 0.1 }  supercity = { attack = 0.1 } }
		}
		interlocking_fields_of_fire = {
			enable_tactic = tactic_city_crossfire_defense
			L_Inf_Bat = {
				urban = { defence = 0.1 }
				supercity = { defence = 0.1 }
			}
			smol_L_Inf_Bat = {
				urban = { defence = 0.1 }
				supercity = { defence = 0.1 }
			}
			XS_L_Inf_Bat = {
				urban = { defence = 0.1 }
				supercity = { defence = 0.1 }
			}
			Mot_Inf_Bat = { urban = { defence = 0.1 }  supercity = { defence = 0.1 } }
			smol_Mot_Inf_Bat = { urban = { defence = 0.1 }  supercity = { defence = 0.1 } }
			XS_Mot_Inf_Bat = { urban = { defence = 0.1 }  supercity = { defence = 0.1 } }
			Hvy_Mot_Inf_Bat = { urban = { defence = 0.1 }  supercity = { defence = 0.1 } }
			smol_Hvy_Mot_Inf_Bat = { urban = { defence = 0.1 }  supercity = { defence = 0.1 } }
			XS_Hvy_Mot_Inf_Bat = { urban = { defence = 0.1 }  supercity = { defence = 0.1 } }
			Team_Hvy_Mot_Inf_Bat = { urban = { defence = 0.1 }  supercity = { defence = 0.1 } }
			Militia_Bat = { urban = { defence = 0.1 }  supercity = { defence = 0.1 } }
			smol_Militia_Bat = { urban = { defence = 0.1 }  supercity = { defence = 0.1 } }
			XS_Militia_Bat = { urban = { defence = 0.1 }  supercity = { defence = 0.1 } }
			Mot_Militia_Bat = { urban = { defence = 0.1 }  supercity = { defence = 0.1 } }
			smol_Mot_Militia_Bat = { urban = { defence = 0.1 }  supercity = { defence = 0.1 } }
			XS_Mot_Militia_Bat = { urban = { defence = 0.1 }  supercity = { defence = 0.1 } }
		}
		sector_clearance = {
			coordination_bonus = 0.1
			initiative_factor = 0.05
		}
		street_level_intelligence = {
			recon_factor = 0.1
			intel_from_combat_factor = 0.1
		}
		combined_arms_urban = {
			army_infantry_attack_factor = 0.05
			breakthrough_factor = 0.05
		}
	}
}

#Special Operational Doctrines
adverse_condition_ops = {
	track = operational_theory
	name = SUBDOCTRINE_OPERATION_ADVERSE
	description = SUBDOCTRINE_OPERATION_ADVERSE_DESC
	icon = GFX_doctrine_adverse_condition_ops

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = adverse_condition_ops }
	}

	ai_will_do = {
		base = 1
		modifier = {
			add = 3
			has_country_flag = european_nation_flag
		}
		modifier = {
			factor = 0
			is_non_power = yes
		}
	}

	# EFFECTS
	org_loss_when_moving = -0.15
	org_loss_at_low_org_factor = -0.05

	rewards = {
		night_operations = {
			land_night_attack = 0.1
		}
		under_hostile_skies = {
			cas_damage_reduction = 0.15
		}
		adverse_terrain_training = {
			terrain_penalty_reduction = 0.1
		}
		high_experience_units = {
			experience_gain_army_unit_factor = 0.1
			experience_loss_factor = -0.15
		}
		coordinated_missions = {
			coordination_bonus = 0.1
		}
	}
}
