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# #####################################

# AIR DOCTRINE
#
# #####################################
technology =
{ id
= 9
category
= air_doctrines
name
= TECH_AD_NAME # Localized name
desc
= TECH_AD_DESC # Localized description
# Air Superiority Doctrine
application =
{ id
= 9010
name
= TECH_APP_AD_1_NAME
desc
= TECH_APP_AD_1_DESC
position = { x = 40 y = 24 }
year
= 1936
# Tactical Unit - Wing
component = { id = 9011 name = TECH_CMP_AD_1_1_NAME type = aircraft_testing
difficulty = 5 }
# Combat Air Patrol
component = { id = 9012 name = TECH_CMP_AD_1_2_NAME type = aircraft_testing
difficulty = 5 }
# Bombrun Testing
component = { id = 9013 name = TECH_CMP_AD_1_3_NAME type = aircraft_testing
difficulty = 5 }
# Army Air Support
component = { id = 9014 name = TECH_CMP_AD_1_4_NAME type = combined_arms_foc
us difficulty = 5 }
# Counter-Air Tactics
component = { id = 9015 name = TECH_CMP_AD_1_5_NAME type = aircraft_testing
difficulty = 5 }
required = { }
effects =
{ command = { type = max_organization which = interceptor value = 2 }
command = { type = morale which = interceptor value = 2 }
command = { type = max_organization which = multi_role value = 2 }
command = { type = morale which = multi_role value = 2 }
command = { type = max_organization which = cag value = 2 }
command = { type = morale which = cag value = 2 }
command = { type = enable_task which = ground_attack }
command = { type = enable_task which = interdiction }
command = { type = enable_task which = naval_strike }
command = { type = enable_task which = logistical_strike }
command = { type = enable_task which = strategic_bombardment }
command = { type = enable_task which = port_strike }
command = { type = enable_task which = installation_strike }
command = { type = enable_task which = runway_cratering }
command = { type = enable_task which = convoy_air_raiding }
}
}
# Flying Circus Doctrine
application =
{ id
= 9020
name
= TECH_APP_AD_2_NAME
desc
= TECH_APP_AD_2_DESC
position = { x = 168 y = 16 }
year
= 1936
# All-metal airframes
component = { id = 9021 name = TECH_CMP_AD_2_1_NAME type = aeronautics diffi
culty = 5 }
# Peacetime training

component = { id = 9022 name = TECH_CMP_AD_2_2_NAME type = aircraft_testing


difficulty = 5 }
# Extensive performance testing
component = { id = 9023 name = TECH_CMP_AD_2_3_NAME type = aircraft_testing
difficulty = 5 }
# Small unit training
component = { id = 9024 name = TECH_CMP_AD_2_4_NAME type = fighter_tactics d
ifficulty = 5 }
# Superiority spirit
component = { id = 9025 name = TECH_CMP_AD_2_5_NAME type = piloting difficul
ty = 5 }
required = { 9010 }
effects =
{ command = { type = max_organization which = interceptor value = 2 }
command = { type = morale which = interceptor value = 2 }
command = { type = max_organization which = multi_role value = 2 }
command = { type = morale which = multi_role value = 2 }
command = { type = max_organization which = cag value = 2 }
command = { type = morale which = cag value = 2 }
}
}
# Force Substitution Doctrine
application =
{ id
= 9030
name
= TECH_APP_AD_3_NAME
desc
= TECH_APP_AD_3_DESC
position = { x = 168 y = 32 }
year
= 1936
# Tactical Unit - Flight
component = { id = 9031 name = TECH_CMP_AD_3_1_NAME type = aircraft_testing
difficulty = 5 }
# Fighter tactics
component = { id = 9032 name = TECH_CMP_AD_3_2_NAME type = fighter_tactics d
ifficulty = 5 }
# Specialized gunsights
component = { id = 9033 name = TECH_CMP_AD_3_3_NAME type = mechanics difficu
lty = 5 }
# Air superiority spirit
component = { id = 9034 name = TECH_CMP_AD_3_4_NAME type = piloting difficul
ty = 5 }
# Fighter specialisation
component = { id = 9035 name = TECH_CMP_AD_3_5_NAME type = aircraft_testing
difficulty = 5 }
required = { 9010 }
effects =
{ command = { type = max_organization which = interceptor value = 2 }
command = { type = morale which = interceptor value = 2 }
command = { type = max_organization which = multi_role value = 2 }
command = { type = morale which = multi_role value = 2 }
command = { type = max_organization which = cag value = 2 }
command = { type = morale which = cag value = 2 }
}
}
# Battlefield Destruction Doctrine
application =
{ id
= 9040
name
= TECH_APP_AD_4_NAME
desc
= TECH_APP_AD_4_DESC
position = { x = 40 y = 72 }
year
= 1936

# Small Bomb Bays


component = { id = 9041 name = TECH_CMP_AD_4_1_NAME type = aeronautics diffi
culty = 3 }
# Tank-Buster Bombs
component = { id = 9042 name = TECH_CMP_AD_4_2_NAME type = general_equipment
difficulty = 3 }
# Forward air controllers
component = { id = 9043 name = TECH_CMP_AD_4_3_NAME type = combined_arms_foc
us difficulty = 3 }
# Battlefield Air support
component = { id = 9044 name = TECH_CMP_AD_4_4_NAME type = aircraft_testing
difficulty = 3 }
# "Fire-Brigade" Spirit
component = { id = 9045 name = TECH_CMP_AD_4_5_NAME type = piloting difficul
ty = 3 }
required = { 9020 9030 }
effects =
{ command = { type = max_organization which = cas value = 10 }
command = { type = morale which = cas value = 10 }
command = { type = task_efficiency which = ground_attack value = 0.5 }
}
}
# Dive Bombing Doctrine
application =
{ id
= 9050
name
= TECH_APP_AD_5_NAME
desc
= TECH_APP_AD_5_DESC
position = { x = 56 y = 88 }
year
= 1937
# Early Precision Bombruns
component = { id = 9051 name = TECH_CMP_AD_5_1_NAME type = aircraft_testing
difficulty = 3 }
# Offensive Air support
component = { id = 9052 name = TECH_CMP_AD_5_2_NAME type = combined_arms_foc
us difficulty = 3 }
# Diving ability
component = { id = 9053 name = TECH_CMP_AD_5_3_NAME type = aeronautics diffi
culty = 3 }
# Diving training
component = { id = 9054 name = TECH_CMP_AD_5_4_NAME type = aircraft_testing
difficulty = 3 }
# CAS Spirit
component = { id = 9055 name = TECH_CMP_AD_5_5_NAME type = piloting difficul
ty = 3 }
required = { 9040 }
effects =
{ command = { type = max_organization which = cas value = 5 }
command = { type = morale which = cas value = 5 }
}
}
# Direct Ground Support Doctrine
application =
{ id
= 9060
name
= TECH_APP_AD_6_NAME
desc
= TECH_APP_AD_6_DESC
position = { x = 56 y = 104 }
year
= 1938
# Frontline air controllers
component = { id = 9061 name = TECH_CMP_AD_6_1_NAME type = combined_arms_foc
us difficulty = 3 }

# Combat support patrols


component = { id = 9062 name = TECH_CMP_AD_6_2_NAME type = bomber_tactics di
fficulty = 3 }
# "Fire-Brigade" spirit
component = { id = 9063 name = TECH_CMP_AD_6_3_NAME type = piloting difficul
ty = 3 }
# Specialized bombing sights
component = { id = 9064 name = TECH_CMP_AD_6_4_NAME type = mechanics difficu
lty = 3 }
# Basic Ground Attack Ordnance
component = { id = 9065 name = TECH_CMP_AD_6_5_NAME type = general_equipment
difficulty = 3 }
required = { 9040 }
effects =
{ command = { type = max_organization which = cas value = 5 }
command = { type = morale which = cas value = 5 }
}
}
# Bomber Veteran Initiative
application =
{ id
= 9070
name
= TECH_APP_AD_7_NAME
desc
= TECH_APP_AD_7_DESC
position = { x = 56 y = 120 }
year
= 1938
# Moral superiority spirit
component = { id = 9071 name = TECH_CMP_AD_7_1_NAME type = piloting difficul
ty = 3 }
# Bad weather adaptation
component = { id = 9072 name = TECH_CMP_AD_7_2_NAME type = aeronautics diffi
culty = 3 }
# Specialized bombing training
component = { id = 9073 name = TECH_CMP_AD_7_3_NAME type = aircraft_testing
difficulty = 3 }
# Individual aircraft adaptation
component = { id = 9074 name = TECH_CMP_AD_7_4_NAME type = aircraft_testing
difficulty = 3 }
# Ground attack tactics
component = { id = 9075 name = TECH_CMP_AD_7_5_NAME type = aircraft_testing
difficulty = 3 }
required = { 9040 }
effects =
{ command = { type = max_organization which = cas value = 5 }
command = { type = morale which = cas value = 5 }
command = { type = snow_attack which = cas value = 10 }
command = { type = rain_attack which = cas value = 10 }
command = { type = snow_attack which = cag value = 10 }
command = { type = rain_attack which = cag value = 10 }
}
}
# Night Strikes Doctrine
application =
{ id
= 9080
name
= TECH_APP_AD_8_NAME
desc
= TECH_APP_AD_8_DESC
position = { x = 72 y = 144 }
year
= 1939
# Bombing illuminators
component = { id = 9081 name = TECH_CMP_AD_8_1_NAME type = chemistry difficu
lty = 3 }

# Night bombing sights


component = { id = 9082 name = TECH_CMP_AD_8_2_NAME type = mechanics difficu
lty = 3 }
# Night flying training
component = { id = 9083 name = TECH_CMP_AD_8_3_NAME type = aircraft_testing
difficulty = 3 }
# Superiority spirit
component = { id = 9084 name = TECH_CMP_AD_8_4_NAME type = piloting difficul
ty = 3 }
# Small unit tactics
component = { id = 9085 name = TECH_CMP_AD_8_5_NAME type = bomber_tactics di
fficulty = 3 }
required = { 9050 9060 9070 }
effects =
{ command = { type = night_attack which = cas value = 10 }
command = { type = night_defense which = cas value = 50 }
command = { type = max_organization which = cas value = 5 }
command = { type = morale which = cas value = 5 }
}
}
# Operational Destruction Doctrine
application =
{ id
= 9090
name
= TECH_APP_AD_9_NAME
desc
= TECH_APP_AD_9_DESC
position = { x = 40 y = 168 }
year
= 1937
# Armor-penetration bombs
component = { id = 9091 name = TECH_CMP_AD_9_1_NAME type = general_equipment
difficulty = 3 }
# Carpet-Bombing
component = { id = 9092 name = TECH_CMP_AD_9_2_NAME type = bomber_tactics di
fficulty = 3 }
# Bombing practise
component = { id = 9093 name = TECH_CMP_AD_9_3_NAME type = aircraft_testing
difficulty = 3 }
# Air campaign management
component = { id = 9094 name = TECH_CMP_AD_9_4_NAME type = centralized_execu
tion difficulty = 3 }
# Large bomb bays
component = { id = 9095 name = TECH_CMP_AD_9_5_NAME type = aeronautics diffi
culty = 3 }
required = { 9020 9030 }
effects =
{ command = { type = max_organization which = tactical_bomber value = 10 }
command = { type = morale which = tactical_bomber value = 10 }
command = { type = max_organization which = naval_bomber value = 10 }
command = { type = morale which = naval_bomber value = 10 }
}
}
# Battlefield Interdiction Doctrine
application =
{ id
= 9100
name
= TECH_APP_AD_10_NAME
desc
= TECH_APP_AD_10_DESC
position = { x = 56 y = 184 }
year
= 1938
# Target of opportunity strike
component = { id = 9101 name = TECH_CMP_AD_10_1_NAME type = decentralized_ex
ecution difficulty = 3 }

# Interdiction patrols
component = { id = 9102 name = TECH_CMP_AD_10_2_NAME type = aircraft_testing
difficulty = 3 }
# Airborne assault tactics
component = { id = 9103 name = TECH_CMP_AD_10_3_NAME type = aircraft_testing
difficulty = 3 }
# Airborne landing techniques
component = { id = 9104 name = TECH_CMP_AD_10_4_NAME type = combined_arms_fo
cus difficulty = 3 }
# Logistical strike tactics
component = { id = 9105 name = TECH_CMP_AD_10_5_NAME type = bomber_tactics d
ifficulty = 3 }
required = { 9090 }
effects =
{ command = { type = max_organization which = tactical_bomber value = 5 }
command = { type = morale which = tactical_bomber value = 5 }
command = { type = max_organization which = naval_bomber value = 5 }
command = { type = morale which = naval_bomber value = 5 }
command = { type = enable_task which = airborne_assault }
command = { type = task_efficiency which = airborne_assault value = 0.3 }
}
}
# Strafing Doctrine
application =
{ id
= 9110
name
= TECH_APP_AD_11_NAME
desc
= TECH_APP_AD_11_DESC
position = { x = 56 y = 200 }
year
= 1938
# Armor penetration ammunition
component = { id = 9111 name = TECH_CMP_AD_11_1_NAME type = general_equipmen
t difficulty = 3 }
# Large ammunition storage
component = { id = 9112 name = TECH_CMP_AD_11_2_NAME type = aeronautics diff
iculty = 3 }
# Strafing training
component = { id = 9113 name = TECH_CMP_AD_11_3_NAME type = aircraft_testing
difficulty = 3 }
# Armored fuselage
component = { id = 9114 name = TECH_CMP_AD_11_4_NAME type = aeronautics diff
iculty = 3 }
# Multiple bombing runs
component = { id = 9115 name = TECH_CMP_AD_11_5_NAME type = piloting difficu
lty = 3 }
required = { 9090 }
effects =
{ command = { type = max_organization which = tactical_bomber value = 5 }
command = { type = morale which = tactical_bomber value = 5 }
command = { type = max_organization which = naval_bomber value = 5 }
command = { type = morale which = naval_bomber value = 5 }
command = { type = task_efficiency which = interdiction value = 0.5 }
command = { type = task_efficiency which = naval_strike value = 0.5 }
command = { type = task_efficiency which = convoy_air_raiding value = 0.5
}
}
}
# Logistical Strike Doctrine
application =
{ id
= 9120
name
= TECH_APP_AD_12_NAME

desc
= TECH_APP_AD_12_DESC
position = { x = 56 y = 216 }
year
= 1938
# Logistical Hub Bombing
component = { id = 9121 name = TECH_CMP_AD_12_1_NAME type = bomber_tactics d
ifficulty = 3 }
# Line of communication interdiction
component = { id = 9122 name = TECH_CMP_AD_12_2_NAME type = centralized_exec
ution difficulty = 3 }
# Precision bombing training
component = { id = 9123 name = TECH_CMP_AD_12_3_NAME type = aircraft_testing
difficulty = 3 }
# Airdroped mines
component = { id = 9124 name = TECH_CMP_AD_12_4_NAME type = general_equipmen
t difficulty = 3 }
# Area interdiction
component = { id = 9125 name = TECH_CMP_AD_12_5_NAME type = piloting difficu
lty = 3 }
required = { 9090 }
effects =
{ command = { type = max_organization which = tactical_bomber value = 5 }
command = { type = morale which = tactical_bomber value = 5 }
command = { type = max_organization which = naval_bomber value = 5 }
command = { type = morale which = naval_bomber value = 5 }
command = { type = task_efficiency which = logistical_strike value = 0.5 }
}
}
# Night Strafing Doctrine
application =
{ id
= 9130
name
= TECH_APP_AD_13_NAME
desc
= TECH_APP_AD_13_DESC
position = { x = 72 y = 240 }
year
= 1939
# Night Gunsight
component = { id = 9131 name = TECH_CMP_AD_13_1_NAME type = mechanics diffic
ulty = 3 }
# Ground illumination
component = { id = 9132 name = TECH_CMP_AD_13_2_NAME type = chemistry diffic
ulty = 3 }
# Night strafing training
component = { id = 9133 name = TECH_CMP_AD_13_3_NAME type = aircraft_testing
difficulty = 3 }
# Tracer ammunition
component = { id = 9134 name = TECH_CMP_AD_13_4_NAME type = general_equipmen
t difficulty = 3 }
# Night air superiority spirit
component = { id = 9135 name = TECH_CMP_AD_13_5_NAME type = piloting difficu
lty = 3 }
required = { 9100 9110 9120 }
effects =
{ command = { type = night_attack which = tactical_bomber value = 10 }
command = { type = night_defense which = tactical_bomber value = 50 }
command = { type = night_attack which = naval_bomber value = 10 }
command = { type = night_defense which = naval_bomber value = 50 }
command = { type = max_organization which = tactical_bomber value = 5 }
command = { type = morale which = tactical_bomber value = 5 }
command = { type = max_organization which = naval_bomber value = 5 }
command = { type = morale which = naval_bomber value = 5 }
}

}
# Strategic Destruction Doctrine
application =
{ id
= 9140
name
= TECH_APP_AD_14_NAME
desc
= TECH_APP_AD_14_DESC
position = { x = 40 y = 264 }
year
= 1937
# Massed Bombing Run tactics
component = { id = 9141 name = TECH_CMP_AD_14_1_NAME type = bomber_tactics d
ifficulty = 3 }
# Bomber formations
component = { id = 9142 name = TECH_CMP_AD_14_2_NAME type = aircraft_testing
difficulty = 3 }
# High altitude bombsights
component = { id = 9143 name = TECH_CMP_AD_14_3_NAME type = mechanics diffic
ulty = 3 }
# Large bomb bays
component = { id = 9144 name = TECH_CMP_AD_14_4_NAME type = aeronautics diff
iculty = 3 }
# Area Target Bombing
component = { id = 9145 name = TECH_CMP_AD_14_5_NAME type = aircraft_testing
difficulty = 3 }
required = { 9020 9030 }
effects =
{ command = { type = max_organization which = strategic_bomber value = 10 }
command = { type = morale which = strategic_bomber value = 10 }
command = { type = morale which = transport_plane value = 10 }
command = { type = task_efficiency which = strategic_bombardment value = 0
.5 }
}
}
# Escort Box System Doctrine
application =
{ id
= 9150
name
= TECH_APP_AD_15_NAME
desc
= TECH_APP_AD_15_DESC
position = { x = 56 y = 280 }
year
= 1938
# Bomber Escort Tactics
component = { id = 9151 name = TECH_CMP_AD_15_1_NAME type = bomber_tactics d
ifficulty = 3 }
# Escort Tactics Training
component = { id = 9152 name = TECH_CMP_AD_15_2_NAME type = fighter_tactics
difficulty = 3 }
# External Fuel Tanks
component = { id = 9153 name = TECH_CMP_AD_15_3_NAME type = aeronautics diff
iculty = 3 }
# Fighter Suppression Spirit
component = { id = 9154 name = TECH_CMP_AD_15_4_NAME type = piloting difficu
lty = 3 }
# Bomber-Escort Coordination
component = { id = 9155 name = TECH_CMP_AD_15_5_NAME type = centralized_exec
ution difficulty = 3 }
required = { 9140 }
effects =
{ command = { type = max_organization which = strategic_bomber value = 5 }
command = { type = morale which = strategic_bomber value = 5 }
command = { type = morale which = transport_plane value = 5 }
command = { type = build_cost which = escort when = now value = -2 where =

relative }
}
}
# Combat-Bombardment Groups Doctrine
application =
{ id
= 9160
name
= TECH_APP_AD_16_NAME
desc
= TECH_APP_AD_16_DESC
position = { x = 56 y = 296 }
year
= 1939
# Combined Command Net
component = { id = 9161 name = TECH_CMP_AD_16_1_NAME type = combined_arms_fo
cus difficulty = 3 }
# Carpet Bombing Tactics
component = { id = 9162 name = TECH_CMP_AD_16_2_NAME type = bomber_tactics d
ifficulty = 3 }
# Low-altitud Bombsights
component = { id = 9163 name = TECH_CMP_AD_16_3_NAME type = mechanics diffic
ulty = 3 }
# Early AA Suppression
component = { id = 9164 name = TECH_CMP_AD_16_4_NAME type = aircraft_testing
difficulty = 3 }
# Combat Bombing Spirit
component = { id = 9165 name = TECH_CMP_AD_16_5_NAME type = piloting difficu
lty = 3 }
required = { 9140 }
effects =
{ command = { type = max_organization which = strategic_bomber value = 5 }
command = { type = morale which = strategic_bomber value = 5 }
command = { type = morale which = transport_plane value = 5 }
}
}
# Dead Reckoning Bombardment Doctrine
application =
{ id
= 9170
name
= TECH_APP_AD_17_NAME
desc
= TECH_APP_AD_17_DESC
position = { x = 56 y = 312 }
year
= 1939
# Precise Navigation Instruments
component = { id = 9171 name = TECH_CMP_AD_17_1_NAME type = electronics diff
iculty = 3 }
# Navigator Training
component = { id = 9172 name = TECH_CMP_AD_17_2_NAME type = aircraft_testing
difficulty = 3 }
# Preset Coordinate Bombing
component = { id = 9173 name = TECH_CMP_AD_17_3_NAME type = centralized_exec
ution difficulty = 3 }
# Early AA Evasion
component = { id = 9174 name = TECH_CMP_AD_17_4_NAME type = aircraft_testing
difficulty = 3 }
# Tactical Unit - Bomber Flight
component = { id = 9175 name = TECH_CMP_AD_17_5_NAME type = bomber_tactics d
ifficulty = 3 }
required = { 9140 }
effects =
{ command = { type = max_organization which = strategic_bomber value = 5 }
command = { type = morale which = strategic_bomber value = 5 }
command = { type = morale which = transport_plane value = 5 }
}

}
# Night Bombardment Doctrine
application =
{ id
= 9180
name
= TECH_APP_AD_18_NAME
desc
= TECH_APP_AD_18_DESC
position = { x = 72 y = 336 }
year
= 1939
# Night Bombsights
component = { id = 9181 name = TECH_CMP_AD_18_1_NAME type = mechanics diffic
ulty = 3 }
# Pathfinder Planes
component = { id = 9182 name = TECH_CMP_AD_18_2_NAME type = aeronautics diff
iculty = 3 }
# Ground Illuminators
component = { id = 9183 name = TECH_CMP_AD_18_3_NAME type = chemistry diffic
ulty = 3 }
# Night Bombing Training
component = { id = 9184 name = TECH_CMP_AD_18_4_NAME type = aircraft_testing
difficulty = 3 }
# Preplanned Bombruns
component = { id = 9185 name = TECH_CMP_AD_18_5_NAME type = centralized_exec
ution difficulty = 3 }
required = { 9150 9160 9170 }
effects =
{ command = { type = night_attack which = strategic_bomber value = 10 }
command = { type = night_defense which = strategic_bomber value = 50 }
command = { type = max_organization which = strategic_bomber value = 5 }
command = { type = morale which = strategic_bomber value = 5 }
command = { type = morale which = transport_plane value = 5 }
}
}
# First Strike Doctrine
application =
{ id
= 9190
name
= TECH_APP_AD_19_NAME
desc
= TECH_APP_AD_19_DESC
position
= { x = 392 y = 24 }
year
= 1939
# Enemy Air Force Suppression Tactics
component = { id = 9191 name = TECH_CMP_AD_19_1_NAME type = centralized_ex
ecution difficulty = 4 }
# Frontline Airspace Domination
component = { id = 9192 name = TECH_CMP_AD_19_2_NAME type = centralized_ex
ecution difficulty = 4 }
# Fighter Rader Guidance
component = { id = 9193 name = TECH_CMP_AD_19_3_NAME type = electronics di
fficulty = 4 }
# Fighter Patrols
component = { id = 9194 name = TECH_CMP_AD_19_4_NAME type = fighter_tactic
s difficulty = 4 }
# Unimpeded Air Superiority Spirit
component = { id = 9195 name = TECH_CMP_AD_19_5_NAME type = piloting diffi
culty = 4 }
OR_required = { 9080 9130 }
required
= { }
effects =
{ command = { type = night_attack which = interceptor value = 10 }
command = { type = night_attack which = multi_role value = 5 }
command = { type = max_organization which = interceptor value = 3 }

command
command
command
command
command

=
=
=
=
=

{
{
{
{
{

type
type
type
type
type

=
=
=
=
=

morale which = interceptor value = 3 }


max_organization which = multi_role value = 3 }
morale which = multi_role value = 3 }
max_organization which = cag value = 3 }
morale which = cag value = 3 }

}
}
# Dispersed Fighting Doctrine
application =
{ id
= 9200
name
= TECH_APP_AD_20_NAME
desc
= TECH_APP_AD_20_DESC
position = { x = 408 y = 40 }
year
= 1939
# Regional Air Commands
component = { id = 9201 name = TECH_CMP_AD_20_1_NAME type = decentralized_ex
ecution difficulty = 4 }
# Individual Fighter Sweeps
component = { id = 9202 name = TECH_CMP_AD_20_2_NAME type = fighter_tactics
difficulty = 4 }
# Frontline Field Sirbase Use
component = { id = 9203 name = TECH_CMP_AD_20_3_NAME type = aircraft_testing
difficulty = 4 }
# Rough Landing and Take-off Capability
component = { id = 9204 name = TECH_CMP_AD_20_4_NAME type = aeronautics diff
iculty = 4 }
# Dispersed Fighting Training
component = { id = 9205 name = TECH_CMP_AD_20_5_NAME type = aircraft_testing
difficulty = 4 }
required = { 9190 }
effects =
{ command = { type = max_organization which = interceptor value = 3 }
command = { type = morale which = interceptor value = 3 }
command = { type = max_organization which = multi_role value = 3 }
command = { type = morale which = multi_role value = 3 }
command = { type = max_organization which = cag value = 3 }
command = { type = morale which = cag value = 3 }
}
}
# Frontal Missions Doctrine
application =
{ id
= 9210
name
= TECH_APP_AD_21_NAME
desc
= TECH_APP_AD_21_DESC
position = { x = 408 y = 56 }
year
= 1939
# Frontline Air Patrols
component = { id = 9211 name = TECH_CMP_AD_21_1_NAME type = fighter_tactics
difficulty = 4 }
# Army-Airforce Radionet
component = { id = 9212 name = TECH_CMP_AD_21_2_NAME type = electronics diff
iculty = 4 }
# On-call Fighter Flights
component = { id = 9213 name = TECH_CMP_AD_21_3_NAME type = aircraft_testing
difficulty = 4 }
# Close Fighter Cover
component = { id = 9214 name = TECH_CMP_AD_21_4_NAME type = combined_arms_fo
cus difficulty = 4 }
# Fighter Sweep Training
component = { id = 9215 name = TECH_CMP_AD_21_5_NAME type = fighter_tactics

difficulty = 4 }
required = { 9190 }
effects =
{ command = { type = max_organization which = interceptor value = 3 }
command = { type = morale which = interceptor value = 3 }
command = { type = max_organization which = multi_role value = 3 }
command = { type = morale which = multi_role value = 3 }
command = { type = max_organization which = cag value = 3 }
command = { type = morale which = cag value = 3 }
}
}
# Fighter Veteran Initiative
application =
{ id
= 9220
name
= TECH_APP_AD_22_NAME
desc
= TECH_APP_AD_22_DESC
position = { x = 406 y = 72 }
year
= 1939
# Rough Weather Capability
component = { id = 9221 name = TECH_CMP_AD_22_1_NAME type = aeronautics diff
iculty = 4 }
# Rough Weather Training
component = { id = 9222 name = TECH_CMP_AD_22_2_NAME type = aircraft_testing
difficulty = 4 }
# Individual Training Spirit
component = { id = 9223 name = TECH_CMP_AD_22_3_NAME type = piloting difficu
lty = 4 }
# Fighter Unit Specialization
component = { id = 9224 name = TECH_CMP_AD_22_4_NAME type = aircraft_testing
difficulty = 4 }
# All-weather Gunsights
component = { id = 9225 name = TECH_CMP_AD_22_5_NAME type = mechanics diffic
ulty = 4 }
required = { 9190 }
effects =
{ command = { type = max_organization which = interceptor value = 3 }
command = { type = morale which = interceptor value = 3 }
command = { type = max_organization which = multi_role value = 3 }
command = { type = morale which = multi_role value = 3 }
command = { type = max_organization which = cag value = 3 }
command = { type = morale which = cag value = 3 }
command = { type = snow_attack which = interceptor value = 5 }
command = { type = rain_attack which = interceptor value = 5 }
command = { type = snow_attack which = multi_role value = 10 }
command = { type = rain_attack which = multi_role value = 10 }
command = { type = snow_attack which = cag value = 10 }
command = { type = rain_attack which = cag value = 10 }
}
}
# Perimeter Defence Doctrine
application =
{ id
= 9230
name
= TECH_APP_AD_23_NAME
desc
= TECH_APP_AD_23_DESC
position
= { x = 392 y = 184 }
year
= 1939
# Preset Rader Fighter Guidance
component = { id = 9231 name = TECH_CMP_AD_23_1_NAME type = electronics di
fficulty = 4 }
# Forward Air Controller Training

component = { id = 9232 name = TECH_CMP_AD_23_2_NAME type = aircraft_testi


ng difficulty = 4 }
# Individual Fighter Guidance
component = { id = 9233 name = TECH_CMP_AD_23_3_NAME type = fighter_tactic
s difficulty = 4 }
# Specialized Area Defense Tactics
component = { id = 9234 name = TECH_CMP_AD_23_4_NAME type = decentralized_
execution difficulty = 4 }
# Fighter Unit Coordination Training
component = { id = 9235 name = TECH_CMP_AD_23_5_NAME type = aircraft_testi
ng difficulty = 4 }
OR_required = { 9130 9180 }
required
= { }
effects =
{ command = { type = night_defense which = escort value = 50 }
command = { type = night_defense which = multi_role value = 25 }
command = { type = max_organization which = interceptor value = 3 }
command = { type = morale which = interceptor value = 3 }
command = { type = max_organization which = multi_role value = 3 }
command = { type = morale which = multi_role value = 3 }
command = { type = max_organization which = cag value = 3 }
command = { type = morale which = cag value = 3 }
}
}
# Formation Fighting Doctrine
application =
{ id
= 9240
name
= TECH_APP_AD_24_NAME
desc
= TECH_APP_AD_24_DESC
position = { x = 408 y = 200 }
year
= 1939
# Close Escort Tactics
component = { id = 9241 name = TECH_CMP_AD_24_1_NAME type = large_unit_tacti
cs difficulty = 4 }
# Multiple Wing Coordination
component = { id = 9242 name = TECH_CMP_AD_24_2_NAME type = fighter_tactics
difficulty = 4 }
# Preplanned Air Missions
component = { id = 9243 name = TECH_CMP_AD_24_3_NAME type = centralized_exec
ution difficulty = 4 }
# Formation Flying
component = { id = 9244 name = TECH_CMP_AD_24_4_NAME type = aircraft_testing
difficulty = 4 }
# Extensive Flying Testing
component = { id = 9245 name = TECH_CMP_AD_24_5_NAME type = aircraft_testing
difficulty = 4 }
required = { 9230 }
effects =
{ command = { type = max_organization which = interceptor value = 3 }
command = { type = morale which = interceptor value = 3 }
command = { type = max_organization which = multi_role value = 3 }
command = { type = morale which = multi_role value = 3 }
command = { type = max_organization which = cag value = 3 }
command = { type = morale which = cag value = 3 }
command = { type = build_cost which = escort when = now value = -10 where
= relative }
}
}
# Home Defence Doctrine
application =

{ id
= 9250
name
= TECH_APP_AD_25_NAME
desc
= TECH_APP_AD_25_DESC
position = { x = 408 y = 216 }
year
= 1940
# Centralized Fighter Coordination
component = { id = 9251 name = TECH_CMP_AD_25_1_NAME type = centralized_exec
ution difficulty = 4 }
# Fighter Concentration
component = { id = 9252 name = TECH_CMP_AD_25_2_NAME type = fighter_tactics
difficulty = 4 }
# Radarguided Interception
component = { id = 9253 name = TECH_CMP_AD_25_3_NAME type = electronics diff
iculty = 4 }
# Coordinated Interception Training
component = { id = 9254 name = TECH_CMP_AD_25_4_NAME type = aircraft_testing
difficulty = 4 }
# Area Defense Training
component = { id = 9255 name = TECH_CMP_AD_25_5_NAME type = aircraft_testing
difficulty = 4 }
required = { 9230 }
effects =
{ command = { type = max_organization which = interceptor value = 3 }
command = { type = morale which = interceptor value = 3 }
command = { type = max_organization which = multi_role value = 3 }
command = { type = morale which = multi_role value = 3 }
command = { type = max_organization which = cag value = 3 }
command = { type = morale which = cag value = 3 }
}
}
# Recon Skirmisher Doctrine
application =
{ id
= 9260
name
= TECH_APP_AD_26_NAME
desc
= TECH_APP_AD_26_DESC
position = { x = 408 y = 232 }
year
= 1940
# Combat Reconnaisance Tactics
component = { id = 9261 name = TECH_CMP_AD_26_1_NAME type = fighter_tactics
difficulty = 4 }
# Target of Opportunity Strikes
component = { id = 9262 name = TECH_CMP_AD_26_2_NAME type = aircraft_testing
difficulty = 4 }
# Large Area Fighter Coordination
component = { id = 9263 name = TECH_CMP_AD_26_3_NAME type = centralized_exec
ution difficulty = 4 }
# Combat Reconnaisance Planes
component = { id = 9264 name = TECH_CMP_AD_26_4_NAME type = aeronautics diff
iculty = 4 }
# Chance Encounter Training
component = { id = 9265 name = TECH_CMP_AD_26_5_NAME type = aircraft_testing
difficulty = 4 }
required = { 9230 }
effects =
{ command = { type = max_organization which = interceptor value = 3 }
command = { type = morale which = interceptor value = 3 }
command = { type = max_organization which = multi_role value = 3 }
command = { type = morale which = multi_role value = 3 }
command = { type = max_organization which = cag value = 3 }
command = { type = morale which = cag value = 3 }

}
}
# Combat Unit Destruction Doctrine
application =
{ id
= 9270
name
= TECH_APP_AD_27_NAME
desc
= TECH_APP_AD_27_DESC
position = { x = 200 y = 88 }
year
= 1941
# Troop Concentration Bombing
component = { id = 9271 name = TECH_CMP_AD_27_1_NAME type = aircraft_testing
difficulty = 4 }
# HQ Destruction Attacks
component = { id = 9272 name = TECH_CMP_AD_27_2_NAME type = bomber_tactics d
ifficulty = 4 }
# Basic AA Evasion
component = { id = 9273 name = TECH_CMP_AD_27_3_NAME type = aircraft_testing
difficulty = 4 }
# Combat Unit Suppression
component = { id = 9274 name = TECH_CMP_AD_27_4_NAME type = aircraft_testing
difficulty = 4 }
# Regional Airstrike Command
component = { id = 9275 name = TECH_CMP_AD_27_5_NAME type = decentralized_ex
ecution difficulty = 4 }
required = { 9080 }
effects =
{ command = { type = max_organization which = cas value = 10 }
command = { type = morale which = cas value = 10 }
}
}
# Hunt & Destroy Groups Doctrine
application =
{ id
= 9280
name
= TECH_APP_AD_28_NAME
desc
= TECH_APP_AD_28_DESC
position = { x = 216 y = 104 }
year
= 1941
# Frontline CAP
component = { id = 9281 name = TECH_CMP_AD_28_1_NAME type = bomber_tactics d
ifficulty = 4 }
# Target of Opportunity Strikes
component = { id = 9282 name = TECH_CMP_AD_28_2_NAME type = aircraft_testing
difficulty = 4 }
# Area Bombing Campaigns
component = { id = 9283 name = TECH_CMP_AD_28_3_NAME type = centralized_exec
ution difficulty = 4 }
# Coordinated Offensive Bombing
component = { id = 9284 name = TECH_CMP_AD_28_4_NAME type = combined_arms_fo
cus difficulty = 4 }
# Extreme-range Artillery Spirit
component = { id = 9285 name = TECH_CMP_AD_28_5_NAME type = piloting difficu
lty = 4 }
required = { 9270 }
effects =
{ command = { type = max_organization which = cas value = 10 }
command = { type = morale which = cas value = 10 }
command = { type = build_cost which = cas when = now value = -10 where = r
elative }
}
}

# Low Echelon CAS Doctrine


application =
{ id
= 9290
name
= TECH_APP_AD_29_NAME
desc
= TECH_APP_AD_29_DESC
position = { x = 216 y = 120 }
year
= 1942
# Division-attached Air Support
component = { id = 9291 name = TECH_CMP_AD_29_1_NAME type = combined_arms_fo
cus difficulty = 4 }
# Local Air Operations
component = { id = 9292 name = TECH_CMP_AD_29_2_NAME type = decentralized_ex
ecution difficulty = 4 }
# Small-scale Bombruns
component = { id = 9293 name = TECH_CMP_AD_29_3_NAME type = bomber_tactics d
ifficulty = 4 }
# Coordinated Air-Land Operations
component = { id = 9294 name = TECH_CMP_AD_29_4_NAME type = aircraft_testing
difficulty = 4 }
# CAS Training
component = { id = 9295 name = TECH_CMP_AD_29_5_NAME type = aircraft_testing
difficulty = 4 }
required = { 9270 }
effects =
{ command = { type = max_organization which = cas value = 10 }
command = { type = morale which = cas value = 10 }
command = { type = build_cost which = cas when = now value = -10 where = r
elative }
}
}
# Bomber Ace Initiative
application =
{ id
= 9300
name
= TECH_APP_AD_30_NAME
desc
= TECH_APP_AD_30_DESC
position = { x = 216 y = 136 }
year
= 1942
# Individual Training
component = { id = 9301 name = TECH_CMP_AD_30_1_NAME type = aircraft_testing
difficulty = 4 }
# Individual Morale Superiority
component = { id = 9302 name = TECH_CMP_AD_30_2_NAME type = piloting difficu
lty = 4 }
# Long-time Unit Cohesion
component = { id = 9303 name = TECH_CMP_AD_30_3_NAME type = bomber_tactics d
ifficulty = 4 }
# Specialized Bombers
component = { id = 9304 name = TECH_CMP_AD_30_4_NAME type = aeronautics diff
iculty = 4 }
# "Tutor" Replacement Integration
component = { id = 9305 name = TECH_CMP_AD_30_5_NAME type = aircraft_testing
difficulty = 4 }
required = { 9270 }
effects =
{ command = { type = max_organization which = cas value = 10 }
command = { type = morale which = cas value = 10 }
command = { type = build_cost which = cas when = now value = -10 where = r
elative }
command = { type = snow_attack which = cas value = 10 }
command = { type = rain_attack which = cas value = 10 }

command = { type = snow_attack which = cag value = 10 }


command = { type = rain_attack which = cag value = 10 }
}
}
# Offensive Fighter Box doctrine
application =
{ id
= 9310
name
= TECH_APP_AD_31_NAME
desc
= TECH_APP_AD_31_DESC
position = { x = 392 y = 104 }
year
= 1942
# Offensive Fighter Tactics
component = { id = 9311 name = TECH_CMP_AD_31_1_NAME type = fighter_tactics
difficulty = 4 }
# Fighter Concentration
component = { id = 9312 name = TECH_CMP_AD_31_2_NAME type = fighter_tactics
difficulty = 4 }
# Forward Air Controlling Facilities
component = { id = 9313 name = TECH_CMP_AD_31_3_NAME type = decentralized_ex
ecution difficulty = 4 }
# External Fuel Tanks
component = { id = 9314 name = TECH_CMP_AD_31_4_NAME type = aeronautics diff
iculty = 4 }
# Fighter Suppression Training
component = { id = 9315 name = TECH_CMP_AD_31_5_NAME type = aircraft_testing
difficulty = 4 }
required = { 9200 9210 9220 }
effects =
{ command = { type = max_organization which = interceptor value = 5 }
command = { type = morale which = interceptor value = 5 }
command = { type = max_organization which = multi_role value = 5 }
command = { type = morale which = multi_role value = 5 }
command = { type = max_organization which = cag value = 5 }
command = { type = morale which = cag value = 5 }
}
}
# Fighter Baiting Doctrine
application =
{ id
= 9320
name
= TECH_APP_AD_32_NAME
desc
= TECH_APP_AD_32_DESC
position = { x = 408 y = 120 }
year
= 1943
# "Flying Ambush" Tactic
component = { id = 9321 name = TECH_CMP_AD_32_1_NAME type = fighter_tactics
difficulty = 4 }
# Bait Execution
component = { id = 9322 name = TECH_CMP_AD_32_2_NAME type = fighter_tactics
difficulty = 4 }
# Enemy Intelligence Suppression
component = { id = 9323 name = TECH_CMP_AD_32_3_NAME type = aircraft_testing
difficulty = 4 }
# Long-range Radar Detection
component = { id = 9324 name = TECH_CMP_AD_32_4_NAME type = electronics diff
iculty = 4 }
# Preplanned Missions
component = { id = 9325 name = TECH_CMP_AD_32_5_NAME type = centralized_exec
ution difficulty = 4 }
required = { 9310 }
effects =

{ command = { type = max_organization which = interceptor value = 5 }


command = { type = morale which = interceptor value = 5 }
command = { type = max_organization which = multi_role value = 5 }
command = { type = morale which = multi_role value = 5 }
command = { type = max_organization which = cag value = 5 }
command = { type = morale which = cag value = 5 }
command = { type = build_cost which = interceptor when = now value = -10 w
here = relative }
}
}
# Dogfight Experiment Doctrine
application =
{ id
= 9330
name
= TECH_APP_AD_33_NAME
desc
= TECH_APP_AD_33_DESC
position = { x = 408 y = 136 }
year
= 1943
# Dogfighting Training
component = { id = 9331 name = TECH_CMP_AD_33_1_NAME type = aircraft_testing
difficulty = 4 }
# Anti-fighter Combat
component = { id = 9332 name = TECH_CMP_AD_33_2_NAME type = fighter_tactics
difficulty = 4 }
# Windcanal Testing
component = { id = 9333 name = TECH_CMP_AD_33_3_NAME type = aeronautics diff
iculty = 4 }
# Dogfighting Gunsights
component = { id = 9334 name = TECH_CMP_AD_33_4_NAME type = mechanics diffic
ulty = 4 }
# Dogfight Preperation Tactics
component = { id = 9335 name = TECH_CMP_AD_33_5_NAME type = fighter_tactics
difficulty = 4 }
required = { 9310 }
effects =
{ command = { type = max_organization which = interceptor value = 5 }
command = { type = morale which = interceptor value = 5 }
command = { type = max_organization which = multi_role value = 5 }
command = { type = morale which = multi_role value = 5 }
command = { type = max_organization which = cag value = 5 }
command = { type = morale which = cag value = 5 }
command = { type = build_cost which = interceptor when = now value = -10 w
here = relative }
}
}
# Fighter Ace Initiative
application =
{ id
= 9340
name
= TECH_APP_AD_34_NAME
desc
= TECH_APP_AD_34_DESC
position = { x = 408 y = 152 }
year
= 1943
# Superior Morale Spirit
component = { id = 9341 name = TECH_CMP_AD_34_1_NAME type = piloting difficu
lty = 4 }
# Specialized Units
component = { id = 9342 name = TECH_CMP_AD_34_2_NAME type = aircraft_testing
difficulty = 4 }
# Individual Fighters
component = { id = 9343 name = TECH_CMP_AD_34_3_NAME type = aeronautics diff
iculty = 4 }

# Long-time Unit Cohesion


component = { id = 9344 name = TECH_CMP_AD_34_4_NAME type = fighter_tactics
difficulty = 4 }
# "Tutor" Replacement Integration
component = { id = 9345 name = TECH_CMP_AD_34_5_NAME type = aircraft_testing
difficulty = 4 }
required = { 9310 }
effects =
{ command = { type = max_organization which = interceptor value = 5 }
command = { type = morale which = interceptor value = 5 }
command = { type = max_organization which = multi_role value = 5 }
command = { type = morale which = multi_role value = 5 }
command = { type = max_organization which = cag value = 5 }
command = { type = morale which = cag value = 5 }
command = { type = build_cost which = interceptor when = now value = -10 w
here = relative }
command = { type = snow_attack which = interceptor value = 5 }
command = { type = rain_attack which = interceptor value = 5 }
command = { type = snow_attack which = multi_role value = 10 }
command = { type = rain_attack which = multi_role value = 10 }
command = { type = snow_attack which = cag value = 10 }
command = { type = rain_attack which = cag value = 10 }
}
}
# Infrastructure Destruction Doctrine
application =
{ id
= 9350
name
= TECH_APP_AD_35_NAME
desc
= TECH_APP_AD_35_DESC
position = { x = 200 y = 184 }
year
= 1941
# Precision Bombing
component = { id = 9351 name = TECH_CMP_AD_35_1_NAME type = aircraft_testing
difficulty = 4 }
# Transport Hub Strikes
component = { id = 9352 name = TECH_CMP_AD_35_2_NAME type = bomber_tactics d
ifficulty = 4 }
# Airdropped Mines
component = { id = 9353 name = TECH_CMP_AD_35_3_NAME type = general_equipmen
t difficulty = 4 }
# Large-scale Bombing Campaigns
component = { id = 9354 name = TECH_CMP_AD_35_4_NAME type = centralized_exec
ution difficulty = 4 }
# Low-altitude Bombruns
component = { id = 9355 name = TECH_CMP_AD_35_5_NAME type = aircraft_testing
difficulty = 4 }
required = { 9130 }
effects =
{ command = { type = max_organization which = tactical_bomber value = 10 }
command = { type = morale which = tactical_bomber value = 10 }
command = { type = max_organization which = naval_bomber value = 10 }
command = { type = morale which = naval_bomber value = 10 }
command = { type = task_efficiency which = port_strike value = 0.5 }
command = { type = task_efficiency which = installation_strike value = 0.5
}
command = { type = task_efficiency which = runway_cratering value = 0.5 }
}
}
# Infiltration Bombardment Doctrine
application =

{ id
= 9360
name
= TECH_APP_AD_36_NAME
desc
= TECH_APP_AD_36_DESC
position = { x = 216 y = 200 }
year
= 1942
# Lightning Strikes
component = { id = 9361 name = TECH_CMP_AD_36_1_NAME type = bomber_tactics d
ifficulty = 4 }
# Precision Navigation Instruments
component = { id = 9362 name = TECH_CMP_AD_36_2_NAME type = electronics diff
iculty = 4 }
# Sophisticated Navigator Training
component = { id = 9363 name = TECH_CMP_AD_36_3_NAME type = aircraft_testing
difficulty = 4 }
# Exact Mission Execution
component = { id = 9364 name = TECH_CMP_AD_36_4_NAME type = aircraft_testing
difficulty = 4 }
# Low-altitude Radar Evasion
component = { id = 9365 name = TECH_CMP_AD_36_5_NAME type = aeronautics diff
iculty = 4 }
required = { 9350 }
effects =
{ command = { type = max_organization which = tactical_bomber value = 10 }
command = { type = morale which = tactical_bomber value = 10 }
command = { type = max_organization which = naval_bomber value = 10 }
command = { type = morale which = naval_bomber value = 10 }
command = { type = build_cost which = tactical_bomber when = now value = 10 where = relative }
command = { type = build_cost which = naval_bomber when = now value = -5 w
here = relative }
command = { type = task_efficiency which = airborne_assault value = 0.1 }
}
}
# Carousel Bombardment Doctrine
application =
{ id
= 9370
name
= TECH_APP_AD_37_NAME
desc
= TECH_APP_AD_37_DESC
position = { x = 216 y = 216 }
year
= 1942
# Large-scale Mission Planning
component = { id = 9371 name = TECH_CMP_AD_37_1_NAME type = centralized_exec
ution difficulty = 4 }
# Permanent Occupation Bombing Campaign
component = { id = 9372 name = TECH_CMP_AD_37_2_NAME type = aircraft_testing
difficulty = 4 }
# Small Bomber Strikes
component = { id = 9373 name = TECH_CMP_AD_37_3_NAME type = bomber_tactics d
ifficulty = 4 }
# Round-the-clock Bombing Spirit
component = { id = 9374 name = TECH_CMP_AD_37_4_NAME type = piloting difficu
lty = 4 }
# AA Suppression
component = { id = 9375 name = TECH_CMP_AD_37_5_NAME type = aircraft_testing
difficulty = 4 }
required = { 9350 }
effects =
{ command = { type = max_organization which = tactical_bomber value = 10 }
command = { type = morale which = tactical_bomber value = 10 }
command = { type = max_organization which = naval_bomber value = 10 }

command = { type = morale which = naval_bomber value = 10 }


command = { type = build_cost which = tactical_bomber when = now value = 10 where = relative }
command = { type = build_cost which = naval_bomber when = now value = -5 w
here = relative }
command = { type = task_efficiency which = airborne_assault value = 0.1 }
}
}
# Keypoint Bombardment Doctrine
application =
{ id
= 9380
name
= TECH_APP_AD_38_NAME
desc
= TECH_APP_AD_38_DESC
position = { x = 216 y = 232 }
year
= 1943
# Precision Bombruns
component = { id = 9381 name = TECH_CMP_AD_38_1_NAME type = aircraft_testing
difficulty = 4 }
# Precision Bombsights
component = { id = 9382 name = TECH_CMP_AD_38_2_NAME type = mechanics diffic
ulty = 4 }
# Deep-penetration Bombs
component = { id = 9383 name = TECH_CMP_AD_38_3_NAME type = general_equipmen
t difficulty = 4 }
# Hit-and-run Spirit
component = { id = 9384 name = TECH_CMP_AD_38_4_NAME type = piloting difficu
lty = 4 }
# Small-scale Bombruns
component = { id = 9385 name = TECH_CMP_AD_38_5_NAME type = bomber_tactics d
ifficulty = 4 }
required = { 9350 }
effects =
{ command = { type = max_organization which = tactical_bomber value = 10 }
command = { type = morale which = tactical_bomber value = 10 }
command = { type = max_organization which = naval_bomber value = 10 }
command = { type = morale which = naval_bomber value = 10 }
command = { type = build_cost which = tactical_bomber when = now value = 10 where = relative }
command = { type = build_cost which = naval_bomber when = now value = -5 w
here = relative }
command = { type = task_efficiency which = airborne_assault value = 0.1 }
}
}
# Defensive Fighter Box Doctrine
application =
{ id
= 9390
name
= TECH_APP_AD_39_NAME
desc
= TECH_APP_AD_39_DESC
position = { x = 392 y = 264 }
year
= 1942
# Area Fighter Coordination
component = { id = 9391 name = TECH_CMP_AD_39_1_NAME type = centralized_exec
ution difficulty = 4 }
# Defensive Fighter Tactics
component = { id = 9392 name = TECH_CMP_AD_39_2_NAME type = fighter_tactics
difficulty = 4 }
# Fighter-AA Coordination
component = { id = 9393 name = TECH_CMP_AD_39_3_NAME type = aircraft_testing
difficulty = 4 }
# Fighter Concentration

component = { id = 9394 name = TECH_CMP_AD_39_4_NAME type = fighter_tactics


difficulty = 4 }
# IFF System
component = { id = 9395 name = TECH_CMP_AD_39_5_NAME type = electronics diff
iculty = 4 }
required = { 9240 9250 9260 }
effects =
{ command = { type = max_organization which = interceptor value = 5 }
command = { type = morale which = interceptor value = 5 }
command = { type = max_organization which = multi_role value = 5 }
command = { type = morale which = multi_role value = 5 }
command = { type = max_organization which = cag value = 5 }
command = { type = morale which = cag value = 5 }
}
}
# Multi-altitude Group Doctrine
application =
{ id
= 9400
name
= TECH_APP_AD_40_NAME
desc
= TECH_APP_AD_40_DESC
position = { x = 408 y = 280 }
year
= 1942
# Multi-layered Fighter Defense
component = { id = 9401 name = TECH_CMP_AD_40_1_NAME type = fighter_tactics
difficulty = 4 }
# Massed Fighter Sweeps
component = { id = 9402 name = TECH_CMP_AD_40_2_NAME type = fighter_tactics
difficulty = 4 }
# Large Group Tactics
component = { id = 9403 name = TECH_CMP_AD_40_3_NAME type = aircraft_testing
difficulty = 4 }
# "No Penetration" Spirit
component = { id = 9404 name = TECH_CMP_AD_40_4_NAME type = piloting difficu
lty = 4 }
# Altitude-adapted Fighters
component = { id = 9405 name = TECH_CMP_AD_40_5_NAME type = aeronautics diff
iculty = 4 }
required = { 9390 }
effects =
{ command = { type = max_organization which = interceptor value = 5 }
command = { type = morale which = interceptor value = 5 }
command = { type = max_organization which = multi_role value = 5 }
command = { type = morale which = multi_role value = 5 }
command = { type = max_organization which = cag value = 5 }
command = { type = morale which = cag value = 5 }
command = { type = build_cost which = multi_role when = now value = -10 wh
ere = relative }
command = { type = build_cost which = escort when = now value = -5 where =
relative }
}
}
# Filter Room System Doctrine
application =
{ id
= 9410
name
= TECH_APP_AD_41_NAME
desc
= TECH_APP_AD_41_DESC
position = { x = 408 y = 296 }
year
= 1943
# Multi-layer Radar Coverage
component = { id = 9411 name = TECH_CMP_AD_41_1_NAME type = electronics diff

iculty = 4 }
# Fighter Command HQ
component = { id = 9412 name = TECH_CMP_AD_41_2_NAME type = centralized_exec
ution difficulty = 4 }
# Multi-stage Fighter Defense
component = { id = 9413 name = TECH_CMP_AD_41_3_NAME type = fighter_tactics
difficulty = 4 }
# Unit Coordination Training
component = { id = 9414 name = TECH_CMP_AD_41_4_NAME type = aircraft_testing
difficulty = 4 }
# Filter Room Radionet
component = { id = 9415 name = TECH_CMP_AD_41_5_NAME type = electronics diff
iculty = 4 }
required = { 9390 }
effects =
{ command = { type = max_organization which = interceptor value = 5 }
command = { type = morale which = interceptor value = 5 }
command = { type = max_organization which = multi_role value = 5 }
command = { type = morale which = multi_role value = 5 }
command = { type = max_organization which = cag value = 5 }
command = { type = morale which = cag value = 5 }
command = { type = build_cost which = multi_role when = now value = -10 wh
ere = relative }
command = { type = build_cost which = escort when = now value = -5 where =
relative }
}
}
# Air Reserve Doctrine
application =
{ id
= 9420
name
= TECH_APP_AD_42_NAME
desc
= TECH_APP_AD_42_DESC
position = { x = 408 y = 312 }
year
= 1943
# Alert Fighter Wings
component = { id = 9421 name = TECH_CMP_AD_42_1_NAME type = aircraft_testing
difficulty = 4 }
# "Last-defense" Spirit
component = { id = 9422 name = TECH_CMP_AD_42_2_NAME type = piloting difficu
lty = 4 }
# Accelerated Take-off Capability
component = { id = 9423 name = TECH_CMP_AD_42_3_NAME type = aeronautics diff
iculty = 4 }
# Interception Training
component = { id = 9424 name = TECH_CMP_AD_42_4_NAME type = aircraft_testing
difficulty = 4 }
# Fighter Wing Coordination
component = { id = 9425 name = TECH_CMP_AD_42_5_NAME type = aircraft_testing
difficulty = 4 }
required = { 9390 }
effects =
{ command = { type = max_organization which = interceptor value = 5 }
command = { type = morale which = interceptor value = 5 }
command = { type = max_organization which = multi_role value = 5 }
command = { type = morale which = multi_role value = 5 }
command = { type = max_organization which = cag value = 5 }
command = { type = morale which = cag value = 5 }
command = { type = build_cost which = multi_role when = now value = -10 wh
ere = relative }
command = { type = build_cost which = escort when = now value = -5 where =

relative }
}
}
# Mass Destruction Doctrine
application =
{ id
= 9430
name
= TECH_APP_AD_43_NAME
desc
= TECH_APP_AD_43_DESC
position = { x = 200 y = 280 }
year
= 1942
# Troop Concentration Bombing
component = { id = 9431 name = TECH_CMP_AD_43_1_NAME type = bomber_tactics d
ifficulty = 4 }
# Massed Bombruns
component = { id = 9432 name = TECH_CMP_AD_43_2_NAME type = bomber_tactics d
ifficulty = 4 }
# Enhanced Bomber Payload
component = { id = 9433 name = TECH_CMP_AD_43_3_NAME type = aeronautics diff
iculty = 4 }
# Frontline Bombing
component = { id = 9434 name = TECH_CMP_AD_43_4_NAME type = aircraft_testing
difficulty = 4 }
# Centralized Bomber Coordination
component = { id = 9435 name = TECH_CMP_AD_43_5_NAME type = centralized_exec
ution difficulty = 4 }
required = { 9180 }
effects =
{ command = { type = max_organization which = strategic_bomber value = 10 }
command = { type = morale which = strategic_bomber value = 10 }
command = { type = morale which = transport_plane value = 10 }
}
}
# Escort Relay System Doctrine
application =
{ id
= 9440
name
= TECH_APP_AD_44_NAME
desc
= TECH_APP_AD_44_DESC
position = { x = 216 y = 296 }
year
= 1942
# Bomber-escort Radionet
component = { id = 9441 name = TECH_CMP_AD_44_1_NAME type = electronics diff
iculty = 4 }
# Escort-handover Training
component = { id = 9442 name = TECH_CMP_AD_44_2_NAME type = aircraft_testing
difficulty = 4 }
# Superior Tactics Spirit
component = { id = 9443 name = TECH_CMP_AD_44_3_NAME type = piloting difficu
lty = 4 }
# Bomber Stream Practise
component = { id = 9444 name = TECH_CMP_AD_44_4_NAME type = aircraft_testing
difficulty = 4 }
# Massed Bomber Tactics
component = { id = 9445 name = TECH_CMP_AD_44_5_NAME type = bomber_tactics d
ifficulty = 4 }
required = { 9430 }
effects =
{ command = { type = max_organization which = strategic_bomber value = 10 }
command = { type = morale which = strategic_bomber value = 10 }
command = { type = morale which = transport_plane value = 10 }
command = { type = build_cost which = strategic_bomber when = now value =

-10 where = relative }


command = { type = build_cost which = escort when = now value = -10 where
= relative }
}
}
# Carpet Bombing Doctrine
application =
{ id
= 9450
name
= TECH_APP_AD_45_NAME
desc
= TECH_APP_AD_45_DESC
position = { x = 216 y = 312 }
year
= 1942
# Bomber Stream Tactics
component = { id = 9451 name = TECH_CMP_AD_45_1_NAME type = bomber_tactics d
ifficulty = 4 }
# Massed Bombruns
component = { id = 9452 name = TECH_CMP_AD_45_2_NAME type = bomber_tactics d
ifficulty = 4 }
# Area Carpet Bombing
component = { id = 9453 name = TECH_CMP_AD_45_3_NAME type = aircraft_testing
difficulty = 4 }
# Large Unit Training
component = { id = 9454 name = TECH_CMP_AD_45_4_NAME type = aircraft_testing
difficulty = 4 }
# Refined Defensive Bomber Coordination
component = { id = 9455 name = TECH_CMP_AD_45_5_NAME type = piloting difficu
lty = 4 }
required = { 9430 }
effects =
{ command = { type = max_organization which = strategic_bomber value = 10 }
command = { type = morale which = strategic_bomber value = 10 }
command = { type = morale which = transport_plane value = 10 }
command = { type = build_cost which = strategic_bomber when = now value =
-10 where = relative }
}
}
# Flying Armada Doctrine
application =
{ id
= 9460
name
= TECH_APP_AD_46_NAME
desc
= TECH_APP_AD_46_DESC
position = { x = 216 y = 328 }
year
= 1943
# Invincible Superiority Spirit
component = { id = 9461 name = TECH_CMP_AD_46_1_NAME type = piloting difficu
lty = 4 }
# Massed Defensive Armaments
component = { id = 9462 name = TECH_CMP_AD_46_2_NAME type = artillery diffic
ulty = 4 }
# Massed Bomber Campaigns
component = { id = 9463 name = TECH_CMP_AD_46_3_NAME type = bomber_tactics d
ifficulty = 4 }
# Bomber Stream Tactics
component = { id = 9464 name = TECH_CMP_AD_46_4_NAME type = bomber_tactics d
ifficulty = 4 }
# Bomber Command HQ
component = { id = 9465 name = TECH_CMP_AD_46_5_NAME type = centralized_exec
ution difficulty = 4 }
required = { 9430 }
effects =

{ command = { type = max_organization which = strategic_bomber value = 10 }


command = { type = morale which = strategic_bomber value = 10 }
command = { type = morale which = transport_plane value = 10 }
command = { type = build_cost which = strategic_bomber when = now value =
-10 where = relative }
}
}
# Integrated offensive doctrine
application =
{ id
= 17000
name
= TECH_APP_AD_100_NAME
desc
= TECH_APP_AD_100_DESC
position = { x = 214 y = 344 }
year
= 1947
# Compnent
component = { id = 17001 name = TECH_CMP_AD_100_1_NAME type = piloting diffi
culty = 4 }
# ?
component = { id = 17002 name = TECH_CMP_AD_100_2_NAME type = training diffi
culty = 4 }
# ?
component = { id = 17003 name = TECH_CMP_AD_100_3_NAME type = bomber_tactics
difficulty = 4 }
# ?
component = { id = 17004 name = TECH_CMP_AD_100_4_NAME type = fighter_tactic
s difficulty = 4 }
# ?
component = { id = 17005 name = TECH_CMP_AD_100_5_NAME type = centralized_ex
ecution difficulty = 4 }
required = { 9460 }
effects =
{ command = { type = max_organization which = strategic_bomber value = 10 }
command = { type = morale which = strategic_bomber value = 10 }
}
}
# Theater Organization Doctrine
application =
{ id
= 17010
name
= TECH_APP_AD_101_NAME
desc
= TECH_APP_AD_101_DESC
position = { x = 213 y = 248 }
year
= 1952
# ?
component = { id = 17011 name = TECH_CMP_AD_101_1_NAME type = piloting diffi
culty = 4 }
# ?
component = { id = 17012 name = TECH_CMP_AD_101_2_NAME type = artillery diff
iculty = 4 }
# ?
component = { id = 17013 name = TECH_CMP_AD_101_3_NAME type = bomber_tactics
difficulty = 4 }
# ?
component = { id = 17014 name = TECH_CMP_AD_101_4_NAME type = carrier_tactic
s difficulty = 4 }
# ?
component = { id = 17015 name = TECH_CMP_AD_101_5_NAME type = centralized_ex
ecution difficulty = 4 }
required = { 9380 }
effects =
{ command = { type = task_efficiency which = ground_attack value = 0.3 }

command = { type = task_efficiency which = interdiction value = 0.3 }


command = { type = task_efficiency which = naval_strike value = 0.3 }
command = { type = task_efficiency which = convoy_air_raiding value = 0.3
}
command = { type = task_efficiency which = logistical_strike value = 0.3 }
command = { type = task_efficiency which = strategic_bombardment value = 0
.3 }
command = { type = task_efficiency which = port_strike value = 0.3 }
command = { type = task_efficiency which = installation_strike value = 0.3
}
command = { type = task_efficiency which = runway_cratering value = 0.3 }
command = { type = task_efficiency which = airborne_assault value = 0.3 }
}
}
}

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