#Infantry Equipment Subdoctrines
base_infantry_load = {
	track = inf_equipment
	name = SUBDOCTRINE_EQUIPMENT_BASE_INFANTRY
	description = SUBDOCTRINE_EQUIPMENT_BASE_INFANTRY_DESC
	icon = GFX_doctrine_base_infantry_load

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = base_infantry_load }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	effect = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = CAT_inf_wep
			name = SUBDOCTRINE_MOBILE_INFANTRY
		}
	}

	rewards = {
		grenade_launchers = {
			category_all_infantry = {
				soft_attack = 0.03
				ap_attack = 0.025
			}
		}
		heavy_anti_tank_weapons = {
			equipment_bonus = {
				L_AT_Equipment = {
					hard_attack = 0.05
					ap_attack = 0.1
					instant = yes
				}
				H_AT_Equipment = {
					hard_attack = 0.05
					ap_attack = 0.15
					instant = yes
				}
			}
		}
		man_portable_mortars = {
			category_all_infantry = {
				soft_attack = 0.025
				hard_attack = 0.03
			}
		}
		individual_first_aid_kit = {
			category_all_infantry = {
				max_strength = 1
			}
			helicopter_combat_service_support = {
				casualty_trickleback = 0.3
			}
			XS_helicopter_combat_service_support = {
				casualty_trickleback = 0.3
			}
			Team_helicopter_combat_service_support = {
				casualty_trickleback = 0.3
			}
			combat_service_support_company = {
				casualty_trickleback = 0.2
			}
			XS_combat_service_support_company = {
				casualty_trickleback = 0.2
			}
			Team_combat_service_support_company = {
				casualty_trickleback = 0.2
			}
		}
		anti_aircraft_defence = {
			equipment_bonus = {
				AA_Equipment = {
					air_attack = 0.25
					soft_attack = 0.05
					instant = yes
				}
			}
		}
	}
	mastery = {
		categories = { }
		equipment = { infantry motorized mechanized }
	}
}

light_infantry_load = {
	track = inf_equipment
	name = SUBDOCTRINE_EQUIPMENT_LIGHT_INFANTRY
	description = SUBDOCTRINE_EQUIPMENT_LIGHT_INFANTRY_DESC
	icon = GFX_doctrine_light_infantry_load

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = light_infantry_load }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	equipment_bonus = {
		Inf_equipment = {
			build_cost_ic = -0.15
			maximum_speed = 0.5
			instant = yes
		}
	}
	equipment_bonus = {
		cnc_equipment = {
			build_cost_ic = -0.15
			maximum_speed = 0.6
			instant = yes
		}
	}

	rewards = {
		marksman_rifles = {
			category_light_infantry = {
				soft_attack = 0.05
			}
		}
		advanced_c2istar = {
			equipment_bonus = {
				cnc_equipment = {
					max_organisation = 0.15
					instant = yes
				}
			}
		}
		dedicated_anti_tank_weapons = {
			equipment_bonus = {
				L_AT_Equipment = {
					hard_attack = 0.1
					ap_attack = 0.15
					instant = yes
				}
			}
		}
		survival_gear = {
			L_Inf_Bat = {
				desert = {
					movement = 0.05
					defence = 0.1
					attack = 0.1
				}
				jungle = {
					movement = 0.05
					defence = 0.1
					attack = 0.1
				}
				marsh = {
					movement = 0.05
					defence = 0.1
					attack = 0.1
				}
			}
			smol_L_Inf_Bat = {
				desert = {
					movement = 0.05
					defence = 0.1
					attack = 0.1
				}
				jungle = {
					movement = 0.05
					defence = 0.1
					attack = 0.1
				}
				marsh = {
					movement = 0.05
					defence = 0.1
					attack = 0.1
				}
			}
			XS_L_Inf_Bat = {
				desert = {
					movement = 0.05
					defence = 0.1
					attack = 0.1
				}
				jungle = {
					movement = 0.05
					defence = 0.1
					attack = 0.1
				}
				marsh = {
					movement = 0.05
					defence = 0.1
					attack = 0.1
				}
			}
		}
		breaching_equipment = {
			L_Inf_Bat = {
				fort = {
					attack = 0.15
				}
				urban = {
					attack = 0.1
				}
				supercity = {
					attack = 0.1
				}
			}
			smol_L_Inf_Bat = {
				fort = {
					attack = 0.15
				}
				urban = {
					attack = 0.1
				}
				supercity = {
					attack = 0.1
				}
			}
			XS_L_Inf_Bat = {
				fort = {
					attack = 0.15
				}
				urban = {
					attack = 0.1
				}
				supercity = {
					attack = 0.1
				}
			}
		}
	}
	mastery = {
		categories = { }
		equipment = { infantry }
	}
}

heavy_infantry_load = {
	track = inf_equipment
	name = SUBDOCTRINE_EQUIPMENT_HEAVY_INFANTRY
	description = SUBDOCTRINE_EQUIPMENT_HEAVY_INFANTRY_DESC
	icon = GFX_doctrine_heavy_infantry_load

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = heavy_infantry_load }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	effect = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = CAT_l_at
			name = SUBDOCTRINE_HEAVY_INF_EQP
		}
	}

	rewards = {
		extra_anti_tank_weapons = {
			equipment_bonus = {
				L_AT_Equipment = {
					hard_attack = 0.15
					ap_attack = 0.2
					instant = yes
				}
			}
#			L_Inf_Bat = {
#				need = {
#					L_AT_Equipment = 12
#				}
#			}
#			smol_L_Inf_Bat = {
#				need = {
#					L_AT_Equipment = 12
#				}
#			}
#			XS_L_Inf_Bat = {
#				need = {
#					L_AT_Equipment = 12
#				}
#			}
		}
		heavy_mortars = {
			category_light_infantry = {
				soft_attack = 0.15
				hard_attack = 0.05
			}
		}
		entrenching_equipment = {
			category_light_infantry = {
				entrenchment = 0.2
			}
		}
		extra_anti_aircraft_weapons = {
			equipment_bonus = {
				AA_Equipment = {
					air_attack = 0.25
					soft_attack = 0.15
					instant = yes
				}
			}
#			L_Inf_Bat = {
#				need = {
#					AA_Equipment = 8
#				}
#			}
#			smol_L_Inf_Bat = {
#				need = {
#					AA_Equipment = 8
#				}
#			}
#			XS_L_Inf_Bat = {
#				need = {
#					AA_Equipment = 8
#				}
#			}
		}
		overmatch_rifles = {
			equipment_bonus = {
				Inf_equipment = {
					soft_attack = 0.15
					hard_attack = 0.05
					instant = yes
				}
			}
		}
	}
	mastery = {
		categories = { }
		equipment = { infantry }
	}
}
#Motorized Equipment Subdoctrines
basic_motorized_equipment = {
	track = motorized_equipment
	name = SUBDOCTRINE_EQUIPMENT_BASE_MOTORIZED
	description = SUBDOCTRINE_EQUIPMENT_BASE_MOTORIZED_DESC
	icon = GFX_doctrine_basic_motorized_equipment

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = basic_motorized_equipment }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	equipment_bonus = {
		util_vehicle_equipment = {
			defense = 0.25
			instant = yes
		}
	}
	effect = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = CAT_util
			name = SUBDOCTRINE_BASE_MOTORIZED
		}
	}

	rewards = {
		mounted_weapon_systems = {
			equipment_bonus = {
				util_vehicle_equipment = {
					soft_attack = 0.25
					breakthrough = 0.25
					instant = yes
				}
			}
		}
		high_mobility_vehicles = {
			Mot_Inf_Bat = {
				plains = {
					movement = 0.15
				}
				hills = {
					movement = 0.15
				}
				desert = {
					movement = 0.15
				}
				mountain = {
					movement = 0.1
				}
				forest = {
					movement = 0.1
				}
				marsh = {
					movement = 0.05
				}
			}
			smol_Mot_Inf_Bat = {
				plains = {
					movement = 0.15
				}
				hills = {
					movement = 0.15
				}
				desert = {
					movement = 0.15
				}
				mountain = {
					movement = 0.1
				}
				forest = {
					movement = 0.1
				}
				marsh = {
					movement = 0.05
				}
			}
			XS_Mot_Inf_Bat = {
				plains = {
					movement = 0.15
				}
				hills = {
					movement = 0.15
				}
				desert = {
					movement = 0.15
				}
				mountain = {
					movement = 0.1
				}
				forest = {
					movement = 0.1
				}
				marsh = {
					movement = 0.05
				}
			}
		}
		expanded_cargo_space = {
			category_mot_inf = {
				supply_consumption = 0.05
				max_strength = 0.05
				entrenchment = 0.15
			}
		}
		medevac_vehicle_variants = {
			combat_service_support_company = {
				casualty_trickleback = 0.1
				experience_loss_factor = -0.1
			}
			XS_combat_service_support_company = {
				casualty_trickleback = 0.1
				experience_loss_factor = -0.1
			}
			Team_combat_service_support_company = {
				casualty_trickleback = 0.1
				experience_loss_factor = -0.1
			}
		}
		improved_engines = {
			equipment_bonus = {
				util_vehicle_equipment = {
					fuel_consumption = -0.25
					armor_value = 1
					instant = yes
				}
			}
		}
	}
	mastery = {
		categories = { }
		equipment = { motorized }
	}
}

light_motorized_equipment = {
	track = motorized_equipment
	name = SUBDOCTRINE_EQUIPMENT_LIGHT_MOTORIZED
	description = SUBDOCTRINE_EQUIPMENT_LIGHT_MOTORIZED_DESC
	icon = GFX_doctrine_light_motorized_equipment

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = light_motorized_equipment }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	equipment_bonus = {
		util_vehicle_equipment = {
			maximum_speed = 0.15
			fuel_consumption_factor = -0.15
			instant = yes
		}
	}
	effect = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = CAT_util
			name = SUBDOCTRINE_BASE_MOTORIZED
		}
	}

	rewards = {
		fuel_system_improvements = {
			equipment_bonus = {
				util_vehicle_equipment = {
					fuel_consumption = -0.3
					instant = yes
				}
			}
		}
		light_chassis_design = {
			equipment_bonus = {
				util_vehicle_equipment = {
					hardness = -0.1
					defense = 0.5
					reliability = 0.05
					instant = yes
				}
			}
		}
		improved_suspension = {
			Mot_Inf_Bat = {
				plains = {
					movement = 0.2
				}
				hills = {
					movement = 0.2
				}
				desert = {
					movement = 0.2
				}
				mountain = {
					movement = 0.15
				}
				forest = {
					movement = 0.15
				}
				marsh = {
					movement = 0.1
				}
			}
			smol_Mot_Inf_Bat = {
				plains = {
					movement = 0.2
				}
				hills = {
					movement = 0.2
				}
				desert = {
					movement = 0.2
				}
				mountain = {
					movement = 0.15
				}
				forest = {
					movement = 0.15
				}
				marsh = {
					movement = 0.1
				}
			}
			XS_Mot_Inf_Bat = {
				plains = {
					movement = 0.2
				}
				hills = {
					movement = 0.2
				}
				desert = {
					movement = 0.2
				}
				mountain = {
					movement = 0.15
				}
				forest = {
					movement = 0.15
				}
				marsh = {
					movement = 0.1
				}
			}
		}
		lightweight_command_vehicles = {
			equipment_bonus = {
				util_vehicle_equipment = {
					max_organisation = 0.05
					instant = yes
				}
			}
			category_mot_inf = {
				need = {
					command_control_equipment = 10
				}
			}
		}
		improved_supply_space = {
			category_mot_inf = {
				supply_consumption_factor = -0.05
			}
		}
	}
	mastery = {
		categories = { }
		equipment = { motorized }
	}
}

heavy_motorized_equipment = {
	track = motorized_equipment
	name = SUBDOCTRINE_EQUIPMENT_HEAVY_MOTORIZED
	description = SUBDOCTRINE_EQUIPMENT_HEAVY_MOTORIZED_DESC
	icon = GFX_doctrine_heavy_motorized_equipment

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = heavy_motorized_equipment }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	equipment_bonus = {
		util_vehicle_equipment = {
			maximum_speed = -0.15
			fuel_consumption = 0.2
			defense = 0.15
			breakthrough = 0.15
			instant = yes
		}
	}
	effect = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = CAT_util
			name = SUBDOCTRINE_BASE_MOTORIZED
		}
	}

	rewards = {
		heavy_weapon_systems = {
			equipment_bonus = {
				util_vehicle_equipment = {
					hard_attack = 1.2
					instant = yes
				}
			}
		}
		uparmored_chassis = {
			equipment_bonus = {
				util_vehicle_equipment = {
					hardness = 0.1
					defense = 0.15
					reliability = 0.05
					instant = yes
				}
			}
		}
		increased_anti_tank_assets = {
			category_mot_inf = {
				hard_attack = 0.15
				ap_attack = 0.1
				need = {
					H_AT_Equipment = 10
				}
			}
		}
		extra_ammo_space = {
			category_mot_inf = {
				supply_consumption_factor = 0.1
			}
			equipment_bonus = {
				util_vehicle_equipment = {
					soft_attack = 0.15
					reliability = -0.05
					instant = yes
				}
			}
		}
		advanced_urban_protection = {
			Mot_Inf_Bat = {
				urban = {
					attack = 0.1
					defence = 0.05
				}
				supercity = {
					attack = 0.15
					defence = 0.05
				}
			}
			smol_Mot_Inf_Bat = {
				urban = {
					attack = 0.1
					defence = 0.05
				}
				supercity = {
					attack = 0.15
					defence = 0.05
				}
			}
			XS_Mot_Inf_Bat = {
				urban = {
					attack = 0.1
					defence = 0.05
				}
				supercity = {
					attack = 0.15
					defence = 0.05
				}
			}
		}
	}
	mastery = {
		categories = { }
		equipment = { motorized }
	}
}
#Mechanized Equipment Subdoctrines
mixed_mechanized_equipment = {
	track = mechanized_equipment
	name = SUBDOCTRINE_EQUIPMENT_MIXED_MECHANIZED
	description = SUBDOCTRINE_EQUIPMENT_MIXED_MECHANIZED_DESC
	icon = GFX_doctrine_mixed_mechanized_equipment

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = mixed_mechanized_equipment }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
		medium_tank_flame_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}

	rewards = {
		high_mobility_systems = {
			Arm_Inf_Bat = {
				urban = {
					defence = 0.05
				}
			}
			smol_Arm_Inf_Bat = {
				urban = {
					defence = 0.05
				}
			}
			XS_Arm_Inf_Bat = {
				urban = {
					defence = 0.05
				}
			}
			Mech_Inf_Bat = {
				urban = {
					attack = 0.05
					defence = 0.05
				}
			}
			smol_Mech_Inf_Bat = {
				urban = {
					attack = 0.05
					defence = 0.05
				}
			}
			XS_Mech_Inf_Bat = {
				urban = {
					attack = 0.05
					defence = 0.05
				}
			}
		}
		extended_ammo_capacity = {
			equipment_bonus = {
				medium_tank_amphibious_chassis = {
					reliability = -0.05
					soft_attack = 0.05
					hard_attack = 0.05
					instant = yes
				}
			}
		}
		crew_surviveability_upgrades = {
			category_apc = {
				experience_loss_factor = -0.015
			}
			category_ifv = {
				experience_loss_factor = -0.015
			}
		}
		enhanced_dismount_capacity = {
			equipment_bonus = {
				medium_tank_amphibious_chassis = {
					breakthrough = 0.15
					defense = 0.15
					instant = yes
				}
				medium_tank_flame_chassis = {
					breakthrough = 0.15
					defense = 0.15
					instant = yes
				}
			}
		}
		extra_anti_tank_ammo = {
			equipment_bonus = {
				medium_tank_amphibious_chassis = {
					hard_attack = 0.05
					ap_attack = 0.1
					instant = yes
				}
				medium_tank_flame_chassis = {
					hard_attack = 0.05
					ap_attack = 0.1
					instant = yes
				}
			}
		}
	}
	mastery = {
		categories = { }
		equipment = { mechanized }
	}
}

apc_mechanized_equipment = {
	track = mechanized_equipment
	name = SUBDOCTRINE_EQUIPMENT_APC_MECHANIZED
	description = SUBDOCTRINE_EQUIPMENT_APC_MECHANIZED_DESC
	icon = GFX_doctrine_apc_mechanized_equipment

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = apc_mechanized_equipment }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
		medium_tank_flame_chassis = {
			build_cost_ic = 0.2
			instant = yes
		}
	}

	rewards = {
		turbocharged_engines = {
			equipment_bonus = {
				medium_tank_amphibious_chassis = {
					maximum_speed = 0.25
					fuel_consumption = 0.1
					instant = yes
				}
			}
		}
		applique_armor = {
			equipment_bonus = {
				medium_tank_amphibious_chassis = {
					armor_value = 0.15
					breakthrough = 0.05
					instant = yes
				}
			}
		}
		upgraded_weapon_sights = {
			equipment_bonus = {
				medium_tank_amphibious_chassis = {
					soft_attack = 0.05
					hard_attack = 0.05
					instant = yes
				}
			}
		}
		smoke_dischargers = {
			equipment_bonus = {
				medium_tank_amphibious_chassis = {
					defense = 0.15
					instant = yes
				}
			}
		}
		enhanced_communications_equipment = {
			category_apc = {
				need = {
					command_control_equipment = 10
				}
				max_organisation = 0.05
			}
		}
	}
	mastery = {
		categories = { }
		equipment = { mechanized }
	}
}

ifv_mechanized_equipment = {
	track = mechanized_equipment
	name = SUBDOCTRINE_EQUIPMENT_IFV_MECHANIZED
	description = SUBDOCTRINE_EQUIPMENT_IFV_MECHANIZED_DESC
	icon = GFX_doctrine_ifv_mechanized_equipment

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = ifv_mechanized_equipment }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = 0.2
			instant = yes
		}
		medium_tank_flame_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}

	rewards = {
		durability_upgrades = {
			category_IFV = {
				max_strength = 0.05
			}
		}
		additional_atgm_storage = {
			equipment_bonus = {
				medium_tank_flame_chassis = {
					ap_attack = 0.15
					hard_attack = 0.05
					instant = yes
				}
			}
		}
		crew_compartment_improvements = {
			equipment_bonus = {
				medium_tank_flame_chassis = {
					reliability = 0.05
					breakthrough = 0.05
					instant = yes
				}
			}
		}
		integrated_operations = {
			category_IFV = {
				default_morale = 0.05
			}
		}
		tank_escorts = {
			category_IFV = {
				soft_attack = 0.025
				armor_value = 0.025
				maximum_speed = 0.025
			}
		}
	}
	mastery = {
		categories = { }
		equipment = { mechanized }
	}
}
#Armored Equipment Subdoctrines
mbt_equipment = {
	track = tank_equipment
	name = SUBDOCTRINE_EQUIPMENT_MBT_TANK
	description = SUBDOCTRINE_EQUIPMENT_MBT_TANK_DESC
	icon = GFX_doctrine_mbt_equipment

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = mbt_equipment }

	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}

	rewards = {
		mbt_core = {
			category_real_tanks = {
				default_morale = 0.04
				breakthrough = 0.025
			}
		}
		armored_spearhead = {
			category_real_tanks = {
				ap_attack = 0.05
				armor_value = 0.03
			}
		}
		mobile_heavy_firepower = {
			category_real_tanks = {
				maximum_speed = 0.05
				armor_value = 0.05
			}
		}
		enhanced_armor_packages = {
			category_real_tanks = {
				hardness = 0.1
				armor_value = 0.025
			}
		}
		steel_beasts = {
			category_real_tanks = {
				ap_attack = 0.03
				hard_attack = 0.025
				soft_attack = 0.025
			}
		}
	}
	mastery = {
		categories = { }
		equipment = { }
		sub_units = { armor_Bat smol_armor_Bat XS_armor_Bat }
	}
}

light_tank_equipment = {
	track = tank_equipment
	name = SUBDOCTRINE_EQUIPMENT_LIGHT_TANK
	description = SUBDOCTRINE_EQUIPMENT_LIGHT_TANK_DESC
	icon = GFX_doctrine_light_tank_equipment

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = light_tank_equipment }

	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	equipment_bonus = {
		medium_tank_destroyer_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}

	rewards = {
		light_assault_tanks = {
			equipment_bonus = {
				medium_tank_destroyer_chassis = {
					hard_attack = 0.025
					soft_attack = 0.025
					instant = yes
				}
			}
		}
		high_mobility_guns = {
			equipment_bonus = {
				medium_tank_destroyer_chassis = {
					maximum_speed = 0.05
					soft_attack = 0.025
					instant = yes
				}
			}
		}
		bunker_busters = {
			L_arm_Bat = {
				fort = {
					attack = 0.3
				}
				urban = {
					attack = 0.2
				}
				supercity = {
					attack = 1
				}
			}
			smol_L_arm_Bat = {
				fort = {
					attack = 0.3
				}
				urban = {
					attack = 0.2
				}
				supercity = {
					attack = 1
				}
			}
			XS_L_arm_Bat = {
				fort = {
					attack = 0.3
				}
				urban = {
					attack = 0.2
				}
				supercity = {
					attack = 1
				}
			}
		}
		close_in_support = {
			equipment_bonus = {
				medium_tank_destroyer_chassis = {
					soft_attack = 0.05
					breakthrough = 0.025
					armor_value = 0.05
					instant = yes
				}
			}
		}
		light_tank_killers = {
			equipment_bonus = {
				medium_tank_destroyer_chassis = {
					ap_attack = 0.25
					hard_attack = 0.025
					instant = yes
				}
			}
		}
	}
	mastery = {
		categories = { }
		equipment = { }
		sub_units = { L_arm_Bat smol_L_arm_Bat XS_L_arm_Bat }
	}
}

superheavy_equipment = {
	track = tank_equipment
	name = SUBDOCTRINE_EQUIPMENT_SUPERHEAVY_TANK
	description = SUBDOCTRINE_EQUIPMENT_SUPERHEAVY_TANK_DESC
	icon = GFX_doctrine_superheavy_equipment

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = superheavy_equipment }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	sub_unit_bonus = {
		armor_Bat = {
			build_cost_ic = 0.1
			armor_value = 0.15
			maximum_speed = -0.05
			fuel_consumption_factor = 0.15
			reliability = -0.15
			instant = yes
		}
		smol_armor_Bat = {
			build_cost_ic = 0.1
			armor_value = 0.15
			maximum_speed = -0.05
			fuel_consumption_factor = 0.15
			reliability = -0.15
			instant = yes
		}
		XS_armor_Bat = {
			build_cost_ic = 0.1
			armor_value = 0.15
			maximum_speed = -0.05
			fuel_consumption_factor = 0.15
			reliability = -0.15
			instant = yes
		}
	}

	rewards = {
		steel_behemoths = {
			category_real_tanks = {
				armor_value = 0.05
				maximum_speed = -0.025
			}
		}
		superheavy_guns = {
			category_real_tanks = {
				soft_attack = 0.2
				breakthrough = 0.1
			}
		}
		engine_improvements = {
			equipment_bonus = {
				medium_tank_chassis = {
					reliability = 0.05
					fuel_consumption_factor = -0.075
					instant = yes
				}
			}
		}
		advanced_armor_designs = {
			category_real_tanks = {
				max_strength = 0.05
				armor_value = 0.1
			}
		}
		armored_overrun = {
			category_real_tanks = {
				hard_attack = 0.1
				soft_attack = 0.2
				armor_value = 0.05
			}
		}
	}
	mastery = {
		categories = { category_tanks category_real_tanks }
		equipment = {}
		sub_units = { armor_Bat smol_armor_Bat XS_armor_Bat }
	}
}
#Artillery Equipment Subdoctrines
towed_gun_equipment = {
	track = arty_equipment
	name = SUBDOCTRINE_EQUIPMENT_TOWED_ARTILLERY
	description = SUBDOCTRINE_EQUIPMENT_TOWED_ARTILLERY_DESC
	icon = GFX_doctrine_towed_gun_equipment

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = towed_gun_equipment }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	effect = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = CAT_artillery
			name = SUBDOCTRINE_ARTILLERY_EQP
		}
	}

	rewards = {
		mobile_firing_teams = {
			Arty_Bat = {
				maximum_speed = 0.1
			}
			smol_Arty_Bat = {
				maximum_speed = 0.1
			}
			Arty_Battery = {
				maximum_speed = 0.1
			}
			XS_Arty_Battery = {
				maximum_speed = 0.1
			}
		}
		coordinated_fires = {
			Arty_Bat = {
				soft_attack = 0.05
			}
			smol_Arty_Bat = {
				soft_attack = 0.05
			}
			Arty_Battery = {
				battalion_mult = {
					category = category_front_line
					soft_attack = 0.02
				}
			}
			XS_Arty_Battery = {
				battalion_mult = {
					category = category_front_line
					soft_attack = 0.02
				}
			}
			air_assault_Arty_Battery = {
				battalion_mult = {
					category = category_air_aslt
					soft_attack = 0.02
				}
			}
		}
		improved_gun_systems = {
			equipment_bonus = {
				artillery_equipment = {
					soft_attack = 0.05
					breakthrough = 0.025
					instant = yes
				}
			}
		}
		laser_guided_rounds = {
			equipment_bonus = {
				artillery_equipment = {
					hard_attack = 0.05
					ap_attack = 0.025
					instant = yes
				}
			}
		}
		massed_artillery_positions = {
			Arty_Bat = {
				combat_width = -0.5
				experience_loss_factor = 0.15
			}
			smol_Arty_Bat = {
				combat_width = -0.5
				experience_loss_factor = 0.15
			}
		}
	}
	mastery = {
		categories = { category_artillery }
		equipment = {}
		sub_units = { Arty_Bat smol_Arty_Bat Arty_Battery XS_Arty_Battery air_assault_Arty_Battery }
	}
}

spart_equipment = {
	track = arty_equipment
	name = SUBDOCTRINE_EQUIPMENT_SP_ARTILLERY
	description = SUBDOCTRINE_EQUIPMENT_SP_ARTILLERY_DESC
	icon = GFX_doctrine_spart_equipment

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = spart_equipment }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}

	rewards = {
		mobile_gun_systems = {
			category_spart = {
				soft_attack = -0.02
				hard_attack = 0.02
				ap_attack = 0.02
			}
		}
		shoot_and_scoot = {
			category_spart = {
				maximum_speed = 0.075
			}
		}
		rapid_fire_missions = {
			army_artillery_attack_factor = 0.025
			category_spart = {
				supply_consumption_factor = 0.01
			}
		}
		dispersed_dispositions = {
			category_spart = {
				soft_attack = 0.05
				hard_attack = 0.025
				ap_attack = 0.025
				experience_loss_factor = -0.075
			}
		}
		steel_rain = {
			category_spart = {
				soft_attack = 0.05
				hard_attack = 0.025
				ap_attack = 0.05
				breakthrough = 0.05
				defense = 0.05
			}
		}
	}
	mastery = {
		categories = { category_spart }
		equipment = {}
		sub_units = { SP_Arty_Bat smol_SP_Arty_Bat SP_R_Arty_Bat smol_SP_R_Arty_Bat SP_Arty_Battery XS_SP_Arty_Battery SP_R_Arty_Battery XS_SP_R_Arty_Battery }
	}
}

mlrs_equipment = {
	track = arty_equipment
	name = SUBDOCTRINE_EQUIPMENT_ROCKET_ARTILLERY
	description = SUBDOCTRINE_EQUIPMENT_ROCKET_ARTILLERY_DESC
	icon = GFX_doctrine_mlrs_equipment

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = mlrs_equipment }

	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	equipment_bonus = {
		medium_tank_rocket_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}

	rewards = {
		rocket_artillery = {
			equipment_bonus = {
				medium_tank_rocket_chassis = {
					soft_attack = 0.02
					hard_attack = -0.02
					ap_attack = -0.02
					instant = yes
				}
			}
		}
		super_long_range_fires = {
			railway_gun_bombardment_factor = 0.25
		}
		precision_rocket_fires = {
			SP_R_Arty_Bat = {
				hard_attack = 0.05
				soft_attack = 0.035
			}
			smol_SP_R_Arty_Bat = {
				hard_attack = 0.05
				soft_attack = 0.035
			}
			SP_R_Arty_Battery = {
				battalion_mult = {
					category = category_front_line
					hard_attack = 0.025
					soft_attack = 0.015
				}
			}
			XS_SP_R_Arty_Battery = {
				battalion_mult = {
					category = category_front_line
					hard_attack = 0.025
					soft_attack = 0.015
				}
			}
		}
		high_mobility_rocket_systems = {
			equipment_bonus = {
				medium_tank_rocket_chassis = {
					maximum_speed = 0.15
					instant = yes
				}
			}
			SP_R_Arty_Bat = {
				forest = {
					movement = 0.05
				}
				hills = {
					movement = 0.05
				}
				plains = {
					movement = 0.15
				}
			}
			smol_SP_R_Arty_Bat = {
				forest = {
					movement = 0.05
				}
				hills = {
					movement = 0.05
				}
				plains = {
					movement = 0.15
				}
			}
		}
		thunder_from_the_sky = {
			equipment_bonus = {
				medium_tank_rocket_chassis = {
					soft_attack = 0.15
					breakthrough = 0.2
					defense = 0.1
					instant = yes
				}
			}
			category_mlrs = {
				supply_consumption_factor = 0.1
			}
		}
	}
	mastery = {
		categories = { category_mlrs }
		equipment = { }
		sub_units = { SP_R_Arty_Bat smol_SP_R_Arty_Bat SP_R_Arty_Battery XS_SP_R_Arty_Battery }
	}
}
#Helicopter Equipment Subdoctrines
atk_helo_equipment = {
	track = airmobile_equipment
	name = SUBDOCTRINE_EQUIPMENT_ATK_HELICOPTER
	description = SUBDOCTRINE_EQUIPMENT_ATK_HELICOPTER_DESC
	icon = GFX_doctrine_atk_helo_equipment

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = atk_helo_equipment }

	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}

	rewards = {
		gunship_strike_team = {
			equipment_bonus = {
				heavy_tank_chassis = {
					hardness = 0.02
					instant = yes
				}
			}
			category_atk_helo = {
				max_strength = 0.02
			}
		}
		multi_weapon_pylons = {
			equipment_bonus = {
				heavy_tank_chassis = {
					soft_attack = 0.025
					hard_attack = 0.025
					ap_attack = 0.01
					instant = yes
				}
			}
		}
		tank_hunter_focus = {
			equipment_bonus = {
				heavy_tank_chassis = {
					hard_attack = 0.025
					ap_attack = 0.05
					instant = yes
				}
			}
		}
		eye_in_the_sky = {
			category_atk_helo = {
				recon = 0.02
				initiative = 0.01
			}
		}
		rapid_strike_teams = {
			equipment_bonus = {
				heavy_tank_chassis = {
					maximum_speed = 0.1
					fuel_consumption = 0.5
					instant = yes
				}
			}
		}
	}
	mastery = {
		categories = { category_atk_helo }
		equipment = {}
		sub_units = {attack_helo_bat smol_attack_helo_bat attack_helo_comp XS_attack_helo_comp Team_attack_helo_comp }
	}
}

transport_helo_equipment = {
	track = airmobile_equipment
	name = SUBDOCTRINE_EQUIPMENT_TRANS_HELICOPTER
	description = SUBDOCTRINE_EQUIPMENT_TRANS_HELICOPTER_DESC
	icon = GFX_doctrine_transport_helo_equipment

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = transport_helo_equipment }
	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	equipment_bonus = {
		heavy_tank_amphibious_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}

	rewards = {
		hot_lz_training = {
			equipment_bonus = {
				heavy_tank_amphibious_chassis = {
					soft_attack = 0.025
					reliability = 0.05
				}
			}
		}
		hypermobility = {
			equipment_bonus = {
				heavy_tank_amphibious_chassis = {
					maximum_speed = 0.15
				}
			}
		}
		multi_stage_landings = {
			L_Air_assault_Bat = {
				breakthrough = 0.05
				supply_consumption_factor = -0.025
			}
			smol_L_Air_assault_Bat = {
				breakthrough = 0.05
				supply_consumption_factor = -0.025
			}
			XS_L_Air_assault_Bat = {
				breakthrough = 0.05
				supply_consumption_factor = -0.025
			}
		}
		assault_helicopter_training = {
			equipment_bonus = {
				heavy_tank_amphibious_chassis = {
					hard_attack = 0.025
					ap_attack = 0.025
					breakthrough = 0.05
				}
			}
		}
		fastrope_assault_training = {
			L_Air_assault_Bat = {
				mountain = {
					attack = 0.05
					movement = 0.05
				}
				urban = {
					attack = 0.05
					movement = 0.05
				}
				supercity = {
					attack = 0.05
					movement = 0.05
				}
			}
			smol_L_Air_assault_Bat = {
				mountain = {
					attack = 0.05
					movement = 0.05
				}
				urban = {
					attack = 0.05
					movement = 0.05
				}
				supercity = {
					attack = 0.05
					movement = 0.05
				}
			}
			XS_L_Air_assault_Bat = {
				mountain = {
					attack = 0.05
					movement = 0.05
				}
				urban = {
					attack = 0.05
					movement = 0.05
				}
				supercity = {
					attack = 0.05
					movement = 0.05
				}
			}
		}
	}
	mastery = {
		categories = { category_air_aslt }
		equipment = {}
		sub_units = { L_Air_assault_Bat smol_L_Air_assault_Bat XS_L_Air_assault_Bat }
	}
}