#Technology Doctrines
high_technology_army = {
	track = technology
	name = SUBDOCTRINE_TECHNOLOGY_HIGH
	description = SUBDOCTRINE_TECHNOLOGY_HIGH_DESC
	icon = GFX_doctrine_high_technology_army

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = high_technology_army }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	equipment_cost_multiplier_modifier = 0.15
 	army_org_factor = 0.04
 	army_intel_to_others = -10

	rewards = {
		blue_force_tracker = {
			coordination_bonus = 0.025
			land_night_attack = 0.05

	 		equipment_cost_multiplier_modifier = 0.25
		}
		digital_assisted_warfare = {
			land_reinforce_rate = 0.05

	 		equipment_cost_multiplier_modifier = 0.05
		}
		cross_com_deployment = {
			recon_factor = 0.10
 			recon_factor_while_entrenched = 0.10
 			coordination_bonus = 0.10
		}
		advanced_unit_drones = {
			initiative_factor = 0.05
 			terrain_penalty_reduction = 0.10

 			equipment_cost_multiplier_modifier = 0.15
		}
		ai_assisted_planning = {
			planning_speed = 0.15
 			max_planning_factor = 0.05
 			equipment_cost_multiplier_modifier = 0.20
		}
	}
}

common_technology_army = {
	track = technology
	name = SUBDOCTRINE_TECHNOLOGY_COMMON
	description = SUBDOCTRINE_TECHNOLOGY_COMMON_DESC
	icon = GFX_doctrine_common_technology_army

	xp_cost = 75
	xp_type = army

	available = {
		has_tech = COMSAT1
		NOT = { has_doctrine = common_technology_army }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	max_planning = 0.05
	planning_speed = 0.05

	rewards = {
		modernized_tech = {
			coordination_bonus = 0.05
			land_reinforce_rate = 0.05
		}
		modern_gps = {
			army_org_factor = 0.02
			army_speed_factor = 0.025
			army_attack_speed_factor = 0.02
		}
		satcom = {
			army_intel_to_others = -5
			recon_factor = 0.03
			planning_speed = 0.02
		}
		advanced_comm_encryption = {
			army_intel_to_others = -5
			encryption_factor = 0.05
			max_planning_factor = 0.025
		}
		long_range_transmitters = {
			planning_speed = 0.025
			encryption_factor = 0.05
			initiative_factor = 0.04
		}
	}
}

low_technology_army = {
	track = technology
	name = SUBDOCTRINE_TECHNOLOGY_LOW
	description = SUBDOCTRINE_TECHNOLOGY_LOW_DESC
	icon = GFX_doctrine_low_technology_army

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = low_technology_army }

	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	recon_factor = 0.025
	initiative_factor = 0.025

	rewards = {
		burner_phones = {
			coordination_bonus = 0.05
	 		recon_factor = 0.025
	 		army_intel_to_others = -5
		}
		encoded_messages = {
			army_intel_to_others = -5
	 		max_planning_factor = 0.05
		}
		vpn_usage = {
			army_intel_to_others = -5
	 		planning_speed = 0.05
 			max_planning_factor = 0.05
		}
		hand_delivered_messages = {
			army_intel_to_others = -10
	 		max_planning_factor = 0.05
		}
		compartmentalized_comms = {
			initiative_factor = 0.05
 			army_intel_to_others = -5
	 		recon_factor = 0.05
	 		army_attack_speed_factor = 0.025
		}
	}
}
#Training Doctrines
#reduced_training = {
#	track = training
#	name = SUBDOCTRINE_TRAINING_REDUCED
#	description = SUBDOCTRINE_TRAINING_REDUCED_DESC
#	icon = GFX_doctrine_reduced_training
#
#	xp_cost = 50
#	xp_type = army
#
#	available = {
#		NOT = { has_doctrine = reduced_training }
#	}
#
#	ai_will_do = {
#		base = 1
#	}
#
	# EFFECTS
#	max_training = -0.2
#	minimum_training_level = -0.1
#	army_personnel_cost_multiplier_modifier = -0.02
#
#	rewards = {
#		short_basic_training = {
#			training_time_army_factor = -0.1
#			army_personnel_cost_multiplier_modifier = -0.02
#		}
#		quick_training_turnaround = {
#			minimum_training_level = -0.05
#			army_personnel_cost_multiplier_modifier = -0.02
#		}
#		no_enlistment_bonus = {
#			experience_gain_army_factor = -0.1
#			army_personnel_cost_multiplier_modifier = -0.05
#		}
#		rapid_mobilization = {
#			mobilization_speed = 0.15
#			army_personnel_cost_multiplier_modifier = -0.02
#		}
#		rapid_training_cycles = {
#			training_time_army_factor = -0.1
#			army_personnel_cost_multiplier_modifier = -0.02
#		}
#	}
#}

#advanced_training = {
#	track = training
#	name = SUBDOCTRINE_TRAINING_ADVANCED
#	description = SUBDOCTRINE_TRAINING_ADVANCED_DESC
#	icon = GFX_doctrine_advanced_training
#
#	xp_cost = 75
#	xp_type = army
#
#	available = {
#		NOT = { has_doctrine = advanced_training }
#	}
#
#	ai_will_do = {
#		base = 1
#	}
#
	# EFFECTS
#	max_training = 1
#	training_time_army_factor = 0.25
#	army_personnel_cost_multiplier_modifier = 0.05
#
#	rewards = {
#		enhanced_basic_training = {
#			army_personnel_cost_multiplier_modifier = 0.025
#			experience_gain_army_factor = 0.05
#		}
#		advanced_individual_training = {
#			army_personnel_cost_multiplier_modifier = 0.025
#			mobilization_speed = 0.05
#		}
#		dedicated_training_centers = {
#			army_personnel_cost_multiplier_modifier = 0.025
#			experience_gain_army_unit_factor = 0.05
#		}
#		tradoc = {
#			army_personnel_cost_multiplier_modifier = 0.025
#			army_attack_factor = 0.015
#			army_defence_factor = 0.01
#		}
#			army_personnel_cost_multiplier_modifier = 0.025
#			max_training = 1
#			training_time_army_factor = 0.25
#		}
#	}
#}

skill_school_focus = {
	track = training
	name = SUBDOCTRINE_TRAINING_SKILLS
	description = SUBDOCTRINE_TRAINING_SKILLS_DESC
	icon = GFX_doctrine_skill_school_focus

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = skill_school_focus }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	max_training = 0.5

	rewards = {
		tactics_schools = {
			offence = 0.025
			defence = 0.025

			army_personnel_cost_multiplier_modifier = 0.05
		}
		infantry_weapons_school = {
			category_all_infantry = {
	 			ap_attack = 0.50
	 			soft_attack = 0.15
	 			hard_attack = 0.15
	 		}
			army_personnel_cost_multiplier_modifier = 0.05
		}
		squad_level_tactics = {
	 		army_attack_factor = 0.02
	 		army_defence_factor = 0.02

	 		army_personnel_cost_multiplier_modifier = 0.075
		}
		joint_fires_school = {
			air_superiority_bonus_in_combat = 0.15
	 		Arty_Battery = {
	 			battalion_mult = {
	 				category = category_all_infantry
	 				soft_attack = 0.05
	 				hard_attack = 0.025
	 				defence = 0.05
	 			}
	 			battalion_mult = {
	 				category = category_all_armor
	 				soft_attack = 0.05
	 				hard_attack = 0.025
	 				breakthrough = 0.05
	 			}
	 		}
			XS_Arty_Battery = {
	 			battalion_mult = {
	 				category = category_all_infantry
	 				soft_attack = 0.05
	 				hard_attack = 0.025
	 				defence = 0.05
	 			}
	 			battalion_mult = {
	 				category = category_all_armor
	 				soft_attack = 0.05
	 				hard_attack = 0.025
	 				breakthrough = 0.05
	 			}
	 		}

	 		SP_Arty_Battery = {
	 			battalion_mult = {
	 				category = category_all_infantry
	 				soft_attack = 0.05
	 				hard_attack = 0.025
	 				defence = 0.05
	 			}
	 			battalion_mult = {
	 				category = category_all_armor
	 				soft_attack = 0.05
	 				hard_attack = 0.025
	 				breakthrough = 0.05
	 			}
	 		}
			XS_SP_Arty_Battery = {
	 			battalion_mult = {
	 				category = category_all_infantry
	 				soft_attack = 0.05
	 				hard_attack = 0.025
	 				defence = 0.05
	 			}
	 			battalion_mult = {
	 				category = category_all_armor
	 				soft_attack = 0.05
	 				hard_attack = 0.025
	 				breakthrough = 0.05
	 			}
	 		}
			SP_R_Arty_Battery = {
	 			battalion_mult = {
	 				category = category_all_infantry
	 				soft_attack = 0.05
	 				hard_attack = 0.025
	 				defence = 0.05
	 			}
	 			battalion_mult = {
	 				category = category_all_armor
	 				soft_attack = 0.05
	 				hard_attack = 0.025
	 				breakthrough = 0.05
	 			}
	 		}
			XS_SP_R_Arty_Battery = {
	 			battalion_mult = {
	 				category = category_all_infantry
	 				soft_attack = 0.05
	 				hard_attack = 0.025
	 				defence = 0.05
	 			}
	 			battalion_mult = {
	 				category = category_all_armor
	 				soft_attack = 0.05
	 				hard_attack = 0.025
	 				breakthrough = 0.05
	 			}
	 		}

	 		army_personnel_cost_multiplier_modifier = 0.05
		}
		sapper_school = {
			L_Engi_Comp = {
	 			fort = {
	 				attack = 0.15
	 				defence = 0.15
	 				movement = 0.05
	 			}
	 		}
			XS_L_Engi_Comp = {
	 			fort = {
	 				attack = 0.15
	 				defence = 0.15
	 				movement = 0.05
	 			}
	 		}

	 		H_Engi_Comp = {
	 			fort = {
	 				attack = 0.15
	 				defence = 0.15
	 				movement = 0.05
	 			}
	 		}
			XS_H_Engi_Comp = {
	 			fort = {
	 				attack = 0.15
	 				defence = 0.15
	 				movement = 0.05
	 			}
	 		}
			Armored_Engi_Comp = {
	 			fort = {
	 				attack = 0.15
	 				defence = 0.15
	 				movement = 0.05
	 			}
	 		}
			XS_Armored_Engi_Comp = {
	 			fort = {
	 				attack = 0.15
	 				defence = 0.15
	 				movement = 0.05
	 			}
	 		}

			terrain_penalty_reduction = 0.05
			army_personnel_cost_multiplier_modifier = 0.05
		}
	}
}

survival_school_focus = {
	track = training
	name = SUBDOCTRINE_TRAINING_SURVIVAL
	description = SUBDOCTRINE_TRAINING_SURVIVA_DESC
	icon = GFX_doctrine_survival_school_focus

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = survival_school_focus }

	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	attrition = -0.1

	rewards = {
		mountain_school = {
			winter_attrition_factor = -0.15
	 		acclimatization_cold_climate_gain_factor = 0.15

	 		L_Inf_Bat = {
	 			mountain = {
	 				attack = 0.15
	 				defence = 0.3
	 				movement = 0.30
	 			}
	 		}
			smol_L_Inf_Bat = {
	 			mountain = {
	 				attack = 0.15
	 				defence = 0.3
	 				movement = 0.30
	 			}
	 		}
			XS_L_Inf_Bat = {
	 			mountain = {
	 				attack = 0.15
	 				defence = 0.3
	 				movement = 0.30
	 			}
	 		}

	 		Mot_Inf_Bat = {
	 			mountain = {
	 				attack = 0.15
	 				defence = 0.3
	 				movement = 0.30
	 			}
	 		}
			smol_Mot_Inf_Bat = {
	 			mountain = {
	 				attack = 0.15
	 				defence = 0.3
	 				movement = 0.30
	 			}
	 		}
			XS_Mot_Inf_Bat = {
	 			mountain = {
	 				attack = 0.15
	 				defence = 0.3
	 				movement = 0.30
	 			}
	 		}

	 		army_personnel_cost_multiplier_modifier = 0.05
		}
		jungle_school = {
			heat_attrition_factor = -0.15
	 		acclimatization_hot_climate_gain_factor = 0.15

	 		L_Inf_Bat = {
	 			jungle = {
	 				defence = 0.15
	 				attack = 0.15
	 				movement = 0.30
	 			}
	 		}
			smol_L_Inf_Bat = {
	 			jungle = {
	 				defence = 0.15
	 				attack = 0.15
	 				movement = 0.30
	 			}
	 		}
			XS_L_Inf_Bat = {
	 			jungle = {
	 				defence = 0.15
	 				attack = 0.15
	 				movement = 0.30
	 			}
	 		}

	 		Mot_Inf_Bat = {
	 			jungle = {
	 				defence = 0.15
	 				attack = 0.15
	 				movement = 0.30
	 			}
	 		}
			smol_Mot_Inf_Bat = {
	 			jungle = {
	 				defence = 0.15
	 				attack = 0.15
	 				movement = 0.30
	 			}
	 		}
			XS_Mot_Inf_Bat = {
	 			jungle = {
	 				defence = 0.15
	 				attack = 0.15
	 				movement = 0.30
	 			}
	 		}

	 		army_personnel_cost_multiplier_modifier = 0.05
		}
		arctic_school = {
			winter_attrition_factor = -0.30
	 		acclimatization_cold_climate_gain_factor = 0.30

	 		army_personnel_cost_multiplier_modifier = 0.05
		}
		desert_school = {
			heat_attrition_factor = -0.30
	 		acclimatization_hot_climate_gain_factor = 0.30

	 		army_personnel_cost_multiplier_modifier = 0.05
		}
	}
}
#Leadership Doctrines
officer_training_focus = {
	track = leadership
	name = SUBDOCTRINE_LEADERSHIP_OFFICER
	description = SUBDOCTRINE_LEADERSHIP_OFFICER_DESC
	icon = GFX_doctrine_officer_training_focus

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = officer_training_focus }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	army_morale_factor = 0.025

	rewards = {
		basic_officer_training = {
			training_time_army_factor = 0.1
	 		army_org_regain = 0.025
	 		army_leader_start_level = 1
	 		army_personnel_cost_multiplier_modifier = 0.05
		}
		officer_field_training = {
			max_planning_factor = 0.25
			planning_speed = 0.15
			army_personnel_cost_multiplier_modifier = 0.05
		}
		officer_specalization = {
			skill_bonus_factor = 0.15
	 		army_leader_start_attack_level = 1
	 		army_leader_start_defense_level = 1
	 		promote_cost_factor = 0.15
			army_personnel_cost_multiplier_modifier = 0.05
		}
		inter_branch_officer_training = {
			planning_decay_rate_factor = -0.25
			army_leader_start_planning_level = 1
	 		army_leader_start_logistics_level = 1
			army_personnel_cost_multiplier_modifier = 0.05
		}
		advanced_military_education = {
	 		army_org_regain = 0.05
			max_organisation = 0.045
	 		army_personnel_cost_multiplier_modifier = 0.10
		}
	}
}

nco_training_focus = {
	track = leadership
	name = SUBDOCTRINE_LEADERSHIP_NCO
	description = SUBDOCTRINE_LEADERSHIP_NCO_DESC
	icon = GFX_doctrine_nco_training_focus

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = nco_training_focus }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	army_morale_factor = 0.05

	rewards = {
		basic_nco_training = {
			army_attack_speed_factor = 0.025
			army_retreat_speed_factor = 0.025
			army_personnel_cost_multiplier_modifier = 0.05
		}
		advanced_nco_training = {
			army_morale_factor = 0.05
	 		training_time_army_factor = 0.10
		}
		nco_career_path = {
			experience_loss_factor = -0.25
			army_personnel_cost_multiplier_modifier = 0.05
		}
		snco_focus = {
			experience_gain_army_factor = 0.25
 			experience_gain_army_unit_factor = 0.15
		}
		nco_academy = {
			army_org_regain = 0.025
			max_organisation = 0.025

	 		army_personnel_cost_multiplier_modifier = 0.05
		}
	}
}

reduced_leadership_standards = {
	track = leadership
	name = SUBDOCTRINE_LEADERSHIP_REDUCED
	description = SUBDOCTRINE_LEADERSHIP_REDUCED_DESC
	icon = GFX_doctrine_reduced_leadership_standards

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = reduced_leadership_standards }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	army_morale_factor = -0.025
	army_personnel_cost_multiplier_modifier = -0.05

	rewards = {
		low_initiative_ncos = {
			experience_loss_factor = 0.15
			unit_medal_effectiveness = -0.15
			army_strength_factor = 0.15
			army_personnel_cost_multiplier_modifier = -0.05
		}
		cheap_training_pipelines = {
			training_time_army_factor = -0.1
			army_personnel_cost_multiplier_modifier = -0.05
		}
		politically_connected_officers = {
			skill_bonus_factor = -0.25
			automatic_grant_medal_chance = 0.75
			army_personnel_cost_multiplier_modifier = -0.05
		}
		higher_command_doctrine = {
			max_planning_factor = 0.35
			planning_speed = -0.25
			army_personnel_cost_multiplier_modifier = -0.05
		}
		field_promotions = {
			training_time_army_factor = -0.2
			max_organisation = -0.05
	 		army_personnel_cost_multiplier_modifier = -0.05
		}
	}
}