#Infantry Equipment Subdoctrines
base_infantry_load = {
	track = infantry_weapons_type
	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 = 3
		modifier = {
			add = 30
			OR = {
				original_tag = ENG
				original_tag = SOV
				original_tag = CHI
			}
		}
	}

	# EFFECTS
	effect = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = CAT_small_arms
			name = SUBDOCTRINE_EQUIPMENT_BASE_INFANTRY
		}
	}

	rewards = {
		grenade_launchers = {
			equipment_bonus = {
				infantry_weapons_type = {
					soft_attack = 0.1
					breakthrough = 0.1
				}
			}
		}
		heavy_anti_tank_weapons = {
			equipment_bonus = {
				L_AT_Equipment = {
					hard_attack = 0.1
					ap_attack = 0.1
					instant = yes
				}
			}
		}
		man_portable_mortars = {
			equipment_bonus = {
				infantry_weapons_type = {
					soft_attack = 0.1
					defense = 0.1
				}
			}
		}
		individual_first_aid_kit = {
			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
			}
			medical_company = {
				casualty_trickleback = 0.05
			}
			smol_medical_company = {
				casualty_trickleback = 0.025
			}
			XS_medical_company = {
				casualty_trickleback = 0.0115
			}
		}
		anti_aircraft_defence = {
			equipment_bonus = {
				AA_Equipment = {
					air_attack = 0.2
					instant = yes
				}
			}
		}
	}
	mastery = {
		categories = { }
		equipment = { infantry motorized mechanized }
	}
}

light_infantry_load = {
	track = infantry_weapons_type
	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
		modifier = {
			add = 5
			NOT = { num_of_military_factories > 10 }
		}
		modifier = {
			add = 3
			is_non_power = yes
		}
		modifier = {
			add = 30
			original_tag = FRA
		}
	}

	# EFFECTS
	category_foot_inf = {
		maximum_speed = 0.5
	}

	rewards = {
		marksman_rifles = {
			category_foot_inf = {
				soft_attack = 0.1
				breakthrough = 0.2
			}
		}
		advanced_c2istar = {
				category_foot_inf = {
					default_morale = 0.2
			}
		}
		dedicated_anti_tank_weapons = {
			category_foot_inf = {
				hard_attack = 0.1
				ap_attack = 0.1
			}
		}
		survival_gear = {
			category_foot_inf = {
				breakthrough = 0.2
				maximum_speed = 0.5
			}
		}
		breaching_equipment = {
			L_Inf_Bat = {
				fort = {
					attack = 0.3
				}
				urban = {
					attack = 0.3
				}
				supercity = {
					attack = 0.3
				}
			}
			smol_L_Inf_Bat = {
				fort = {
					attack = 0.3
				}
				urban = {
					attack = 0.3
				}
				supercity = {
					attack = 0.3
				}
			}
			XS_L_Inf_Bat = {
				fort = {
					attack = 0.3
				}
				urban = {
					attack = 0.3
				}
				supercity = {
					attack = 0.3
				}
			}
			Militia_Bat = {
				fort = {
					attack = 0.3
				}
				urban = {
					attack = 0.3
				}
				supercity = {
					attack = 0.3
				}
			}
			smol_Militia_Bat = {
				fort = {
					attack = 0.3
				}
				urban = {
					attack = 0.3
				}
				supercity = {
					attack = 0.3
				}
			}
			XS_Militia_Bat = {
				fort = {
					attack = 0.3
				}
				urban = {
					attack = 0.3
				}
				supercity = {
					attack = 0.3
				}
			}
		}
	}
	mastery = {
		categories = { }
		equipment = { infantry motorized mechanized }
	}
}

heavy_infantry_load = {
	track = infantry_weapons_type
	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
		modifier = {
			add = 5
			check_variable = { gdp_per_capita > 30 }
		}
		modifier = {
			add = 30
			OR = {
				original_tag = USA
				original_tag = GER
				original_tag = ISR
			}
		}
	}

	# EFFECTS
	category_foot_inf = {
		hard_attack = 0.1
	}

	rewards = {
		extra_anti_tank_weapons = {
			category_foot_inf = {
				hard_attack = 0.2
				ap_attack = 0.2
			}
#			L_Inf_Bat = {
#				need = {
#					L_AT_Equipment = 12
#				}
#			}
#			Militia_Bat = {
#				need = {
#					L_AT_Equipment = 8
#				}
#			}
		}
		heavy_mortars = {
			category_foot_inf = {
				defense = 0.2
			}
		}
		entrenching_equipment = {
			category_foot_inf = {
				entrenchment = 0.1
			}
		}
		extra_anti_aircraft_weapons = {
			category_foot_inf = {
				air_attack = 0.2
			}
#			L_Inf_Bat = {
#				need = {
#					AA_Equipment = 8
#			}
#			Militia_Bat = {
#				need = {
#					AA_Equipment = 6
#			}
		}
		overmatch_rifles = {
			category_foot_inf = {
				soft_attack = 0.1
				defense = 0.1
			}
		}
	}
	mastery = {
		categories = { }
		equipment = { infantry motorized mechanized }
	}
}
#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 = 3
		modifier = {
			add = 30
			original_tag = SOV
		}
	}

	# EFFECTS
	category_all_infantry = {
		soft_attack = 0.1
	}

	rewards = {
		mounted_weapon_systems = {
			category_all_infantry = {
				hard_attack = 0.1
			}
		}
		high_mobility_vehicles = {
			category_all_infantry = {
				maximum_speed = 0.1
			}
		}
		expanded_cargo_space = {
			category_all_infantry = {
				supply_consumption = -0.1
			}
		}
		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
			}
			medical_company = {
				casualty_trickleback = 0.05
				experience_loss_factor = -0.025
			}
			smol_medical_company = {
				casualty_trickleback = 0.025
				experience_loss_factor = -0.0125
			}
			XS_medical_company = {
				casualty_trickleback = 0.0115
				experience_loss_factor = -0.00575
			}
		}
		improved_engines = {
			category_all_infantry = {
				fuel_consumption = -0.1
			}
		}
	}
	mastery = {
		categories = { }
		equipment = { motorized mechanized }
	}
}

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
		modifier = {
			add = 5
			NOT = { num_of_military_factories > 15 }
		}
		modifier = {
			add = 30
			original_tag = ENG
		}
	}

	# EFFECTS
	equipment_bonus = {
		util_vehicle_type = {
			soft_attack = 0.2
			maximum_speed = 0.1
			instant = yes
		}
	}
	effect = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = CAT_utility_vehicles
			name = SUBDOCTRINE_EQUIPMENT_LIGHT_MOTORIZED
		}
	}

	rewards = {
		fuel_system_improvements = {
			equipment_bonus = {
				util_vehicle_type = {
					fuel_consumption = -0.1
					maximum_speed = 0.1
					instant = yes
				}
			}
		}
		light_chassis_design = {
			equipment_bonus = {
				util_vehicle_type = {
					soft_attack = 0.2
					hardness = 0.4
					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
				}
			}
			Mot_Militia_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_Militia_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_Militia_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 = {
				cnc_equipment_type = {
					max_organisation = 0.1 # C&C equipment required needs to be added
					instant = yes
				}
			}
		}
		improved_supply_space = {
			category_mot_inf = {
				supply_consumption_factor = -0.1
				soft_attack = 0.1
			}
		}
	}
	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
		modifier = {
			add = 5
			check_variable = { gdp_per_capita > 30 }
		}
		modifier = {
			add = 30
			OR = {
				original_tag = USA
				original_tag = FRA
			}
		}
	}

	# EFFECTS
	equipment_bonus = {
		heavy_util_vehicle_type = {
			build_cost_ic = -0.05
			maximum_speed = 0.1
			instant = yes
		}
	}
	effect = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = CAT_utility_vehicles
			name = SUBDOCTRINE_EQUIPMENT_HEAVY_MOTORIZED
		}
	}

	rewards = {
		heavy_weapon_systems = {
			equipment_bonus = {
				heavy_util_vehicle_type = {
					soft_attack = 0.1
					hard_attack = 0.1
					instant = yes
				}
			}
		}
		uparmored_chassis = {
			equipment_bonus = {
				heavy_util_vehicle_type = {
					armor_value = 1
					instant = yes
				}
			}
		}
		increased_anti_tank_assets = {
			equipment_bonus = {
				H_AT_Equipment = {
					hard_attack = 0.2
					ap_attack = 0.2
					instant = yes
				}
			}
		}
		extra_ammo_space = {
			equipment_bonus = {
				heavy_util_vehicle_type = {
					soft_attack = 0.1
					hard_attack = 0.1
					instant = yes
				}
			}
		}
		advanced_urban_protection = {
			Hvy_Mot_Inf_Bat = {
				urban = {
					attack = 0.1
					defence = 0.2
				}
				supercity = {
					attack = 0.1
					defence = 0.2
				}
			}
			smol_Hvy_Mot_Inf_Bat = {
				urban = {
					attack = 0.1
					defence = 0.2
				}
				supercity = {
					attack = 0.1
					defence = 0.2
				}
			}
			XS_Hvy_Mot_Inf_Bat = {
				urban = {
					attack = 0.1
					defence = 0.2
				}
				supercity = {
					attack = 0.1
					defence = 0.2
				}
			}
			Team_Hvy_Mot_Inf_Bat = {
				urban = {
					attack = 0.1
					defence = 0.2
				}
				supercity = {
					attack = 0.1
					defence = 0.2
				}
			}
		}
	}
	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 = 3
		modifier = {
			add = 3
			NOT = { num_of_military_factories > 25 }
		}
	}

	# 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 = {
					attack = 0.05
					defence = 0.05
				}
			}
			smol_Arm_Inf_Bat = {
				urban = {
					attack = 0.05
					defence = 0.05
				}
			}
			XS_Arm_Inf_Bat = {
				urban = {
					attack = 0.05
					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 = {
					soft_attack = 0.05
					hard_attack = 0.05
					instant = yes
				}
				medium_tank_flame_chassis = {
					soft_attack = 0.05
					hard_attack = 0.05
					instant = yes
				}
			}
		}
		crew_surviveability_upgrades = {
			category_apc = {
				experience_loss_factor = -0.1
			}
			category_IFV = {
				experience_loss_factor = -0.1
			}
		}
		enhanced_dismount_capacity = {
			equipment_bonus = {
				medium_tank_amphibious_chassis = {
					breakthrough = 0.1
					defense = 0.1
					instant = yes
				}
				medium_tank_flame_chassis = {
					breakthrough = 0.1
					defense = 0.1
					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 = {
		multiplier = 1.4
		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
		modifier = {
			add = 5
			has_government = communism
		}
		modifier = {
			add = 3
			NOT = { num_of_military_factories > 30 }
		}
		modifier = {
			add = 30
			OR = {
				original_tag = SOV
				original_tag = CHI
				original_tag = ISR
			}
		}
		modifier = {
			factor = 0
			is_non_power = yes
		}
	}

	# 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 = 0.1
					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 = 0.1
					breakthrough = 0.05
					instant = yes
				}
			}
		}
		enhanced_communications_equipment = {
			category_apc = {
				max_organisation = 1
			}
		}
	}
	mastery = {
		multiplier = 1.25
		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
		modifier = {
			add = 5
			has_government = democratic
			num_of_military_factories > 35
		}
		modifier = {
			add = 3
			has_expansionist_government = yes
			num_of_military_factories > 35
		}
		modifier = {
			add = 30
			OR = {
				original_tag = USA
				original_tag = ENG
				original_tag = GER
			}
		}
		modifier = {
			factor = 0
			is_non_power = yes
		}
	}

	# 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 = {
		durability_upgrades = {
			equipment_bonus = {
				medium_tank_flame_chassis = {
					reliability = 0.05
					armor_value = 0.05
					instant = yes
				}
			}
		}
		additional_atgm_storage = {
			equipment_bonus = {
				medium_tank_flame_chassis = {
					ap_attack = 0.1
					hard_attack = 0.05
					instant = yes
				}
			}
		}
		crew_compartment_improvements = {
			equipment_bonus = {
				medium_tank_flame_chassis = {
					max_strength = 0.1
					armor_value = 0.05
					instant = yes
				}
			}
		}
		integrated_operations = {
			equipment_bonus = {
				medium_tank_flame_chassis = {
					reliability = 0.05
					breakthrough = 0.05
					instant = yes
				}
			}
		}
		tank_escorts = {
			category_IFV = {
				max_organisation = 1
			}
		}
	}
	mastery = {
		multiplier = 1.6
		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 = 3
		modifier = {
			add = 3
			is_major_power = yes
		}
		modifier = {
			add = 30
			OR = {
				original_tag = USA
				original_tag = ENG
				original_tag = GER
				original_tag = CHI
				original_tag = ISR
			}
		}
	}

	# EFFECTS
	category_real_tanks = {
		breakthrough = 0.1
	}
	category_asg = {
		breakthrough = 0.1
	}

	rewards = {
		mbt_core = {
			category_real_tanks = {
				default_morale = 0.04
			}
			category_asg = {
				default_morale = 0.04
			}
		}
		armored_spearhead = {
			category_real_tanks = {
				breakthrough = 0.1
			}
			category_asg = {
				breakthrough = 0.1
			}
		}
		mobile_heavy_firepower = {
			category_real_tanks = {
				maximum_speed = 0.1
			}
			category_asg = {
				maximum_speed = 0.1
			}
		}
		enhanced_armor_packages = {
			category_real_tanks = {
				armor_value = 0.1
			}
			category_asg = {
				armor_value = 0.1
			}
		}
		steel_beasts = {
			category_real_tanks = {
				hard_attack = 0.1
			}
			category_asg = {
				hard_attack = 0.1
			}
		}
	}
	mastery = {
		multiplier = 2.5
		categories = { }
		equipment = { }
		sub_units = { armor_Bat smol_armor_Bat L_arm_Bat smol_L_arm_Bat XS_L_arm_Bat A_L_arm_Bat smol_A_L_arm_Bat XS_A_L_arm_Bat }
	}
}

light_tank_equipment = {
	track = arty_equipment # placed in the Artillery & Fire Support subdoctrine
	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
		modifier = {
			add = 5
			is_non_power = yes
		}
		modifier = {
			add = 5
			is_minor_power = yes
			NOT = { num_of_military_factories > 20 }
		}
		modifier = {
			factor = 0
			num_of_military_factories > 40
		}
	}

	# EFFECTS
	equipment_bonus = {
		medium_tank_destroyer_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}

	rewards = {
		high_mobility_guns = {
			equipment_bonus = {
				medium_tank_destroyer_chassis = {
					maximum_speed = 0.1
					instant = yes
				}
			}
		}
		light_assault_tanks = {
			equipment_bonus = {
				medium_tank_destroyer_chassis = {
					breakthrough = 0.1
					instant = yes
				}
			}
		}
		bunker_busters = {
			L_arm_Bat = {
				fort = {
					attack = 0.3
				}
				urban = {
					attack = 0.2
				}
				supercity = {
					attack = 0.2
				}
			}
			smol_L_arm_Bat = {
				fort = {
					attack = 0.3
				}
				urban = {
					attack = 0.2
				}
				supercity = {
					attack = 0.2
				}
			}
			XS_L_arm_Bat = {
				fort = {
					attack = 0.3
				}
				urban = {
					attack = 0.2
				}
				supercity = {
					attack = 0.2
				}
			}

			A_L_arm_Bat = {
				fort = {
					attack = 0.3
				}
				urban = {
					attack = 0.2
				}
				supercity = {
					attack = 0.2
				}
			}
			smol_A_L_arm_Bat = {
				fort = {
					attack = 0.3
				}
				urban = {
					attack = 0.2
				}
				supercity = {
					attack = 0.2
				}
			}
			XS_A_L_arm_Bat = {
				fort = {
					attack = 0.3
				}
				urban = {
					attack = 0.2
				}
				supercity = {
					attack = 0.2
				}
			}
		}
		close_in_support = {
			equipment_bonus = {
				medium_tank_destroyer_chassis = {
					hardness = 0.2
					instant = yes
				}
			}
		}
		light_tank_killers = {
			equipment_bonus = {
				medium_tank_destroyer_chassis = {
					ap_attack = 0.2
					instant = yes
				}
			}
		}
	}
	mastery = {
		multiplier = 2.5
		categories = { }
		equipment = { }
		sub_units = { L_arm_Bat smol_L_arm_Bat XS_L_arm_Bat A_L_arm_Bat smol_A_L_arm_Bat XS_A_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
		modifier = {
			add = 5
			is_major_power = yes
			num_of_military_factories > 50
		}
		modifier = {
			factor = 0
			is_non_power = yes
		}
	}

	# EFFECTS
	equipment_bonus = {
		medium_tank_chassis = {
			armor_value = 0.1
			reliability = -0.1
			maximum_speed = -0.1
			instant = yes
		}
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			armor_value = 0.1
			reliability = -0.1
			maximum_speed = -0.1
			instant = yes

		}
	}

	rewards = {
		steel_behemoths = {
			equipment_bonus = {
				medium_tank_chassis = {
					armor_value = 0.1
					instant = yes
				}
			}
			equipment_bonus = {
				super_heavy_tank_chassis = {
					armor_value = 0.1
					instant = yes
				}
			}
		}
		superheavy_guns = {
			equipment_bonus = {
				medium_tank_chassis = {
					ap_attack = 0.1
					instant = yes
				}
			}
			equipment_bonus = {
				super_heavy_tank_chassis = {
					ap_attack = 0.1
					instant = yes
				}
			}
		}
		engine_improvements = {
			equipment_bonus = {
				medium_tank_chassis = {
					maximum_speed = 0.1
					fuel_consumption_factor = -0.1
					instant = yes
				}
			}
			equipment_bonus = {
				super_heavy_tank_chassis = {
					maximum_speed = 0.1
					fuel_consumption_factor = -0.1
					instant = yes
				}
			}
		}
		advanced_armor_designs = {
			equipment_bonus = {
				medium_tank_chassis = {
					build_cost_ic = -0.05
					reliability = 0.05
				}
			}
			equipment_bonus = {
				super_heavy_tank_chassis = {
					build_cost_ic = -0.05
					reliability = 0.05
				}
			}
		}
		armored_overrun = {
			equipment_bonus = {
				medium_tank_chassis = {
					breakthrough = 0.1
				}
			}
			equipment_bonus = {
				super_heavy_tank_chassis = {
					breakthrough = 0.1
				}
			}
		}
	}
	mastery = {
		multiplier = 2.5
		categories = { }
		equipment = { }
		sub_units = { armor_Bat smol_armor_Bat light_walker_tank_battalion medium_walker_battalion heavy_walker_tank_battalion }
	}
}
walker_tank_equipment = {
	track = tank_equipment
	name = SUBDOCTRINE_EQUIPMENT_WALKER_TANK
	description = SUBDOCTRINE_EQUIPMENT_WALKER_TANK_DESC
	icon = GFX_doctrine_walker_equipment

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = walker_tank_equipment }
		is_special_project_completed = sp:sp_walker_tank_chassis

	}

	ai_will_do = {
		base = 1
	}

	# EFFECTS
	category_walker_tanks = {
		breakthrough = 0.1
	}

	rewards = {
		gait_optimization = {
			category_walker_tanks = {
				maximum_speed = 0.1
			}
		}
		stabilized_firing_windows = {
			category_walker_tanks = {
				hard_attack = 0.1
			}
		}
		leg_damage_protocols = {
			category_walker_tanks = {
				armor_value = 0.1

			}
		}
		terrain_anchoring = {
			light_walker_tank_battalion = {
				river = {
					movement = 0.2
				}
				marsh = {
					movement = 0.2
				}
				mountain = {
					movement = 0.2
				}
			}
			medium_walker_battalion = {
				river = {
					movement = 0.2
				}
				marsh = {
					movement = 0.2
				}
				mountain = {
					movement = 0.2
				}
			}
			heavy_walker_tank_battalion = {
				river = {
					movement = 0.2
				}
				marsh = {
					movement = 0.2
				}
				mountain = {
					movement = 0.2
				}
			}
		}
		combined_arms_walker_screen = {
			category_walker_tanks = {
				soft_attack = 0.1
			}
		}
	}
	mastery = {
		categories = { }
		equipment = { }
		sub_units = { light_walker_tank_battalion medium_walker_battalion heavy_walker_tank_battalion }
	}
}
#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 = 3
		modifier = {
			add = 3
			NOT = { num_of_military_factories > 20 }
		}
		modifier = {
			factor = 0
			num_of_military_factories > 45
		}
	}

	# EFFECTS
	equipment_bonus = {
		artillery_equipment = {
			ap_attack = 0.5
			instant = yes
		}
	}

	rewards = {
		improved_gun_systems = {
			equipment_bonus = {
				artillery_equipment = {
					soft_attack = 0.2
					instant = yes
				}
			}
		}
		coordinated_fires = {
			Arty_Bat = {
				defense = 0.2
			}
			smol_Arty_Bat = {
				defense = 0.2
			}
			Arty_Battery = {
				breakthrough = 0.2
			}
			XS_Arty_Battery = {
				breakthrough = 0.2
			}
		}
		mobile_firing_teams = {
			equipment_bonus = {
				artillery_equipment = {
					maximum_speed = 0.2
				}
			}
		}
		laser_guided_rounds = {
			equipment_bonus = {
				artillery_equipment = {
					ap_attack = 1
					instant = yes
				}
			}
		}
		massed_artillery_positions = {
			Arty_Bat = {
				combat_width = -0.5
				max_organisation = 1
			}
			smol_Arty_Bat = {
				combat_width = -0.5
				max_organisation = 1
			}
		}
	}
	mastery = {
		multiplier = 2.5
		categories = { category_artillery }
		equipment = { }
		sub_units = { Arty_Bat smol_Arty_Bat Arty_Battery XS_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
		modifier = {
			add = 5
			has_government = democratic
			num_of_military_factories > 30
		}
		modifier = {
			add = 3
			check_variable = { gdp_per_capita > 30 }
		}
		modifier = {
			add = 30
			OR = {
				original_tag = USA
				original_tag = ENG
				original_tag = GER
				original_tag = ISR
			}
		}
	}

	# EFFECTS
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}

	rewards = {
		mobile_gun_systems = {
			equipment_bonus = {
				medium_tank_artillery_chassis = {
					soft_attack = 0.1
					maximum_speed = 0.1
					instant = yes
				}
			}
		}
		shoot_and_scoot = {
			equipment_bonus = {
				medium_tank_artillery_chassis = {
					max_strength = 1
					defense = 0.1
					instant = yes
				}
			}
		}
		rapid_fire_missions = {
			category_spart = {
				soft_attack = 0.1
				breakthrough = 0.1
			}
		}
		dispersed_dispositions = {
			category_spart = {
				defense = 0.1
				experience_loss_factor = -0.1
			}
		}
		steel_rain = {
			equipment_bonus = {
				medium_tank_artillery_chassis = {
					ap_attack = 1.5
					instant = yes
				}
			}
		}
	}
	mastery = {
		multiplier = 2.2
		categories = { category_spart }
		equipment = { }
		sub_units = { SP_Arty_Bat smol_SP_Arty_Bat SP_arty_battery XS_SP_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
		modifier = {
			add = 5
			has_government = communism
			num_of_military_factories > 35
		}
		modifier = {
			add = 3
			has_expansionist_government = yes
		}
		modifier = {
			add = 30
			OR = {
				original_tag = SOV
				original_tag = CHI
			}
		}
	}

	# EFFECTS
	equipment_bonus = {
		medium_tank_rocket_chassis = {
			soft_attack = 0.1
			instant = yes
		}
	}

	rewards = {
		rocket_artillery = {
			equipment_bonus = {
				medium_tank_rocket_chassis = {
					soft_attack = 0.1
					hard_attack = -0.1
					instant = yes
				}
			}
		}
		super_long_range_fires = {
			category_mlrs = {
				defense = 0.1
				supply_consumption_factor = 0.05
			}
		}
		precision_rocket_fires = {
			category_mlrs = {
				breakthrough = 0.1
				supply_consumption_factor = 0.05
			}
		}
		high_mobility_rocket_systems = {
			equipment_bonus = {
				medium_tank_rocket_chassis = {
					maximum_speed = 0.2
					instant = yes
				}
			}
		}
		thunder_from_the_sky = {
			category_mlrs = {
				soft_attack = 0.1
				supply_consumption_factor = 0.05
			}
		}
	}
	mastery = {
		multiplier = 2.2
		categories = { category_mlrs }
		equipment = { }
		sub_units = { SP_R_arty_Bat smol_SP_R_Arty_Bat SP_R_arty_battery XS_SP_R_Arty_Battery }
	}
}
drone_equipment = {
	track = arty_equipment
	name = SUBDOCTRINE_EQUIPMENT_DRONE
	description = SUBDOCTRINE_EQUIPMENT_DRONE_DESC
	icon = GFX_doctrine_mlrs_equipment

	xp_cost = 75
	xp_type = army

	available = {
		NOT = { has_doctrine = drone_equipment }
		is_special_project_completed = sp:sp_recon_land_drone

	}

	ai_will_do = {
		base = 1
		modifier = {
			add = 5
			date > 2015.1.1
		}
	}

	# EFFECTS
	equipment_bonus = {
		land_drone_equipment_type = {
			defense = 0.1
			instant = yes
		}
	}

	rewards = {
		ew_resilient_link_discipline = {
			drone_tactical_company = {
				battalion_mult = {
					category = category_front_line
					max_organisation = 0.02
				}
			}
			Drone_Recce_Comp = {
				battalion_mult = {
					category = category_front_line
					max_organisation = 0.1
				}
			}
			smol_Drone_Recce_Comp = {
				battalion_mult = {
					category = category_front_line
					max_organisation = 0.1
				}
			}
			XS_Drone_Recce_Comp = {
				battalion_mult = {
					category = category_front_line
					max_organisation = 0.1
				}
			}
			Team_Drone_Recce_Comp = {
				battalion_mult = {
					category = category_front_line
					max_organisation = 0.1
				}
			}
		}
		sensor_to_shooter = {
			drone_tactical_company = {
				battalion_mult = {
					category = category_front_line
					ap_attack = 0.02
				}
			}
			Drone_Recce_Comp = {
				battalion_mult = {
					category = category_front_line
					ap_attack = 0.1
				}
			}
			smol_Drone_Recce_Comp = {
				battalion_mult = {
					category = category_front_line
					ap_attack = 0.1
				}
			}
			XS_Drone_Recce_Comp = {
				battalion_mult = {
					category = category_front_line
					ap_attack = 0.1
				}
			}
			Team_Drone_Recce_Comp = {
				battalion_mult = {
					category = category_front_line
					ap_attack = 0.1
				}
			}
		}
		swarm_deconfliction = {
			drone_tactical_company = {
				battalion_mult = {
					category = category_front_line
					soft_attack = 0.02
				}
			}
			Drone_Recce_Comp = {
				battalion_mult = {
					category = category_front_line
					soft_attack = 0.1
				}
			}
			smol_Drone_Recce_Comp = {
				battalion_mult = {
					category = category_front_line
					soft_attack = 0.1
				}
			}
			XS_Drone_Recce_Comp = {
				battalion_mult = {
					category = category_front_line
					soft_attack = 0.1
				}
			}
			Team_Drone_Recce_Comp = {
				battalion_mult = {
					category = category_front_line
					soft_attack = 0.1
				}
			}
		}
		low_signature_patterns = {
			equipment_bonus = {
				land_drone_equipment_type = {
					defense = 0.1
					instant = yes
				}
			}
		}
		rapid_turnaround_ground_crew = {
			drone_tactical_company = {
				battalion_mult = {
					category = category_front_line
					default_morale = 0.01
				}
			}
			Drone_Recce_Comp = {
				battalion_mult = {
					category = category_front_line
					default_morale = 0.05
				}
			}
			smol_Drone_Recce_Comp = {
				battalion_mult = {
					category = category_front_line
					default_morale = 0.05
				}
			}
			XS_Drone_Recce_Comp = {
				battalion_mult = {
					category = category_front_line
					default_morale = 0.05
				}
			}
			Team_Drone_Recce_Comp = {
				battalion_mult = {
					category = category_front_line
					default_morale = 0.05
				}
			}
		}
	}
	mastery = {
		multiplier = 1
		categories = { }
		equipment = { }
		sub_units = { Drone_Recce_Comp smol_Drone_Recce_Comp XS_Drone_Recce_Comp Team_Drone_Recce_Comp drone_tactical_company XS_drone_tactical_company Team_drone_tactical_company }
	}
}
#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
		modifier = {
			add = 3
			OR = {
				has_tech = nsb_attack_helicopter_tech_1
				has_tech = attack_helicopter_1
			}
		}
		modifier = {
			add = 30
			OR = {
				original_tag = USA
				original_tag = ENG
				original_tag = FRA
			}
		}
	}

	# EFFECTS
	equipment_bonus = {
		heavy_tank_chassis = {
			fuel_consumption = -0.1
			instant = yes
		}
	}

	rewards = {
		gunship_strike_team = {
			equipment_bonus = {
				heavy_tank_chassis = {
					breakthrough = 0.1
					instant = yes
				}
			}
		}
		multi_weapon_pylons = {
			equipment_bonus = {
				heavy_tank_chassis = {
					hard_attack = 0.1
					instant = yes
				}
			}
		}
		tank_hunter_focus = {
			equipment_bonus = {
				heavy_tank_chassis = {
					ap_attack = 0.2
					instant = yes
				}
			}
		}
		eye_in_the_sky = {
			category_atk_helo = {
				recon = 0.1
				fuel_consumption = -0.1
			}
		}
		rapid_strike_teams = {
			equipment_bonus = {
				heavy_tank_chassis = {
					soft_attack = 0.1
					instant = yes
				}
			}
		}
	}
	mastery = {
		multiplier = 3
		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 = 3
		modifier = {
			add = 5
			OR = {
				has_tech = nsb_attack_helicopter_tech_1
				has_tech = transport_helicopter_1
			}
		}
	}

	# EFFECTS
	equipment_bonus = {
		heavy_tank_amphibious_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}

	rewards = {
		hot_lz_training = {
			equipment_bonus = {
				heavy_tank_amphibious_chassis = {
					defense = 0.2
				}
			}
		}
		hypermobility = {
			equipment_bonus = {
				heavy_tank_amphibious_chassis = {
					breakthrough = 0.1
				}
			}
		}
		multi_stage_landings = {
			L_Air_assault_Bat = {
				fuel_consumption = -0.1
				supply_consumption_factor = -0.05
			}
			smol_L_Air_assault_Bat = {
				fuel_consumption = -0.1
				supply_consumption_factor = -0.05
			}
			XS_L_Air_assault_Bat = {
				fuel_consumption = -0.1
				supply_consumption_factor = -0.05
			}
		}
		assault_helicopter_training = {
			equipment_bonus = {
				heavy_tank_amphibious_chassis = {
					soft_attack = 0.1
				}
			}
		}
		fastrope_assault_training = {
			L_Air_assault_Bat = {
				mountain = {
					attack = 0.1
					movement = 0.1
				}
				urban = {
					attack = 0.1
					movement = 0.1
				}
				supercity = {
					attack = 0.1
					movement = 0.1
				}
			}
			smol_L_Air_assault_Bat = {
				mountain = {
					attack = 0.1
					movement = 0.1
				}
				urban = {
					attack = 0.1
					movement = 0.1
				}
				supercity = {
					attack = 0.1
					movement = 0.1
				}
			}
			XS_L_Air_assault_Bat = {
				mountain = {
					attack = 0.1
					movement = 0.1
				}
				urban = {
					attack = 0.1
					movement = 0.1
				}
				supercity = {
					attack = 0.1
					movement = 0.1
				}
			}
		}
	}
	mastery = {
		categories = { category_air_aslt }
		equipment = { }
		sub_units = { L_Air_assault_Bat smol_L_Air_assault_Bat XS_L_Air_assault_Bat }
	}
}
