#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
	}

	# EFFECTS
	max_planning = 0.05
	planning_speed = 0.10

	rewards = {
		division_structure = {
			additional_brigade_column_size = 2
	 		category_army = {
	 			soft_attack = 0.05
	 			hard_attack = 0.025
	 			breakthrough = 0.05
	 			defense = 0.025
	 		}
		}
		high_level_command_initiative = {
			planning_speed = 0.10
	 		max_planning_factor = 0.10
	 		coordination_bonus = 0.15
		}
		company_level_maneuver = {
			org_loss_when_moving = -0.05
 			army_attack_factor = 0.10
		}
		expanded_battalion_maneuver = {
			combat_width_factor = -0.25
		}
		central_command_planning = {
			max_planning_factor = 0.05
			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
	}

	# EFFECTS
	planning_speed = 0.05
	initiative_factor = 0.1

	rewards = {
		brigade_structure = {
			category_army = {
	 			max_organisation = 3
	 			soft_attack = 0.25
	 			hard_attack = 0.15
	 			breakthrough = 0.20
	 			defense = 0.25
	 		}
			additional_brigade_column_size = 1
 			coordination_bonus = 0.10
		}
		mid_level_command_initiative = {
			initiative_factor = 0.05
 			max_planning_factor = 0.05
 			coordination_bonus = 0.10
		}
		company_level_maneuver = {
			org_loss_when_moving = -0.05
 			army_attack_factor = 0.10
		}
		armored_formations = {
			army_armor_attack_factor = 0.15
			experience_gain_armor_Bat_combat_factor = 0.25
			experience_gain_smol_armor_Bat_combat_factor = 0.25
			experience_gain_XS_armor_Bat_combat_factor = 0.25
			experience_gain_L_arm_Bat_combat_factor = 0.25
			experience_gain_smol_L_arm_Bat_combat_factor = 0.25
			experience_gain_XS_L_arm_Bat_combat_factor = 0.25
		}
		dispersed_level_planning = {
			max_planning_factor = 0.025
			planning_speed = 0.025
			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 = 1
	}

	# EFFECTS
	max_planning_factor = -0.1
	planning_speed = 0.1
	initiative_factor = 0.15

	rewards = {
		 battalion_structure = {
			category_army = {
	 			max_organisation = 3
	 			soft_attack = 0.25
	 			hard_attack = 0.15
	 			breakthrough = 0.20
	 			defense = 0.25
	 		}
 			coordination_bonus = 0.10
		}
		low_level_command_initiative = {
			initiative_factor = 0.15
 			recon_factor = 0.15
 			coordination_bonus = 0.05
		}
		platoon_level_maneuver = {
			coordination_bonus = 0.10
 			army_attack_factor = 0.05
		}
		combined_arms_formations = {
			mechanized_attack_factor = 0.15
 			experience_gain_Mech_Inf_Bat_combat_factor = 0.25
			experience_gain_smol_Mech_Inf_Bat_combat_factor = 0.25
			experience_gain_XS_Mech_Inf_Bat_combat_factor = 0.25
 			experience_gain_Arm_Inf_Bat_combat_factor = 0.25
			experience_gain_smol_Arm_Inf_Bat_combat_factor = 0.25
			experience_gain_XS_Arm_Inf_Bat_combat_factor = 0.25
		}
		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
	}

	# EFFECTS
	no_supply_grace = 120
 	army_fuel_capacity_factor = 0.05


	rewards = {
		dispersed_supply_depots = {
			out_of_supply_factor = -0.05
		}
		combat_supply_theory = {
			supply_consumption_factor = -0.05
		}
		decentralized_maintenance = {
			category_front_line = {
				reliability_factor = 0.02
			}
		}
		unit_level_supply = {
			army_fuel_capacity_factor = 0.15
	 		max_fuel_factor = -0.10
		}
		permit_scavenging = {
			equipment_capture_factor = 0.10
		}
	}
}

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 = 1
	}

	# EFFECTS
	no_supply_grace = 96
	army_fuel_capacity_factor = 0.10


	rewards = {
		concentrated_supply_depots = {
			army_fuel_capacity_factor = 0.15
		}
		combat_supply_theory = {
			supply_consumption_factor = -0.05
		}
		centralized_maintenance = {
			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
			}
		}
		joint_supply_theory = {
			army_fuel_capacity_factor = -0.10
	 		max_fuel_factor = 0.15
		}
		discourage_scavenging = {
			equipment_capture_factor = -0.10
	 		no_supply_grace = 96
		}
	}
}

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
	}

	# EFFECTS
	no_supply_grace = 128

	rewards = {
		battlefield_recovery_efforts = {
			combat_service_support_company = {
				recovery = 0.25
			}
			XS_combat_service_support_company = {
				recovery = 0.25
			}
			Team_combat_service_support_company = {
				recovery = 0.25
			}
			helicopter_combat_service_support = {
				recovery = 0.25
			}
			XS_helicopter_combat_service_support = {
				recovery = 0.25
			}
			Team_helicopter_combat_service_support = {
				recovery = 0.25
			}
		}
		equipment_capture_training = {
			combat_service_support_company = {
				equipment_capture_factor = 0.15
			}
			XS_combat_service_support_company = {
				equipment_capture_factor = 0.15
			}
			Team_combat_service_support_company = {
				equipment_capture_factor = 0.15
			}
			helicopter_combat_service_support = {
				equipment_capture_factor = 0.15
			}
			XS_helicopter_combat_service_support = {
				equipment_capture_factor = 0.15
			}
			Team_helicopter_combat_service_support = {
				equipment_capture_factor = 0.15
			}
		}
		isolated_supply_missions = {
			pocket_penalty = -0.25
		}
		low_supply_needs = {
			supply_consumption_factor = -0.15
		}
		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 = 0.025
			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
	}

	# EFFECTS
	enable_tactic = tactic_deep_battle_push
 	enable_tactic = tactic_deep_battle_assault
 	enable_tactic = tactic_deep_battle_encirclement

 	no_supply_grace = 196
 	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 = 0.15
		}
		probing_attacks = {
			recon_factor = 0.10
		}
		recon_in_force = {
			intel_from_combat_factor = 0.15
		}
		offensive_fires = {
			breakthrough_factor = 0.025
		}
		massed_penetration_missions = {
			breakthrough_factor = 0.05
			army_attack_factor = 0.1
		}
	}
}

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
	}

	# EFFECTS
	enable_tactic = tactic_thunder_run_breakthrough

 	org_loss_when_moving = -0.15
	army_fuel_consumption_factor = -0.15

	rewards = {
		rapid_attacks = {
			army_speed_factor = 0.075
	 		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 = 0.10
		}
		force_reconassiance = {
			recon_factor = 0.15
		}
		offensive_fires = {
			breakthrough_factor = 0.025
		}
		rapid_maneuver_force = {
			army_speed_factor = 0.05
			army_org_factor = 0.025
			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
	}

	# EFFECTS
	category_all_infantry = {
		soft_attack = 0.15
		hard_attack = 0.1
	}

	rewards = {
		infiltration_groups = {
			recon_factor = 0.1
			initiative_factor = 0.1
		}
		coordinated_pre_mission_bombardments = {
			L_Recce_Comp = {
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.25
					hard_attack = 0.15
					breakthrough = 0.1
				}
			}
			XS_L_Recce_Comp = {
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.25
					hard_attack = 0.15
					breakthrough = 0.1
				}
			}
			Team_L_Recce_Comp = {
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.25
					hard_attack = 0.15
					breakthrough = 0.1
				}
			}

			Mot_Recce_Comp = {
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.25
					hard_attack = 0.15
					breakthrough = 0.1
				}
			}
			XS_Mot_Recce_Comp = {
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.25
					hard_attack = 0.15
					breakthrough = 0.1
				}
			}
			Team_Mot_Recce_Comp = {
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.25
					hard_attack = 0.15
					breakthrough = 0.1
				}
			}
			air_recon_comp = {
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.25
					hard_attack = 0.15
					breakthrough = 0.1
				}
			}
			XS_air_recon_comp = {
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.25
					hard_attack = 0.15
					breakthrough = 0.1
				}
			}
			Team_air_recon_comp = {
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.25
					hard_attack = 0.15
					breakthrough = 0.1
				}
			}
		}
		dedicated_tank_hunters = {
			category_all_infantry = {
				ap_attack = 0.35
				hard_attack = 0.1
			}
		}
		urban_combat_operations = {
			L_Inf_Bat = {
				urban = {
					attack = 0.15
					defence = 0.15
				}
				supercity = {
					attack = 0.15
					defence = 0.15
				}
			}
			smol_L_Inf_Bat = {
				urban = {
					attack = 0.15
					defence = 0.15
				}
				supercity = {
					attack = 0.15
					defence = 0.15
				}
			}
			XS_L_Inf_Bat = {
				urban = {
					attack = 0.15
					defence = 0.15
				}
				supercity = {
					attack = 0.15
					defence = 0.15
				}
			}

			Mot_Inf_Bat = {
				urban = {
					attack = 0.15
					defence = 0.15
				}
				supercity = {
					attack = 0.15
					defence = 0.15
				}
			}
			smol_Mot_Inf_Bat = {
				urban = {
					attack = 0.15
					defence = 0.15
				}
				supercity = {
					attack = 0.15
					defence = 0.15
				}
			}
			XS_Mot_Inf_Bat = {
				urban = {
					attack = 0.15
					defence = 0.15
				}
				supercity = {
					attack = 0.15
					defence = 0.15
				}
			}

			Militia_Bat = {
				urban = {
					attack = 0.15
					defence = 0.15
				}
				supercity = {
					attack = 0.15
					defence = 0.15
				}
			}
			smol_Militia_Bat = {
				urban = {
					attack = 0.15
					defence = 0.15
				}
				supercity = {
					attack = 0.15
					defence = 0.15
				}
			}
			XS_Militia_Bat = {
				urban = {
					attack = 0.15
					defence = 0.15
				}
				supercity = {
					attack = 0.15
					defence = 0.15
				}
			}

			Mot_Militia_Bat = {
				urban = {
					attack = 0.15
					defence = 0.15
				}
				supercity = {
					attack = 0.15
					defence = 0.15
				}
			}
			smol_Mot_Militia_Bat = {
				urban = {
					attack = 0.15
					defence = 0.15
				}
				supercity = {
					attack = 0.15
					defence = 0.15
				}
			}
			XS_Mot_Militia_Bat = {
				urban = {
					attack = 0.15
					defence = 0.15
				}
				supercity = {
					attack = 0.15
					defence = 0.15
				}
			}
		}
		massed_infantry_assaults = {
			category_all_infantry = {
				soft_attack = 0.15
				hard_attack = 0.15
				breakthrough = 0.2
			}
		}
	}
}

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 = 1
	}

	# EFFECTS
	army_infantry_attack_factor = 0.1

	rewards = {
		hit_and_run_raids = {
			army_attack_speed_factor = 0.25
			army_speed_factor = 0.15
		}
		close_observation = {
			intel_from_combat_factor = 0.25
		}
		propaganda_campaigns = {
			recruitable_population_factor = 0.15
		}
		city_offensive_operations = {
			L_Inf_Bat = {
				urban = {
					movement = 0.2
					attack = 0.25
				}
				supercity = {
					movement = 0.15
					attack = 0.2
				}
			}
			smol_L_Inf_Bat = {
				urban = {
					movement = 0.2
					attack = 0.25
				}
				supercity = {
					movement = 0.15
					attack = 0.2
				}
			}
			XS_L_Inf_Bat = {
				urban = {
					movement = 0.2
					attack = 0.25
				}
				supercity = {
					movement = 0.15
					attack = 0.2
				}
			}

			Militia_Bat = {
				urban = {
					movement = 0.25
					attack = 0.3
				}
				supercity = {
					movement = 0.2
					attack = 0.25
				}
			}
			smol_Militia_Bat = {
				urban = {
					movement = 0.25
					attack = 0.3
				}
				supercity = {
					movement = 0.2
					attack = 0.25
				}
			}
			XS_Militia_Bat = {
				urban = {
					movement = 0.25
					attack = 0.3
				}
				supercity = {
					movement = 0.2
					attack = 0.25
				}
			}

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

			Mot_Militia_Bat = {
				urban = {
					movement = 0.15
					attack = 0.2
				}
				supercity = {
					movement = 0.2
					attack = 0.15
				}
			}
			smol_Mot_Militia_Bat = {
				urban = {
					movement = 0.15
					attack = 0.2
				}
				supercity = {
					movement = 0.2
					attack = 0.15
				}
			}
			XS_Mot_Militia_Bat = {
				urban = {
					movement = 0.15
					attack = 0.2
				}
				supercity = {
					movement = 0.2
					attack = 0.15
				}
			}
		}
		lay_of_the_land = {
			terrain_penalty_reduction = 0.35
		}
	}
}
#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
	}

	# EFFECTS
	max_dig_in_factor = 0.25
 	recon_factor_while_entrenched = 0.25

	rewards = {
		forward_defensive_deployments = {
			max_dig_in = 3
 			dig_in_speed_factor = 0.15
		}
		anti_tank_ambushes = {
			category_front_line = {
	 			hard_attack = 0.10
	 			ap_attack = 0.10
	 		}

	 		category_all_infantry = {
	 			ap_attack = 0.25
	 		}
		}
		defensive_position_exploitation = {
			max_dig_in_factor = 0.05
	 		L_Inf_Bat = {
	 			fort = {
	 				defence = 0.15
	 			}
	 		}
			smol_L_Inf_Bat = {
	 			fort = {
	 				defence = 0.15
	 			}
	 		}
			XS_L_Inf_Bat = {
	 			fort = {
	 				defence = 0.15
	 			}
	 		}
	 		Mot_Inf_Bat = {
	 			fort = {
	 				defence = 0.15
	 			}
	 		}
			smol_Mot_Inf_Bat = {
	 			fort = {
	 				defence = 0.15
	 			}
	 		}
			XS_Mot_Inf_Bat = {
	 			fort = {
	 				defence = 0.15
	 			}
	 		}
	 		Mech_Inf_Bat = {
	 			fort = {
	 				defence = 0.15
	 			}
	 		}
			smol_Mech_Inf_Bat = {
	 			fort = {
	 				defence = 0.15
	 			}
	 		}
			XS_Mech_Inf_Bat = {
	 			fort = {
	 				defence = 0.15
	 			}
	 		}
	 		Arm_Inf_Bat = {
	 			fort = {
	 				defence = 0.15
	 			}
	 		}
			smol_Arm_Inf_Bat = {
	 			fort = {
	 				defence = 0.15
	 			}
	 		}
			XS_Arm_Inf_Bat = {
	 			fort = {
	 				defence = 0.15
	 			}
	 		}
		}
		minefield_defences = {
			army_defence_factor = 0.10
			#todo: add some special ability here to mine states / provinces
		}
		defence_in_depth = {
			army_core_defence_factor = 0.15
		}
	}
}

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
	}

	# 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 = -0.04
		}
		rapid_force_relocation = {
			army_retreat_speed_factor = 0.15
		}
		pocket_defence = {
			pocket_penalty = -0.40
		}
		kill_boxes = {
			army_core_defence_factor = 0.05
 			army_core_attack_factor = 0.10
		}
		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
	}

	# EFFECTS
	dig_in_speed_factor = 0.25
 	army_defence_factor = 0.025

	rewards = {
		fire_brigades = {
			land_night_attack = 0.05
 			org_loss_when_moving = -0.075
		}
		delay = {
			cas_damage_reduction = 0.10
 			coordination_bonus = 0.10
		}
		freedom_of_maneuver = {
			army_speed_factor = 0.075
 			initiative_factor = 0.05
		}
		counter_punch = {
			land_night_attack = 0.05
 			army_core_attack_factor = 0.10
		}
		collapsing_defense = {
			army_speed_factor = 0.05
 			land_reinforce_rate = 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 = 1
	}

	# EFFECTS
	army_infantry_defence_factor = 0.1

	rewards = {
		urban_insurgent_ops = {
			L_Inf_Bat = {
	 			urban = {
					movement = 0.2
	 				defence = 0.25
	 			}
	 			supercity = {
	 				movement = 0.15
	 				defence = 0.25
	 			}
	 		}
			smol_L_Inf_Bat = {
	 			urban = {
					movement = 0.2
	 				defence = 0.25
	 			}
	 			supercity = {
	 				movement = 0.15
	 				defence = 0.25
	 			}
	 		}
			XS_L_Inf_Bat = {
	 			urban = {
					movement = 0.2
	 				defence = 0.25
	 			}
	 			supercity = {
	 				movement = 0.15
	 				defence = 0.25
	 			}
	 		}

	 		Militia_Bat = {
	 			urban = {
	 				movement = 0.2
	 				defence = 0.3
	 			}
	 			supercity = {
	 				movement = 0.2
	 				defence = 0.3
	 			}
	 		}
			smol_Militia_Bat = {
	 			urban = {
	 				movement = 0.2
	 				defence = 0.3
	 			}
	 			supercity = {
	 				movement = 0.2
	 				defence = 0.3
	 			}
	 		}
			XS_Militia_Bat = {
	 			urban = {
	 				movement = 0.2
	 				defence = 0.3
	 			}
	 			supercity = {
	 				movement = 0.2
	 				defence = 0.3
	 			}
	 		}

	 		Mot_Inf_Bat = {
	 			urban = {
	 				movement = 0.1
	 				defence = 0.15
	 			}
	 			supercity = {
	 				movement = 0.1
	 				defence = 0.15
	 			}
	 		}
			smol_Mot_Inf_Bat = {
	 			urban = {
	 				movement = 0.1
	 				defence = 0.15
	 			}
	 			supercity = {
	 				movement = 0.1
	 				defence = 0.15
	 			}
	 		}
			XS_Mot_Inf_Bat = {
	 			urban = {
	 				movement = 0.1
	 				defence = 0.15
	 			}
	 			supercity = {
	 				movement = 0.1
	 				defence = 0.15
	 			}
	 		}

	 		Mot_Militia_Bat = {
	 			urban = {
	 				movement = 0.15
	 				defence = 0.2
	 			}
	 			supercity = {
	 				movement = 0.15
	 				defence = 0.2
	 			}
	 		}
			smol_Mot_Militia_Bat = {
	 			urban = {
	 				movement = 0.15
	 				defence = 0.2
	 			}
	 			supercity = {
	 				movement = 0.15
	 				defence = 0.2
	 			}
	 		}
			XS_Mot_Militia_Bat = {
	 			urban = {
	 				movement = 0.15
	 				defence = 0.2
	 			}
	 			supercity = {
	 				movement = 0.15
	 				defence = 0.2
	 			}
	 		}
		}
		repair_and_replace = {
			category_militia = {
				equipment_capture_factor = 0.4
				recovery = 0.4
			}
		}
		asture_insurgent_ops = {
			L_Inf_Bat = {
				mountain = {
					movement = 0.2
					defence = 0.25
				}
				hills = {
					movement = 0.15
					defence = 0.2
				}
				jungle = {
					movement = 0.15
					defence = 0.25
				}
			}
			smol_L_Inf_Bat = {
				mountain = {
					movement = 0.2
					defence = 0.25
				}
				hills = {
					movement = 0.15
					defence = 0.2
				}
				jungle = {
					movement = 0.15
					defence = 0.25
				}
			}
			XS_L_Inf_Bat = {
				mountain = {
					movement = 0.2
					defence = 0.25
				}
				hills = {
					movement = 0.15
					defence = 0.2
				}
				jungle = {
					movement = 0.15
					defence = 0.25
				}
			}

			Militia_Bat = {
				mountain = {
					movement = 0.25
					defence = 0.3
				}
				hills = {
					movement = 0.2
					defence = 0.25
				}
				jungle = {
					movement = 0.2
					defence = 0.3
				}
			}
			smol_Militia_Bat = {
				mountain = {
					movement = 0.25
					defence = 0.3
				}
				hills = {
					movement = 0.2
					defence = 0.25
				}
				jungle = {
					movement = 0.2
					defence = 0.3
				}
			}
			XS_Militia_Bat = {
				mountain = {
					movement = 0.25
					defence = 0.3
				}
				hills = {
					movement = 0.2
					defence = 0.25
				}
				jungle = {
					movement = 0.2
					defence = 0.3
				}
			}

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

			Mot_Militia_Bat = {
				mountain = {
					movement = 0.15
					defence = 0.2
				}
				hills = {
					movement = 0.2
					defence = 0.15
				}
				jungle = {
					movement = 0.15
					defence = 0.2
				}
			}
			smol_Mot_Militia_Bat = {
				mountain = {
					movement = 0.15
					defence = 0.2
				}
				hills = {
					movement = 0.2
					defence = 0.15
				}
				jungle = {
					movement = 0.15
					defence = 0.2
				}
			}
			XS_Mot_Militia_Bat = {
				mountain = {
					movement = 0.15
					defence = 0.2
				}
				hills = {
					movement = 0.2
					defence = 0.15
				}
				jungle = {
					movement = 0.15
					defence = 0.2
				}
			}
		}
		dedicated_hideouts = {
			cas_damage_reduction = 0.5
			max_dig_in_factor = 0.25
		}
		hit_and_run_defence = {
			army_retreat_speed_factor = 0.4
		}
	}
}
#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
	}

	# EFFECTS
	org_loss_when_moving = -0.15
	org_loss_at_low_org_factor = -0.05

	rewards = {
		night_operations = {
			land_night_attack = 0.15
		}
		under_hostile_skies = {
			cas_damage_reduction = 0.35
		}
		adverse_terrain_training = {
			terrain_penalty_reduction = 0.15
		}
		high_experience_units = {
			experience_gain_army_unit_factor = 0.15
			experience_loss_factor = -0.15
		}
		coordinated_missions = {
			coordination_bonus = 0.15
		}
	}
}