# NCE beta.3 compatibility: smaller/custom unit effects mirrored from current MD parent units.

rapid_amphibious_assault_mar_rng = {
	track = ranger_marine_mixed
	name = MARINE_SPECIAL_FORCES
	description = MARINE_SPECIAL_FORCES_DESC
	icon = GFX_doctrine_elite_marines

	xp_cost = 100
	xp_type = navy

	ai_will_do = {
		base = 3
		modifier = {
			add = 30
			original_tag = USA
		}
	}

	rewards = {
		light_marine_battalions = {
			L_Marine_Bat = {
				max_organisation = 3
				max_strength = 0.05
				maximum_speed = 0.05
			}
			smol_L_Marine_Bat = {
				max_organisation = 3
				max_strength = 0.05
				maximum_speed = 0.05
			}
			XS_L_Marine_Bat = {
				max_organisation = 3
				max_strength = 0.05
				maximum_speed = 0.05
			}
			L_Marine_Cdo_Bat = {
				max_organisation = 3
				max_strength = 0.05
				maximum_speed = 0.05
			}
			smol_Marine_Cdo_Bat = {
				max_organisation = 3
				max_strength = 0.05
				maximum_speed = 0.05
			}
			XS_Marine_Cdo_Bat = {
				max_organisation = 3
				max_strength = 0.05
				maximum_speed = 0.05
			}
			Team_Marine_Cdo_Bat = {
				max_organisation = 3
				max_strength = 0.05
				maximum_speed = 0.05
			}
		}
		rapid_landing = {
			amphibious_invasion = 0.10
			naval_invasion_prep_speed = 0.15
		}
		river_crossing_training = {
			L_Marine_Bat = {
				river = {
					attack = 0.15
					movement = 0.20
					defence = 0.10
				}
			}
			smol_L_Marine_Bat = {
				river = {
					attack = 0.15
					movement = 0.20
					defence = 0.10
				}
			}
			XS_L_Marine_Bat = {
				river = {
					attack = 0.15
					movement = 0.20
					defence = 0.10
				}
			}
			L_Marine_Cdo_Bat = {
				river = {
					attack = 0.15
					movement = 0.20
					defence = 0.10
				}
			}
			smol_Marine_Cdo_Bat = {
				river = {
					attack = 0.15
					movement = 0.20
					defence = 0.10
				}
			}
			XS_Marine_Cdo_Bat = {
				river = {
					attack = 0.15
					movement = 0.20
					defence = 0.10
				}
			}
			Team_Marine_Cdo_Bat = {
				river = {
					attack = 0.15
					movement = 0.20
					defence = 0.10
				}
			}
		}
		climate_training = {
			heat_attrition_factor = -0.15
			winter_attrition_factor = -0.15
		}
		commando_breakthrough = {
			category_inf_amphib = {
				breakthrough = 0.05
				default_morale = 0.05
			}
		}
		light_recovery = {
			L_Marine_Bat = {
				supply_consumption_factor = -0.05
				recon = 0.02
			}
			smol_L_Marine_Bat = {
				supply_consumption_factor = -0.05
				recon = 0.02
			}
			XS_L_Marine_Bat = {
				supply_consumption_factor = -0.05
				recon = 0.02
			}
			L_Marine_Cdo_Bat = {
				supply_consumption_factor = -0.05
				recon = 0.02
			}
			smol_Marine_Cdo_Bat = {
				supply_consumption_factor = -0.05
				recon = 0.02
			}
			XS_Marine_Cdo_Bat = {
				supply_consumption_factor = -0.05
				recon = 0.02
			}
			Team_Marine_Cdo_Bat = {
				supply_consumption_factor = -0.05
				recon = 0.02
			}
		}
		shore_bombardment_support = {
			shore_bombardment_bonus = 0.15
		}
	}
	mastery = {
		categories = { category_inf_amphib }
	}
}

massed_landing_forces_mar_rng = {
	track = ranger_marine_mixed
	name = MARINE_MASSIVE_FORCES
	description = MARINE_SPECIAL_FORCES_MASSIVE_DESC
	icon = GFX_doctrine_massive_marines

	xp_cost = 100
	xp_type = navy

	ai_will_do = {
		base = 1
		modifier = {
			add = 3
			has_government = communism
		}
		modifier = {
			add = 30
			OR = {
				original_tag = SOV
				original_tag = CHI
			}
		}
	}

	rewards = {
		mass_marine_battalions = {
			L_Marine_Bat = {
				max_organisation = 3
				max_strength = 0.05
			}
			smol_L_Marine_Bat = {
				max_organisation = 3
				max_strength = 0.05
			}
			XS_L_Marine_Bat = {
				max_organisation = 3
				max_strength = 0.05
			}
			Mot_Marine_Bat = {
				max_organisation = 3
				max_strength = 0.05
			}
			smol_Mot_Marine_Bat = {
				max_organisation = 3
				max_strength = 0.05
			}
			XS_Mot_Marine_Bat = {
				max_organisation = 3
				max_strength = 0.05
			}
		}
		marine_capacity = {
			special_forces_cap = 0.05
			special_forces_training_time_factor = -0.05
			marines_special_forces_contribution_factor = -0.1
		}
		mass_landing_capacity = {
			naval_invasion_capacity = 10
			naval_invasion_prep_speed = 0.10
		}
		marine_entrenchment_training = {
			category_inf_amphib = {
				entrenchment = 0.05
			}
			category_mot_amphib = {
				entrenchment = 0.05
			}
			H_Engi_Comp = {
				entrenchment = 0.05
			}
			XS_H_Engi_Comp = {
				entrenchment = 0.05
			}
			Armored_Engi_Comp = {
				entrenchment = 0.05
			}
			XS_Armored_Engi_Comp = {
				entrenchment = 0.05
			}
		}
		motorized_marine_mobility = {
			Mot_Marine_Bat = {
				maximum_speed = 0.05
				max_organisation = 2
				river = {
					attack = 0.05
					movement = 0.20
					defence = 0.05
				}
			}
			smol_Mot_Marine_Bat = {
				maximum_speed = 0.05
				max_organisation = 2
				river = {
					attack = 0.05
					movement = 0.20
					defence = 0.05
				}
			}
			XS_Mot_Marine_Bat = {
				maximum_speed = 0.05
				max_organisation = 2
				river = {
					attack = 0.05
					movement = 0.20
					defence = 0.05
				}
			}
		}
		marine_support_training = {
			experience_gain_L_Marine_Bat_combat_factor = 0.15
			experience_gain_smol_L_Marine_Bat_combat_factor = 0.15
			experience_gain_XS_L_Marine_Bat_combat_factor = 0.15
			experience_gain_Mot_Marine_Bat_combat_factor = 0.15
			experience_gain_smol_Mot_Marine_Bat_combat_factor = 0.15
			experience_gain_XS_Mot_Marine_Bat_combat_factor = 0.15
		}
		invasion_artillery = {
			category_inf_amphib = {
				default_morale = 0.08
			}
			category_mot_amphib = {
				default_morale = 0.08
			}
			Arty_Battery = {
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.10
				}
			}
			XS_Arty_Battery = {
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.10
				}
			}
		}
		mass_breakthrough = {
			category_inf_amphib = {
				breakthrough = 0.05
			}
			category_mot_amphib = {
				breakthrough = 0.05
			}
		}
	}
	mastery = {
		categories = { category_inf_amphib category_mot_amphib }
	}
}

elite_raiders_mar_rng = {
	track = ranger_marine_mixed
	name = MARINE_ELITE_RAIDERS
	description = MARINE_ELITE_RAIDERS_DESC
	icon = GFX_doctrine_massive_marines

	xp_cost = 100
	xp_type = navy

	ai_will_do = {
		base = 1
		modifier = {
			add = 30
			original_tag = FRA
		}
	}

	effect = {
		set_technology = {
			marine_commandos = 1
			popup = no
		}
	}

	rewards = {
		raider_infiltration = {
			L_Marine_Cdo_Bat = {
				maximum_speed = 0.05
				soft_attack = 0.05
			}
			smol_Marine_Cdo_Bat = {
				maximum_speed = 0.05
				soft_attack = 0.05
			}
			XS_Marine_Cdo_Bat = {
				maximum_speed = 0.05
				soft_attack = 0.05
			}
			Team_Marine_Cdo_Bat = {
				maximum_speed = 0.05
				soft_attack = 0.05
			}
			effect = {
				set_technology = {
					marine_raider_groups = 1
					popup = no
				}
			}
		}
		night_landings = {
			shore_bombardment_bonus = 0.05
			L_Marine_Cdo_Bat = {
				default_morale = 0.05
			}
			smol_Marine_Cdo_Bat = {
				default_morale = 0.05
			}
			XS_Marine_Cdo_Bat = {
				default_morale = 0.05
			}
			Team_Marine_Cdo_Bat = {
				default_morale = 0.05
			}
		}
		lean_logistics = {
			special_forces_out_of_supply_factor = -0.10
			L_Marine_Cdo_Bat = {
				supply_consumption_factor = -0.01
			}
			smol_Marine_Cdo_Bat = {
				supply_consumption_factor = -0.01
			}
			XS_Marine_Cdo_Bat = {
				supply_consumption_factor = -0.01
			}
			Team_Marine_Cdo_Bat = {
				supply_consumption_factor = -0.01
			}
		}
		small_boat_doctrine = {
			naval_invasion_capacity = 5
			special_forces_cap = 0.02
		}
		coastal_demolitions = {
			L_Marine_Cdo_Bat = {
				fort = {
					attack = 0.15
					defence = 0.15
				}
				breakthrough = 0.03
			}
			smol_Marine_Cdo_Bat = {
				fort = {
					attack = 0.15
					defence = 0.15
				}
				breakthrough = 0.03
			}
			XS_Marine_Cdo_Bat = {
				fort = {
					attack = 0.15
					defence = 0.15
				}
				breakthrough = 0.03
			}
			Team_Marine_Cdo_Bat = {
				fort = {
					attack = 0.15
					defence = 0.15
				}
				breakthrough = 0.03
			}
			effect = {
				set_technology = {
					beachhead_raiding_parties = 1
					popup = no
				}
			}
		}
		raider_recovery = {
			L_Marine_Cdo_Bat = {
				max_strength = 0.05
				fuel_consumption_factor = -0.02
			}
			smol_Marine_Cdo_Bat = {
				max_strength = 0.05
				fuel_consumption_factor = -0.02
			}
			XS_Marine_Cdo_Bat = {
				max_strength = 0.05
				fuel_consumption_factor = -0.02
			}
			Team_Marine_Cdo_Bat = {
				max_strength = 0.05
				fuel_consumption_factor = -0.02
			}
		}
	}
	mastery = {
		categories = { category_all_amphibous category_inf_amphib }
	}
}

armored_beachhead_mar_rng = {
	track = ranger_marine_mixed
	name = MARINE_ARMORED_BEACHHEAD
	description = MARINE_ARMORED_BEACHHEAD_DESC
	icon = GFX_doctrine_massive_marines

	xp_cost = 100
	xp_type = navy

	ai_will_do = {
		base = 1
		modifier = {
			add = 3
			is_major_power = yes
		}
	}

	rewards = {
		beachhead_armor = {
			category_arm_amphib = {
				breakthrough = 0.10
				armor_value = 0.05
			}
		}
		mechanized_landing = {
			category_arm_amphib = {
				max_organisation = 3
				hard_attack = 0.05
			}
		}
		amphib_fire_support = {
			Arty_Battery = {
				battalion_mult = {
					category = category_all_amphibous
					soft_attack = 0.10
				}
			}
			XS_Arty_Battery = {
				battalion_mult = {
					category = category_all_amphibous
					soft_attack = 0.10
				}
			}
		}
		breakout_tempo = {
			category_all_amphibous = {
				maximum_speed = 0.05
				default_morale = 0.05
			}
		}
		beach_recovery = {
			category_arm_amphib = {
				fuel_consumption_factor = -0.05
				supply_consumption_factor = -0.05
			}
		}
	}
	mastery = {
		categories = { category_arm_amphib category_mot_amphib }
	}
}

rapid_amphibious_assault_mar_abn = {
	track = marine_airborne_mixed
	name = MARINE_SPECIAL_FORCES
	description = MARINE_SPECIAL_FORCES_DESC
	icon = GFX_doctrine_elite_marines

	xp_cost = 100
	xp_type = navy

	ai_will_do = {
		base = 3
		modifier = {
			add = 30
			original_tag = USA
		}
	}

	rewards = {
		light_marine_battalions = {
			L_Marine_Bat = {
				max_organisation = 3
				max_strength = 0.05
				maximum_speed = 0.05
			}
			smol_L_Marine_Bat = {
				max_organisation = 3
				max_strength = 0.05
				maximum_speed = 0.05
			}
			XS_L_Marine_Bat = {
				max_organisation = 3
				max_strength = 0.05
				maximum_speed = 0.05
			}
			L_Marine_Cdo_Bat = {
				max_organisation = 3
				max_strength = 0.05
				maximum_speed = 0.05
			}
			smol_Marine_Cdo_Bat = {
				max_organisation = 3
				max_strength = 0.05
				maximum_speed = 0.05
			}
			XS_Marine_Cdo_Bat = {
				max_organisation = 3
				max_strength = 0.05
				maximum_speed = 0.05
			}
			Team_Marine_Cdo_Bat = {
				max_organisation = 3
				max_strength = 0.05
				maximum_speed = 0.05
			}
		}
		rapid_landing = {
			amphibious_invasion = 0.10
			naval_invasion_prep_speed = 0.15
		}
		river_crossing_training = {
			L_Marine_Bat = {
				river = {
					attack = 0.15
					movement = 0.20
					defence = 0.10
				}
			}
			smol_L_Marine_Bat = {
				river = {
					attack = 0.15
					movement = 0.20
					defence = 0.10
				}
			}
			XS_L_Marine_Bat = {
				river = {
					attack = 0.15
					movement = 0.20
					defence = 0.10
				}
			}
			L_Marine_Cdo_Bat = {
				river = {
					attack = 0.15
					movement = 0.20
					defence = 0.10
				}
			}
			smol_Marine_Cdo_Bat = {
				river = {
					attack = 0.15
					movement = 0.20
					defence = 0.10
				}
			}
			XS_Marine_Cdo_Bat = {
				river = {
					attack = 0.15
					movement = 0.20
					defence = 0.10
				}
			}
			Team_Marine_Cdo_Bat = {
				river = {
					attack = 0.15
					movement = 0.20
					defence = 0.10
				}
			}
		}
		climate_training = {
			heat_attrition_factor = -0.15
			winter_attrition_factor = -0.15
		}
		commando_breakthrough = {
			category_inf_amphib = {
				breakthrough = 0.05
				default_morale = 0.05
			}
		}
		light_recovery = {
			L_Marine_Bat = {
				supply_consumption_factor = -0.05
				recon = 0.02
			}
			smol_L_Marine_Bat = {
				supply_consumption_factor = -0.05
				recon = 0.02
			}
			XS_L_Marine_Bat = {
				supply_consumption_factor = -0.05
				recon = 0.02
			}
			L_Marine_Cdo_Bat = {
				supply_consumption_factor = -0.05
				recon = 0.02
			}
			smol_Marine_Cdo_Bat = {
				supply_consumption_factor = -0.05
				recon = 0.02
			}
			XS_Marine_Cdo_Bat = {
				supply_consumption_factor = -0.05
				recon = 0.02
			}
			Team_Marine_Cdo_Bat = {
				supply_consumption_factor = -0.05
				recon = 0.02
			}
		}
		shore_bombardment_support = {
			shore_bombardment_bonus = 0.15
		}
	}
	mastery = {
		categories = { category_inf_amphib }
	}
}

massed_landing_forces_mar_abn = {
	track = marine_airborne_mixed
	name = MARINE_MASSIVE_FORCES
	description = MARINE_SPECIAL_FORCES_MASSIVE_DESC
	icon = GFX_doctrine_massive_marines

	xp_cost = 100
	xp_type = navy

	ai_will_do = {
		base = 1
		modifier = {
			add = 3
			has_government = communism
		}
		modifier = {
			add = 30
			original_tag = CHI
		}
	}

	rewards = {
		mass_marine_battalions = {
			L_Marine_Bat = {
				max_organisation = 3
				max_strength = 0.05
			}
			smol_L_Marine_Bat = {
				max_organisation = 3
				max_strength = 0.05
			}
			XS_L_Marine_Bat = {
				max_organisation = 3
				max_strength = 0.05
			}
			Mot_Marine_Bat = {
				max_organisation = 3
				max_strength = 0.05
			}
			smol_Mot_Marine_Bat = {
				max_organisation = 3
				max_strength = 0.05
			}
			XS_Mot_Marine_Bat = {
				max_organisation = 3
				max_strength = 0.05
			}
		}
		marine_capacity = {
			special_forces_cap = 0.05
			special_forces_training_time_factor = -0.05
			marines_special_forces_contribution_factor = -0.1
		}
		mass_landing_capacity = {
			naval_invasion_capacity = 10
			naval_invasion_prep_speed = 0.10
		}
		marine_entrenchment_training = {
			category_inf_amphib = {
				entrenchment = 0.05
			}
			category_mot_amphib = {
				entrenchment = 0.05
			}
			H_Engi_Comp = {
				entrenchment = 0.05
			}
			XS_H_Engi_Comp = {
				entrenchment = 0.05
			}
			Armored_Engi_Comp = {
				entrenchment = 0.05
			}
			XS_Armored_Engi_Comp = {
				entrenchment = 0.05
			}
		}
		motorized_marine_mobility = {
			Mot_Marine_Bat = {
				maximum_speed = 0.05
				max_organisation = 2
				river = {
					attack = 0.05
					movement = 0.20
					defence = 0.05
				}
			}
			smol_Mot_Marine_Bat = {
				maximum_speed = 0.05
				max_organisation = 2
				river = {
					attack = 0.05
					movement = 0.20
					defence = 0.05
				}
			}
			XS_Mot_Marine_Bat = {
				maximum_speed = 0.05
				max_organisation = 2
				river = {
					attack = 0.05
					movement = 0.20
					defence = 0.05
				}
			}
		}
		marine_support_training = {
			experience_gain_L_Marine_Bat_combat_factor = 0.15
			experience_gain_smol_L_Marine_Bat_combat_factor = 0.15
			experience_gain_XS_L_Marine_Bat_combat_factor = 0.15
			experience_gain_Mot_Marine_Bat_combat_factor = 0.15
			experience_gain_smol_Mot_Marine_Bat_combat_factor = 0.15
			experience_gain_XS_Mot_Marine_Bat_combat_factor = 0.15
		}
		invasion_artillery = {
			category_inf_amphib = {
				default_morale = 0.08
			}
			category_mot_amphib = {
				default_morale = 0.08
			}
			Arty_Battery = {
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.10
				}
			}
			XS_Arty_Battery = {
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.10
				}
			}
		}
		mass_breakthrough = {
			category_inf_amphib = {
				breakthrough = 0.05
			}
			category_mot_amphib = {
				breakthrough = 0.05
			}
		}
	}
	mastery = {
		categories = { category_inf_amphib category_mot_amphib }
	}
}

elite_raiders_mar_abn = {
	track = marine_airborne_mixed
	name = MARINE_ELITE_RAIDERS
	description = MARINE_ELITE_RAIDERS_DESC
	icon = GFX_doctrine_massive_marines

	xp_cost = 100
	xp_type = navy

	ai_will_do = {
		base = 1
		modifier = {
			add = 30
			OR = {
				original_tag = ENG
				original_tag = FRA
			}
		}
	}

	effect = {
		set_technology = {
			marine_commandos = 1
			popup = no
		}
	}

	rewards = {
		raider_infiltration = {
			L_Marine_Cdo_Bat = {
				maximum_speed = 0.05
				soft_attack = 0.05
			}
			smol_Marine_Cdo_Bat = {
				maximum_speed = 0.05
				soft_attack = 0.05
			}
			XS_Marine_Cdo_Bat = {
				maximum_speed = 0.05
				soft_attack = 0.05
			}
			Team_Marine_Cdo_Bat = {
				maximum_speed = 0.05
				soft_attack = 0.05
			}
			effect = {
				set_technology = {
					marine_raider_groups = 1
					popup = no
				}
			}
		}
		night_landings = {
			shore_bombardment_bonus = 0.05
			L_Marine_Cdo_Bat = {
				default_morale = 0.05
			}
			smol_Marine_Cdo_Bat = {
				default_morale = 0.05
			}
			XS_Marine_Cdo_Bat = {
				default_morale = 0.05
			}
			Team_Marine_Cdo_Bat = {
				default_morale = 0.05
			}
		}
		lean_logistics = {
			special_forces_out_of_supply_factor = -0.10
			L_Marine_Cdo_Bat = {
				supply_consumption_factor = -0.01
			}
			smol_Marine_Cdo_Bat = {
				supply_consumption_factor = -0.01
			}
			XS_Marine_Cdo_Bat = {
				supply_consumption_factor = -0.01
			}
			Team_Marine_Cdo_Bat = {
				supply_consumption_factor = -0.01
			}
		}
		small_boat_doctrine = {
			naval_invasion_capacity = 5
			special_forces_cap = 0.02
		}
		coastal_demolitions = {
			L_Marine_Cdo_Bat = {
				fort = {
					attack = 0.15
					defence = 0.15
				}
				breakthrough = 0.03
			}
			smol_Marine_Cdo_Bat = {
				fort = {
					attack = 0.15
					defence = 0.15
				}
				breakthrough = 0.03
			}
			XS_Marine_Cdo_Bat = {
				fort = {
					attack = 0.15
					defence = 0.15
				}
				breakthrough = 0.03
			}
			Team_Marine_Cdo_Bat = {
				fort = {
					attack = 0.15
					defence = 0.15
				}
				breakthrough = 0.03
			}
			effect = {
				set_technology = {
					beachhead_raiding_parties = 1
					popup = no
				}
			}
		}
		raider_recovery = {
			L_Marine_Cdo_Bat = {
				max_strength = 0.05
				fuel_consumption_factor = -0.02
			}
			smol_Marine_Cdo_Bat = {
				max_strength = 0.05
				fuel_consumption_factor = -0.02
			}
			XS_Marine_Cdo_Bat = {
				max_strength = 0.05
				fuel_consumption_factor = -0.02
			}
			Team_Marine_Cdo_Bat = {
				max_strength = 0.05
				fuel_consumption_factor = -0.02
			}
		}
	}
	mastery = {
		categories = { category_all_amphibous category_inf_amphib }
	}
}

armored_beachhead_mar_abn = {
	track = marine_airborne_mixed
	name = MARINE_ARMORED_BEACHHEAD
	description = MARINE_ARMORED_BEACHHEAD_DESC
	icon = GFX_doctrine_massive_marines

	xp_cost = 100
	xp_type = navy

	ai_will_do = {
		base = 1
		modifier = {
			add = 3
			is_major_power = yes
		}
	}

	rewards = {
		beachhead_armor = {
			category_arm_amphib = {
				breakthrough = 0.10
				armor_value = 0.05
			}
		}
		mechanized_landing = {
			category_arm_amphib = {
				max_organisation = 3
				hard_attack = 0.05
			}
		}
		amphib_fire_support = {
			Arty_Battery = {
				battalion_mult = {
					category = category_all_amphibous
					soft_attack = 0.10
				}
			}
			XS_Arty_Battery = {
				battalion_mult = {
					category = category_all_amphibous
					soft_attack = 0.10
				}
			}
		}
		breakout_tempo = {
			category_all_amphibous = {
				maximum_speed = 0.05
				default_morale = 0.05
			}
		}
		beach_recovery = {
			category_arm_amphib = {
				fuel_consumption_factor = -0.05
				supply_consumption_factor = -0.05
			}
		}
	}
	mastery = {
		categories = { category_arm_amphib category_mot_amphib }
	}
}

#Airborne Doctrines
air_assault_doctrine_abn_mar = {
	track = marine_airborne_mixed
	name = AIRBORN_AIR_ASSAULT
	description = AIRBORN_AIR_ASSAULT_DESC
	icon = GFX_doctrine_airborne_forces_operations

	xp_cost = 100
	xp_type = air

	ai_will_do = {
		base = 1
	}

	effect = {
		set_technology = {
			air_assault_artillery = 1
			popup = no
		}
	}

	rewards = {
		vertical_envelopment = {
			category_air_aslt = {
				maximum_speed = 0.05
				breakthrough = 0.05
			}
		}
		heliborne_assault = {
			L_Air_assault_Bat = {
				soft_attack = 0.05
				max_organisation = 3
			}
			Special_Forces_Air_assault_Bat = {
				soft_attack = 0.05
				max_organisation = 3
			}
			smol_Special_Forces_Air_assault_Bat = {
				soft_attack = 0.05
				max_organisation = 3
			}
			XS_Special_Forces_Air_assault_Bat = {
				soft_attack = 0.05
				max_organisation = 3
			}
			Team_Special_Forces_Air_assault_Bat = {
				soft_attack = 0.05
				max_organisation = 3
			}
			smol_L_Air_assault_Bat = {
				soft_attack = 0.05
				max_organisation = 3
			}
			XS_L_Air_assault_Bat = {
				soft_attack = 0.05
				max_organisation = 3
			}
		}
		rotary_logistics = {
			helicopter_combat_service_support = {
				battalion_mult = {
					category = category_air_aslt
					max_strength = 0.05
					experience_loss_factor = -0.10
				}
			}
			XS_helicopter_combat_service_support = {
				battalion_mult = {
					category = category_air_aslt
					max_strength = 0.05
					experience_loss_factor = -0.10
				}
			}
			Team_helicopter_combat_service_support = {
				battalion_mult = {
					category = category_air_aslt
					max_strength = 0.05
					experience_loss_factor = -0.10
				}
			}
			helicopter_logistics_company = {
				battalion_mult = {
					category = category_air_aslt
					supply_consumption_factor = -0.0875
					fuel_consumption_factor = -0.0875
				}
			}
			XS_helicopter_logistics_company = {
				battalion_mult = {
					category = category_air_aslt
					supply_consumption_factor = -0.020125
					fuel_consumption_factor = -0.020125
				}
			}
			Team_helicopter_logistics_company = {
				battalion_mult = {
					category = category_air_aslt
					supply_consumption_factor = -0.006125
					fuel_consumption_factor = -0.006125
				}
			}
		}
		assault_fire_support = {
			category_inf_aslt = {
				soft_attack = 0.05
				hard_attack = 0.03
			}
		}
		quick_reaction = {
			special_forces_training_time_factor = -0.10
			special_forces_out_of_supply_factor = -0.10
		}
		assault_morale = {
			category_air_aslt = {
				default_morale = 0.05
				entrenchment = 0.05
			}
		}
	}
	mastery = {
		categories = { category_air_aslt category_inf_aslt }
	}
}

armored_airborne_abn_mar = {
	track = marine_airborne_mixed
	name = AIRBORN_ARMORED_DROP
	description = AIRBORN_ARMORED_DROP_DESC
	icon = GFX_doctrine_airborne_forces_subdoctrine

	xp_cost = 100
	xp_type = air

	ai_will_do = {
		base = 1
		modifier = {
			add = 30
			original_tag = SOV
		}
	}

	effect = {
		set_technology = {
			airborne_armor = 1
			popup = no
		}
	}

	rewards = {
		heavy_drop = {
			category_arm_airborne = {
				max_organisation = 2.5
				breakthrough = 0.05
			}
		}
		mechanized_paradrop = {
			Mech_Air_Inf_Bat = {
				soft_attack = 0.03
				hard_attack = 0.03
			}
			smol_Mech_Air_Inf_Bat = {
				soft_attack = 0.03
				hard_attack = 0.03
			}
			XS_Mech_Air_Inf_Bat = {
				soft_attack = 0.03
				hard_attack = 0.03
			}
			Arm_Air_Inf_Bat = {
				hard_attack = 0.03
			}
			smol_Arm_Air_Inf_Bat = {
				hard_attack = 0.03
			}
			XS_Arm_Air_Inf_Bat = {
				hard_attack = 0.03
			}
		}
		drop_zone_supply = {
			extra_paratrooper_supply_grace = 50
			special_forces_out_of_supply_factor = -0.10
		}
		armored_drop_readiness = {
			category_arm_airborne = {
				default_morale = 0.05
				max_strength = 0.05
			}
		}
		heavy_drop_recovery = {
			category_mot_airborne = {
				fuel_consumption_factor = -0.05
				supply_consumption_factor = -0.05
			}
		}
	}
	mastery = {
		categories = { category_arm_airborne category_mot_airborne }
	}
}

airborne_interdiction_abn_mar = {
	track = marine_airborne_mixed
	name = AIRBORN_INTERDICTION
	description = AIRBORN_INTERDICTION_DESC
	icon = GFX_doctrine_airborne_forces_subdoctrine

	xp_cost = 100
	xp_type = air

	ai_will_do = {
		base = 1
	}

	effect = {
		set_technology = {
			pathfinders = 1
			popup = no
		}
	}

	rewards = {
		pathfinder_insertion = {
			pathfinder_company = {
				battalion_mult = {
					category = category_all_airborne
					recon = 0.25
					maximum_speed = 0.05
				}
			}
			smol_pathfinder_company = {
				battalion_mult = {
					category = category_all_airborne
					recon = 0.25
					maximum_speed = 0.05
				}
			}
			XS_pathfinder_company = {
				battalion_mult = {
					category = category_all_airborne
					recon = 0.25
					maximum_speed = 0.05
				}
			}
			Team_pathfinder_company = {
				battalion_mult = {
					category = category_all_airborne
					recon = 0.25
					maximum_speed = 0.05
				}
			}
		}
		silent_infiltration = {
			special_forces_out_of_supply_factor = -0.20
			extra_paratrooper_supply_grace = 50
		}
		demolition_teams = {
			equipment_capture_factor = 0.05
			L_Air_Inf_Bat = {
				fort = {
					attack = 0.10
				}
				breakthrough = 0.05
			}
			smol_L_Air_Inf_Bat = {
				fort = {
					attack = 0.10
				}
				breakthrough = 0.05
			}
			XS_L_Air_Inf_Bat = {
				fort = {
					attack = 0.10
				}
				breakthrough = 0.05
			}
		}
		interdiction_raids = {
			special_forces_training_time_factor = -0.10
			category_inf_airborne = {
				soft_attack = 0.05
			}
			effect = {
				set_technology = {
					dedicated_saboteurs = 1
					popup = no
				}
			}
		}
		evasion_and_delay = {
			category_inf_airborne = {
				defense = 0.10
				entrenchment = 0.05
			}
			L_Air_Inf_Bat = {
				forest = {
					defence = 0.10
				}
				urban = {
					defence = 0.05
				}
			}
			smol_L_Air_Inf_Bat = {
				forest = {
					defence = 0.10
				}
				urban = {
					defence = 0.05
				}
			}
			XS_L_Air_Inf_Bat = {
				forest = {
					defence = 0.10
				}
				urban = {
					defence = 0.05
				}
			}
		}
		pathfinder_overwatch = {
			special_forces_cap = 0.02
			pathfinder_company = {
				battalion_mult = {
					category = category_inf_airborne
					soft_attack = 0.05
				}
			}
			smol_pathfinder_company = {
				battalion_mult = {
					category = category_inf_airborne
					soft_attack = 0.05
				}
			}
			XS_pathfinder_company = {
				battalion_mult = {
					category = category_inf_airborne
					soft_attack = 0.05
				}
			}
			Team_pathfinder_company = {
				battalion_mult = {
					category = category_inf_airborne
					soft_attack = 0.05
				}
			}
		}
	}
	mastery = {
		categories = { category_inf_airborne }
	}
}

airborne_airhead_assault_abn_mar = {
	track = marine_airborne_mixed
	name = AIRBORN_AIRHEAD_ASSAULT
	description = AIRBORN_AIRHEAD_ASSAULT_DESC
	icon = GFX_doctrine_airborne_forces_operations

	xp_cost = 100
	xp_type = air

	ai_will_do = {
		base = 1
	}

	effect = {
		set_technology = {
			pathfinders = 1
			popup = no
		}
	}

	rewards = {
		mass_drop = {
			paradrop_organization_factor = 0.20
			special_forces_cap = 0.05
		}
		combat_jump = {
			extra_paratrooper_supply_grace = 100
			category_all_airborne = {
				default_morale = 0.05
			}
			effect = {
				set_technology = {
					coordinated_combat_jumps = 1
					popup = no
				}
			}
		}
		seize_the_ground = {
			category_inf_airborne = {
				soft_attack = 0.05
				breakthrough = 0.05
			}
			category_mot_airborne = {
				soft_attack = 0.05
				breakthrough = 0.05
			}
		}
		hold_until_relief = {
			category_all_airborne = {
				defense = 0.10
				entrenchment = 0.05
				max_organisation = 2
			}
		}
		rapid_reinforcement = {
			special_forces_training_time_factor = -0.10
			paratroopers_special_forces_contribution_factor = -0.05
		}
		motorized_exploitation = {
			category_mot_airborne = {
				max_strength = 0.05
			}
			Mot_Air_Inf_Bat = {
				maximum_speed = 0.05
				hard_attack = 0.03
			}
			smol_Mot_Air_Inf_Bat = {
				maximum_speed = 0.05
				hard_attack = 0.03
			}
			XS_Mot_Air_Inf_Bat = {
				maximum_speed = 0.05
				hard_attack = 0.03
			}
		}
	}
	mastery = {
		categories = { category_inf_airborne category_mot_airborne }
	}
}

air_assault_doctrine_abn_rng = {
	track = ranger_airborne_mixed
	name = AIRBORN_AIR_ASSAULT
	description = AIRBORN_AIR_ASSAULT_DESC
	icon = GFX_doctrine_airborne_forces_operations

	xp_cost = 100
	xp_type = air

	ai_will_do = {
		base = 3
		modifier = {
			add = 30
			original_tag = USA
		}
	}

	effect = {
		set_technology = {
			air_assault_artillery = 1
			popup = no
		}
	}

	rewards = {
		vertical_envelopment = {
			category_air_aslt = {
				maximum_speed = 0.05
				breakthrough = 0.05
			}
		}
		heliborne_assault = {
			L_Air_assault_Bat = {
				soft_attack = 0.05
				max_organisation = 3
			}
			Special_Forces_Air_assault_Bat = {
				soft_attack = 0.05
				max_organisation = 3
			}
			smol_Special_Forces_Air_assault_Bat = {
				soft_attack = 0.05
				max_organisation = 3
			}
			XS_Special_Forces_Air_assault_Bat = {
				soft_attack = 0.05
				max_organisation = 3
			}
			Team_Special_Forces_Air_assault_Bat = {
				soft_attack = 0.05
				max_organisation = 3
			}
			smol_L_Air_assault_Bat = {
				soft_attack = 0.05
				max_organisation = 3
			}
			XS_L_Air_assault_Bat = {
				soft_attack = 0.05
				max_organisation = 3
			}
		}
		rotary_logistics = {
			helicopter_combat_service_support = {
				battalion_mult = {
					category = category_air_aslt
					max_strength = 0.05
					experience_loss_factor = -0.10
				}
			}
			XS_helicopter_combat_service_support = {
				battalion_mult = {
					category = category_air_aslt
					max_strength = 0.05
					experience_loss_factor = -0.10
				}
			}
			Team_helicopter_combat_service_support = {
				battalion_mult = {
					category = category_air_aslt
					max_strength = 0.05
					experience_loss_factor = -0.10
				}
			}
			helicopter_logistics_company = {
				battalion_mult = {
					category = category_air_aslt
					supply_consumption_factor = -0.0875
					fuel_consumption_factor = -0.0875
				}
			}
			XS_helicopter_logistics_company = {
				battalion_mult = {
					category = category_air_aslt
					supply_consumption_factor = -0.020125
					fuel_consumption_factor = -0.020125
				}
			}
			Team_helicopter_logistics_company = {
				battalion_mult = {
					category = category_air_aslt
					supply_consumption_factor = -0.006125
					fuel_consumption_factor = -0.006125
				}
			}
		}
		assault_fire_support = {
			category_inf_aslt = {
				soft_attack = 0.05
				hard_attack = 0.03
			}
		}
		quick_reaction = {
			special_forces_training_time_factor = -0.10
			special_forces_out_of_supply_factor = -0.10
		}
		assault_morale = {
			category_air_aslt = {
				default_morale = 0.05
				entrenchment = 0.05
			}
		}
	}
	mastery = {
		categories = { category_air_aslt category_inf_aslt }
	}
}

armored_airborne_abn_rng = {
	track = ranger_airborne_mixed
	name = AIRBORN_ARMORED_DROP
	description = AIRBORN_ARMORED_DROP_DESC
	icon = GFX_doctrine_airborne_forces_subdoctrine

	xp_cost = 100
	xp_type = air

	ai_will_do = {
		base = 1
		modifier = {
			add = 30
			original_tag = SOV
		}
	}

	effect = {
		set_technology = {
			airborne_armor = 1
			popup = no
		}
	}

	rewards = {
		heavy_drop = {
			category_arm_airborne = {
				max_organisation = 2.5
				breakthrough = 0.05
			}
		}
		mechanized_paradrop = {
			Mech_Air_Inf_Bat = {
				soft_attack = 0.03
				hard_attack = 0.03
			}
			smol_Mech_Air_Inf_Bat = {
				soft_attack = 0.03
				hard_attack = 0.03
			}
			XS_Mech_Air_Inf_Bat = {
				soft_attack = 0.03
				hard_attack = 0.03
			}
			Arm_Air_Inf_Bat = {
				hard_attack = 0.03
			}
			smol_Arm_Air_Inf_Bat = {
				hard_attack = 0.03
			}
			XS_Arm_Air_Inf_Bat = {
				hard_attack = 0.03
			}
		}
		drop_zone_supply = {
			extra_paratrooper_supply_grace = 50
			special_forces_out_of_supply_factor = -0.10
		}
		armored_drop_readiness = {
			category_arm_airborne = {
				default_morale = 0.05
				max_strength = 0.05
			}
		}
		heavy_drop_recovery = {
			category_mot_airborne = {
				fuel_consumption_factor = -0.05
				supply_consumption_factor = -0.05
			}
		}
	}
	mastery = {
		categories = { category_arm_airborne category_mot_airborne }
	}
}

airborne_interdiction_abn_rng = {
	track = ranger_airborne_mixed
	name = AIRBORN_INTERDICTION
	description = AIRBORN_INTERDICTION_DESC
	icon = GFX_doctrine_airborne_forces_subdoctrine

	xp_cost = 100
	xp_type = air

	ai_will_do = {
		base = 1
	}

	effect = {
		set_technology = {
			pathfinders = 1
			popup = no
		}
	}

	rewards = {
		pathfinder_insertion = {
			pathfinder_company = {
				battalion_mult = {
					category = category_all_airborne
					recon = 0.25
					maximum_speed = 0.05
				}
			}
			smol_pathfinder_company = {
				battalion_mult = {
					category = category_all_airborne
					recon = 0.25
					maximum_speed = 0.05
				}
			}
			XS_pathfinder_company = {
				battalion_mult = {
					category = category_all_airborne
					recon = 0.25
					maximum_speed = 0.05
				}
			}
			Team_pathfinder_company = {
				battalion_mult = {
					category = category_all_airborne
					recon = 0.25
					maximum_speed = 0.05
				}
			}
		}
		silent_infiltration = {
			special_forces_out_of_supply_factor = -0.20
			extra_paratrooper_supply_grace = 50
		}
		demolition_teams = {
			equipment_capture_factor = 0.05
			L_Air_Inf_Bat = {
				fort = {
					attack = 0.10
				}
				breakthrough = 0.05
			}
			smol_L_Air_Inf_Bat = {
				fort = {
					attack = 0.10
				}
				breakthrough = 0.05
			}
			XS_L_Air_Inf_Bat = {
				fort = {
					attack = 0.10
				}
				breakthrough = 0.05
			}
		}
		interdiction_raids = {
			special_forces_training_time_factor = -0.10
			category_inf_airborne = {
				soft_attack = 0.05
			}
			effect = {
				set_technology = {
					dedicated_saboteurs = 1
					popup = no
				}
			}
		}
		evasion_and_delay = {
			category_inf_airborne = {
				defense = 0.10
				entrenchment = 0.05
			}
			L_Air_Inf_Bat = {
				forest = {
					defence = 0.10
				}
				urban = {
					defence = 0.05
				}
			}
			smol_L_Air_Inf_Bat = {
				forest = {
					defence = 0.10
				}
				urban = {
					defence = 0.05
				}
			}
			XS_L_Air_Inf_Bat = {
				forest = {
					defence = 0.10
				}
				urban = {
					defence = 0.05
				}
			}
		}
		pathfinder_overwatch = {
			special_forces_cap = 0.02
			pathfinder_company = {
				battalion_mult = {
					category = category_inf_airborne
					soft_attack = 0.05
				}
			}
			smol_pathfinder_company = {
				battalion_mult = {
					category = category_inf_airborne
					soft_attack = 0.05
				}
			}
			XS_pathfinder_company = {
				battalion_mult = {
					category = category_inf_airborne
					soft_attack = 0.05
				}
			}
			Team_pathfinder_company = {
				battalion_mult = {
					category = category_inf_airborne
					soft_attack = 0.05
				}
			}
		}
	}
	mastery = {
		categories = { category_inf_airborne }
	}
}

airborne_airhead_assault_abn_rng = {
	track = ranger_airborne_mixed
	name = AIRBORN_AIRHEAD_ASSAULT
	description = AIRBORN_AIRHEAD_ASSAULT_DESC
	icon = GFX_doctrine_airborne_forces_operations

	xp_cost = 100
	xp_type = air

	ai_will_do = {
		base = 1
		modifier = {
			add = 30
			OR = {
				original_tag = FRA
				original_tag = CHI
			}
		}
	}

	effect = {
		set_technology = {
			pathfinders = 1
			popup = no
		}
	}

	rewards = {
		mass_drop = {
			paradrop_organization_factor = 0.20
			special_forces_cap = 0.05
		}
		combat_jump = {
			extra_paratrooper_supply_grace = 100
			category_all_airborne = {
				default_morale = 0.05
			}
			effect = {
				set_technology = {
					coordinated_combat_jumps = 1
					popup = no
				}
			}
		}
		seize_the_ground = {
			category_inf_airborne = {
				soft_attack = 0.05
				breakthrough = 0.05
			}
			category_mot_airborne = {
				soft_attack = 0.05
				breakthrough = 0.05
			}
		}
		hold_until_relief = {
			category_all_airborne = {
				defense = 0.10
				entrenchment = 0.05
				max_organisation = 2
			}
		}
		rapid_reinforcement = {
			special_forces_training_time_factor = -0.10
			paratroopers_special_forces_contribution_factor = -0.05
		}
		motorized_exploitation = {
			category_mot_airborne = {
				max_strength = 0.05
			}
			Mot_Air_Inf_Bat = {
				maximum_speed = 0.05
				hard_attack = 0.03
			}
			smol_Mot_Air_Inf_Bat = {
				maximum_speed = 0.05
				hard_attack = 0.03
			}
			XS_Mot_Air_Inf_Bat = {
				maximum_speed = 0.05
				hard_attack = 0.03
			}
		}
	}
	mastery = {
		categories = { category_inf_airborne category_mot_airborne }
	}
}

#Ranger Doctrines
ranger_recon_doctrine_rng_mar = {
	track = ranger_marine_mixed
	name = RANGER_RECON_FORCES
	description = RANGER_RECON_FORCES_DESC
	icon = GFX_doctrine_ranger_forces_doctrine

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 1
		modifier = {
			add = 30
			original_tag = ENG
		}
	}

	rewards = {
		deep_recon = {
			category_rcon_ranger = {
				recon = 0.05
				maximum_speed = 0.05
			}
		}
		scout_screening = {
			category_inf_ranger = {
				defense = 0.05
				entrenchment = 0.05
			}
		}
		recce_overwatch = {
			L_Ranger_Recce_Comp = {
				battalion_mult = {
					category = category_all_ranger
					soft_attack = 0.05
				}
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.10
				}
			}
			XS_L_Ranger_Recce_Comp = {
				battalion_mult = {
					category = category_all_ranger
					soft_attack = 0.05
				}
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.10
				}
			}
			Team_L_Ranger_Recce_Comp = {
				battalion_mult = {
					category = category_all_ranger
					soft_attack = 0.05
				}
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.10
				}
			}
		}
		field_craft = {
			heat_attrition_factor = -0.10
			winter_attrition_factor = -0.10
			category_all_ranger = {
				supply_consumption_factor = -0.05
			}
		}
		ambush_doctrine = {
			L_Ranger_Bat = {
				forest = {
					attack = 0.05
					defence = 0.10
				}
				jungle = {
					attack = 0.05
					defence = 0.10
				}
			}
			smol_L_Ranger_Bat = {
				forest = {
					attack = 0.05
					defence = 0.10
				}
				jungle = {
					attack = 0.05
					defence = 0.10
				}
			}
			XS_L_Ranger_Bat = {
				forest = {
					attack = 0.05
					defence = 0.10
				}
				jungle = {
					attack = 0.05
					defence = 0.10
				}
			}
		}
		target_acquisition = {
			equipment_capture_factor = 0.02
			category_rcon_ranger = {
				soft_attack = 0.05
			}
		}
	}
	mastery = {
		categories = { category_all_ranger category_rcon_ranger }
	}
}

ranger_strike_doctrine_rng_mar = {
	track = ranger_marine_mixed
	name = RANGER_STRIKE_FORCES
	description = RANGER_STRIKE_FORCES_DESC
	icon = GFX_doctrine_ranger_forces_doctrine

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 1
		modifier = {
			add = 3
			has_expansionist_government = yes
		}
		modifier = {
			add = 30
			original_tag = ISR
		}
	}

	rewards = {
		shock_assault = {
			category_inf_ranger = {
				soft_attack = 0.05
				breakthrough = 0.05
			}
		}
		airfield_seizure = {
			category_all_ranger = {
				maximum_speed = 0.05
				default_morale = 0.05
			}
		}
		rapid_deployment = {
			special_forces_training_time_factor = -0.10
			special_forces_min = 2
		}
		assault_endurance = {
			category_all_ranger = {
				max_organisation = 2
				max_strength = 0.05
			}
		}
		ranger_demolitions = {
			L_Ranger_Bat = {
				fort = {
					attack = 0.15
					defence = 0.10
				}
				urban = {
					attack = 0.05
					defence = 0.05
				}
			}
			smol_L_Ranger_Bat = {
				fort = {
					attack = 0.15
					defence = 0.10
				}
				urban = {
					attack = 0.05
					defence = 0.05
				}
			}
			XS_L_Ranger_Bat = {
				fort = {
					attack = 0.15
					defence = 0.10
				}
				urban = {
					attack = 0.05
					defence = 0.05
				}
			}
		}
	}
	mastery = {
		categories = { category_all_ranger category_inf_ranger }
	}
}

forest_ranger_doctrine_rng_mar = {
	track = ranger_marine_mixed
	name = RANGER_FORCES_DOCTRINES
	description = RANGER_FORCES_DOCTRINES_DESC
	icon = GFX_doctrine_ranger_forces_doctrine

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 1
		modifier = {
			add = 3
			has_country_flag = european_nation_flag
		}
	}

	rewards = {
		forest_conditioning = {
			category_all_ranger = {
				max_organisation = 2
				maximum_speed = 0.05
			}
		}
		woodland_marksmanship = {
			category_all_ranger = {
				soft_attack = 0.05
			}
			L_Ranger_Bat = {
				forest = {
					attack = 0.10
				}
			}
			smol_L_Ranger_Bat = {
				forest = {
					attack = 0.10
				}
			}
			XS_L_Ranger_Bat = {
				forest = {
					attack = 0.10
				}
			}
		}
		forest_ambush = {
			L_Ranger_Bat = {
				forest = {
					defence = 0.15
				}
			}
			smol_L_Ranger_Bat = {
				forest = {
					defence = 0.15
				}
			}
			XS_L_Ranger_Bat = {
				forest = {
					defence = 0.15
				}
			}
			category_all_ranger = {
				recon = 0.02
			}
		}
		forest_mobility = {
			L_Ranger_Bat = {
				forest = {
					movement = 0.15
				}
			}
			smol_L_Ranger_Bat = {
				forest = {
					movement = 0.15
				}
			}
			XS_L_Ranger_Bat = {
				forest = {
					movement = 0.15
				}
			}
		}
		forest_entrenchment = {
			category_all_ranger = {
				entrenchment = 0.05
			}
			L_Ranger_Bat = {
				forest = {
					defence = 0.10
				}
			}
			smol_L_Ranger_Bat = {
				forest = {
					defence = 0.10
				}
			}
			XS_L_Ranger_Bat = {
				forest = {
					defence = 0.10
				}
			}
		}
		forest_logistics = {
			category_all_ranger = {
				supply_consumption_factor = -0.01
			}
			winter_attrition_factor = -0.10
		}
		battlefield_salvage = {
			equipment_capture_factor = 0.02
			category_all_ranger = {
				soft_attack = 0.05
			}
		}
	}
	mastery = {
		categories = { category_all_ranger }
	}
}

jungle_ranger_doctrine_rng_mar = {
	track = ranger_marine_mixed
	name = RANGER_JUNGLE_FORCES
	description = RANGER_JUNGLE_FORCES_DESC
	icon = GFX_doctrine_ranger_forces_doctrine

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 1
		modifier = {
			add = 3
			OR = {
				has_country_flag = asian_nation_flag
				has_country_flag = african_nation_flag
			}
		}
	}

	rewards = {
		jungle_conditioning = {
			category_all_ranger = {
				max_organisation = 2
			}
			heat_attrition_factor = -0.15
		}
		jungle_marksmanship = {
			category_all_ranger = {
				soft_attack = 0.05
			}
			L_Ranger_Bat = {
				jungle = {
					attack = 0.10
				}
			}
			smol_L_Ranger_Bat = {
				jungle = {
					attack = 0.10
				}
			}
			XS_L_Ranger_Bat = {
				jungle = {
					attack = 0.10
				}
			}
		}
		jungle_ambush = {
			L_Ranger_Bat = {
				jungle = {
					defence = 0.15
				}
			}
			smol_L_Ranger_Bat = {
				jungle = {
					defence = 0.15
				}
			}
			XS_L_Ranger_Bat = {
				jungle = {
					defence = 0.15
				}
			}
			category_all_ranger = {
				recon = 0.02
			}
		}
		jungle_mobility = {
			L_Ranger_Bat = {
				jungle = {
					movement = 0.20
				}
			}
			smol_L_Ranger_Bat = {
				jungle = {
					movement = 0.20
				}
			}
			XS_L_Ranger_Bat = {
				jungle = {
					movement = 0.20
				}
			}
		}
		jungle_infiltration = {
			category_all_ranger = {
				breakthrough = 0.05
			}
			equipment_capture_factor = 0.02
		}
		jungle_logistics = {
			special_forces_out_of_supply_factor = -0.10
			category_all_ranger = {
				supply_consumption_factor = -0.01
			}
		}
		jungle_entrenchment = {
			category_all_ranger = {
				entrenchment = 0.05
			}
			L_Ranger_Bat = {
				jungle = {
					defence = 0.10
				}
			}
			smol_L_Ranger_Bat = {
				jungle = {
					defence = 0.10
				}
			}
			XS_L_Ranger_Bat = {
				jungle = {
					defence = 0.10
				}
			}
		}
	}
	mastery = {
		categories = { category_all_ranger }
	}
}

ranger_recon_doctrine_rng_abn = {
	track = ranger_airborne_mixed
	name = RANGER_RECON_FORCES
	description = RANGER_RECON_FORCES_DESC
	icon = GFX_doctrine_ranger_forces_doctrine

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 1
		modifier = {
			add = 30
			original_tag = ENG
		}
	}

	rewards = {
		deep_recon = {
			category_rcon_ranger = {
				recon = 0.05
				maximum_speed = 0.05
			}
		}
		scout_screening = {
			category_inf_ranger = {
				defense = 0.05
				entrenchment = 0.05
			}
		}
		recce_overwatch = {
			L_Ranger_Recce_Comp = {
				battalion_mult = {
					category = category_all_ranger
					soft_attack = 0.05
				}
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.10
				}
			}
			XS_L_Ranger_Recce_Comp = {
				battalion_mult = {
					category = category_all_ranger
					soft_attack = 0.05
				}
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.10
				}
			}
			Team_L_Ranger_Recce_Comp = {
				battalion_mult = {
					category = category_all_ranger
					soft_attack = 0.05
				}
				battalion_mult = {
					category = category_artillery
					soft_attack = 0.10
				}
			}
		}
		field_craft = {
			heat_attrition_factor = -0.10
			winter_attrition_factor = -0.10
			category_all_ranger = {
				supply_consumption_factor = -0.05
			}
		}
		ambush_doctrine = {
			L_Ranger_Bat = {
				forest = {
					attack = 0.05
					defence = 0.10
				}
				jungle = {
					attack = 0.05
					defence = 0.10
				}
			}
			smol_L_Ranger_Bat = {
				forest = {
					attack = 0.05
					defence = 0.10
				}
				jungle = {
					attack = 0.05
					defence = 0.10
				}
			}
			XS_L_Ranger_Bat = {
				forest = {
					attack = 0.05
					defence = 0.10
				}
				jungle = {
					attack = 0.05
					defence = 0.10
				}
			}
		}
		target_acquisition = {
			equipment_capture_factor = 0.02
			category_rcon_ranger = {
				soft_attack = 0.05
			}
		}
	}
	mastery = {
		categories = { category_all_ranger category_rcon_ranger }
	}
}

ranger_strike_doctrine_rng_abn = {
	track = ranger_airborne_mixed
	name = RANGER_STRIKE_FORCES
	description = RANGER_STRIKE_FORCES_DESC
	icon = GFX_doctrine_ranger_forces_doctrine

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 1
		modifier = {
			add = 3
			has_expansionist_government = yes
		}
		modifier = {
			add = 30
			original_tag = ISR
		}
	}

	rewards = {
		shock_assault = {
			category_inf_ranger = {
				soft_attack = 0.05
				breakthrough = 0.05
			}
		}
		airfield_seizure = {
			category_all_ranger = {
				maximum_speed = 0.05
				default_morale = 0.05
			}
		}
		rapid_deployment = {
			special_forces_training_time_factor = -0.10
			special_forces_min = 2
		}
		assault_endurance = {
			category_all_ranger = {
				max_organisation = 2
				max_strength = 0.05
			}
		}
		ranger_demolitions = {
			L_Ranger_Bat = {
				fort = {
					attack = 0.15
					defence = 0.10
				}
				urban = {
					attack = 0.05
					defence = 0.05
				}
			}
			smol_L_Ranger_Bat = {
				fort = {
					attack = 0.15
					defence = 0.10
				}
				urban = {
					attack = 0.05
					defence = 0.05
				}
			}
			XS_L_Ranger_Bat = {
				fort = {
					attack = 0.15
					defence = 0.10
				}
				urban = {
					attack = 0.05
					defence = 0.05
				}
			}
		}
	}
	mastery = {
		categories = { category_all_ranger category_inf_ranger }
	}
}

forest_ranger_doctrine_rng_abn = {
	track = ranger_airborne_mixed
	name = RANGER_FORCES_DOCTRINES
	description = RANGER_FORCES_DOCTRINES_DESC
	icon = GFX_doctrine_ranger_forces_doctrine

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 1
		modifier = {
			add = 3
			has_country_flag = european_nation_flag
		}
	}

	rewards = {
		forest_conditioning = {
			category_all_ranger = {
				max_organisation = 2
				maximum_speed = 0.05
			}
		}
		woodland_marksmanship = {
			category_all_ranger = {
				soft_attack = 0.05
			}
			L_Ranger_Bat = {
				forest = {
					attack = 0.10
				}
			}
			smol_L_Ranger_Bat = {
				forest = {
					attack = 0.10
				}
			}
			XS_L_Ranger_Bat = {
				forest = {
					attack = 0.10
				}
			}
		}
		forest_ambush = {
			L_Ranger_Bat = {
				forest = {
					defence = 0.15
				}
			}
			smol_L_Ranger_Bat = {
				forest = {
					defence = 0.15
				}
			}
			XS_L_Ranger_Bat = {
				forest = {
					defence = 0.15
				}
			}
			category_all_ranger = {
				recon = 0.02
			}
		}
		forest_mobility = {
			L_Ranger_Bat = {
				forest = {
					movement = 0.15
				}
			}
			smol_L_Ranger_Bat = {
				forest = {
					movement = 0.15
				}
			}
			XS_L_Ranger_Bat = {
				forest = {
					movement = 0.15
				}
			}
		}
		forest_entrenchment = {
			category_all_ranger = {
				entrenchment = 0.05
			}
			L_Ranger_Bat = {
				forest = {
					defence = 0.10
				}
			}
			smol_L_Ranger_Bat = {
				forest = {
					defence = 0.10
				}
			}
			XS_L_Ranger_Bat = {
				forest = {
					defence = 0.10
				}
			}
		}
		forest_logistics = {
			category_all_ranger = {
				supply_consumption_factor = -0.01
			}
			winter_attrition_factor = -0.10
		}
		battlefield_salvage = {
			equipment_capture_factor = 0.02
			category_all_ranger = {
				soft_attack = 0.05
			}
		}
	}
	mastery = {
		categories = { category_all_ranger }
	}
}

jungle_ranger_doctrine_rng_abn = {
	track = ranger_airborne_mixed
	name = RANGER_JUNGLE_FORCES
	description = RANGER_JUNGLE_FORCES_DESC
	icon = GFX_doctrine_ranger_forces_doctrine

	xp_cost = 100
	xp_type = army

	ai_will_do = {
		base = 1
		modifier = {
			add = 3
			OR = {
				has_country_flag = asian_nation_flag
				has_country_flag = african_nation_flag
			}
		}
	}

	rewards = {
		jungle_conditioning = {
			category_all_ranger = {
				max_organisation = 2
			}
			heat_attrition_factor = -0.15
		}
		jungle_marksmanship = {
			category_all_ranger = {
				soft_attack = 0.05
			}
			L_Ranger_Bat = {
				jungle = {
					attack = 0.10
				}
			}
			smol_L_Ranger_Bat = {
				jungle = {
					attack = 0.10
				}
			}
			XS_L_Ranger_Bat = {
				jungle = {
					attack = 0.10
				}
			}
		}
		jungle_ambush = {
			L_Ranger_Bat = {
				jungle = {
					defence = 0.15
				}
			}
			smol_L_Ranger_Bat = {
				jungle = {
					defence = 0.15
				}
			}
			XS_L_Ranger_Bat = {
				jungle = {
					defence = 0.15
				}
			}
			category_all_ranger = {
				recon = 0.02
			}
		}
		jungle_mobility = {
			L_Ranger_Bat = {
				jungle = {
					movement = 0.20
				}
			}
			smol_L_Ranger_Bat = {
				jungle = {
					movement = 0.20
				}
			}
			XS_L_Ranger_Bat = {
				jungle = {
					movement = 0.20
				}
			}
		}
		jungle_infiltration = {
			category_all_ranger = {
				breakthrough = 0.05
			}
			equipment_capture_factor = 0.02
		}
		jungle_logistics = {
			special_forces_out_of_supply_factor = -0.10
			category_all_ranger = {
				supply_consumption_factor = -0.01
			}
		}
		jungle_entrenchment = {
			category_all_ranger = {
				entrenchment = 0.05
			}
			L_Ranger_Bat = {
				jungle = {
					defence = 0.10
				}
			}
			smol_L_Ranger_Bat = {
				jungle = {
					defence = 0.10
				}
			}
			XS_L_Ranger_Bat = {
				jungle = {
					defence = 0.10
				}
			}
		}
	}
	mastery = {
		categories = { category_all_ranger }
	}
}