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

# land doctrines #
######################################
technology = {
id = 6
category = land_doctrines
name = tech_ld_name #localized name
desc = tech_ld_desc #localized description

application = { # tribal warfare


id = 6010
name = tech_app_ld_1_name
desc = tech_app_ld_1_desc

position = { x = 40 y = 24 }
year = 1890

component = { # semi-guerilla focus


id = 6011
name = tech_cmp_ld_1_1_name
type = infantry_focus
difficulty = 7
}
component = { # tribal skirmishes
id = 6012
name = tech_cmp_ld_1_2_name
type = small_unit_tactics
difficulty = 7
}
component = { # war tribe mentality
id = 6013
name = tech_cmp_ld_1_3_name
type = individual_courage
difficulty = 7
}
component = { # tribal leadership
id = 6014
name = tech_cmp_ld_1_4_name
type = decentralized_execution
difficulty = 7
}
component = { # warrior training
id = 6015
name = tech_cmp_ld_1_5_name
type = training
difficulty = 7
}
required = { }
effects = {
command = { type = morale which = land value = 10 }
command = { type = assault value = 2 }
command = { type = ambush value = 2 }
command = {
type = build_cost
which = cavalry
when = now
where = relative
value = -10
}
command = {
type = build_cost
which = militia
when = now
where = relative
value = -10
}
command = {
type = build_cost
which = light_armor_brigade
when = now
where = relative
value = -5
}
}
}
application = { # 19th century tactics
id = 6020
name = tech_app_ld_2_name
desc = tech_app_ld_2_desc

position = { x = 224 y = 24 }
year = 1890

component = { # strategic mobility


id = 6021
name = tech_cmp_ld_2_1_name
type = large_unit_focus
difficulty = 9
}
component = { # infantry formations
id = 6022
name = tech_cmp_ld_2_2_name
type = infantry_focus
difficulty = 9
}
component = { # basic skirmishing tactics
id = 6023
name = tech_cmp_ld_2_3_name
type = small_unit_tactics
difficulty = 9
}
component = { # professional officers training
id = 6024
name = tech_cmp_ld_2_4_name
type = training
difficulty = 9
}
component = { # march discipline
id = 6025
name = tech_cmp_ld_2_5_name
type = training
difficulty = 9
}
required = { 6010 }
effects = {
command = { type = max_organization which = land value = 15 }
command = { type = tactical_withdrawal value = 2 }
command = { type = counterattack value = 2 }
command = { type = assault value = 1 }
command = { type = encirclement value = 1 }
command = { type = breakthrough value = 1 }
command = {
type = build_cost
which = cavalry
when = now
where = relative
value = 5
}
command = {
type = build_cost
which = infantry
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = paratrooper
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = artillery
when = now
where = relative
value = -5
}
command = { type = allow_dig_in }
}
}
application = { # colonial warfare
id = 6030
name = tech_app_ld_3_name
desc = tech_app_ld_3_desc
year = 1900

position = { x = 416 y = 24 }

component = { # native recruitment


id = 6031
name = tech_cmp_ld_3_1_name
type = management
difficulty = 8
}
component = { # politico-military warfare
id = 6032
name = tech_cmp_ld_3_2_name
type = small_unit_tactics
difficulty = 8
}
component = { # jungle warfare training
id = 6033
name = tech_cmp_ld_3_3_name
type = training
difficulty = 8
}
component = { # desert warfare training
id = 6034
name = tech_cmp_ld_3_4_name
type = training
difficulty = 8
}
component = { # mobility emphasis
id = 6035
name = tech_cmp_ld_3_5_name
type = small_unit_tactics
difficulty = 8
}
required = { 6020 }
effects = {
command = { type = ambush value = 1 }
command = { type = jungle_move which = infantry value = 20 }
command = { type = jungle_move which = paratrooper value = 20 }
command = { type = jungle_move which = bergsjaeger value = 20 }
command = { type = desert_move which = infantry value = 20 }
command = { type = desert_move which = paratrooper value = 20 }
command = { type = desert_move which = bergsjaeger value = 20 }
command = { type = hill_move which = infantry value = 10 }
command = { type = hill_move which = paratrooper value = 10 }
command = { type = hill_move which = bergsjaeger value = 10 }
command = { type = jungle_attack which = infantry value = 10 }
command = { type = jungle_attack which = paratrooper value = 10 }
command = { type = jungle_attack which = bergsjaeger value = 10 }
command = { type = desert_attack which = infantry value = 10 }
command = { type = desert_attack which = paratrooper value = 10 }
command = { type = desert_attack which = bergsjaeger value = 10 }
command = { type = jungle_defense which = infantry value = 10 }
command = { type = jungle_defense which = paratrooper value = 10 }
command = { type = jungle_defense which = bergsjaeger value = 10 }
command = { type = desert_defense which = infantry value = 10 }
command = { type = desert_defense which = paratrooper value = 10 }
command = { type = desert_defense which = bergsjaeger value = 10 }
command = {
type = build_cost
which = paratrooper
when = now
where = relative
value = -5
}
}
}
application = { # modern military establishment
id = 6040
name = tech_app_ld_4_name
desc = tech_app_ld_4_desc

position = { x = 224 y = 48 }
year = 1905

component = { # organized war gaming


id = 6041
name = tech_cmp_ld_4_1_name
type = centralized_execution
difficulty = 10
}
component = { # general staff system
id = 6042
name = tech_cmp_ld_4_2_name
type = centralized_execution
difficulty = 10
}
component = { # systematized mobilization
id = 6043
name = tech_cmp_ld_4_3_name
type = management
difficulty = 10
}
component = { # advanced planning
id = 6044
name = tech_cmp_ld_4_4_name
type = large_unit_tactics
difficulty = 10
}
component = { # army logistics
id = 6045
name = tech_cmp_ld_4_5_name
type = management
difficulty = 10
}
required = { 6020 }
effects = {
command = { type = max_organization which = land value = 5 }
command = { type = surprise which = land value = 10 }
command = { type = activate_unit_type which = hq }
command = { type = new_model which = hq value = 0 }
command = { type = sce_frequency value = 0.1 }
command = {
type = build_cost
which = sp_rct_artillery
when = now
where = relative
value = -5
}
}
}
application = { # strongpoint warfare doctrine
id = 6050
name = tech_app_ld_5_name
desc = tech_app_ld_5_desc

position = { x = 224 y = 80 }
year = 1912

component = { # key position strongholds


id = 6051
name = tech_cmp_ld_5_1_name
type = centralized_execution
difficulty = 10
}
component = { # army sized garrisons
id = 6052
name = tech_cmp_ld_5_2_name
type = large_unit_focus
difficulty = 10
}
component = { # usage of stronghold reserves
id = 6053
name = tech_cmp_ld_5_3_name
type = small_unit_tactics
difficulty = 10
}
component = { # strongpoint mentality
id = 6054
name = tech_cmp_ld_5_4_name
type = individual_courage
difficulty = 10
}
component = { # fortified position defence training
id = 6055
name = tech_cmp_ld_5_5_name
type = training
difficulty = 10
}
required = { 6040 }
effects = {
command = { type = morale which = land value = 10 }
command = { type = max_organization which = land value = 10 }
command = { type = delay value = 3 }
command = { type = counterattack value = 1 }
command = {
type = build_cost
which = motorized
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = artillery
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = sp_artillery
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = tank_destroyer
when = now
where = relative
value = -5
}
command = { type = hq_supply_eff value = 1 }
command = { type = building_prod_mod which = land_fort value = 50 }
}
}
application = { # firepower focus organization
id = 6060
name = tech_app_ld_6_name
desc = tech_app_ld_6_desc

position = { x = 40 y = 80 }
year = 1908

component = { # infantry main role


id = 6061
name = tech_cmp_ld_6_1_name
type = infantry_focus
difficulty = 5
}
component = { # quality focus
id = 6062
name = tech_cmp_ld_6_2_name
type = small_unit_tactics
difficulty = 5
}
component = { # equipment superiority
id = 6063
name = tech_cmp_ld_6_3_name
type = general_equipment
difficulty = 5
}
component = { # modern division tactics
id = 6064
name = tech_cmp_ld_6_4_name
type = small_unit_tactics
difficulty = 5
}
component = { # operational unit - batallion
id = 6065
name = tech_cmp_ld_6_5_name
type = small_unit_tactics
difficulty = 5
}
required = { 6040 }
effects = {
command = { type = max_organization which = infantry value = 5 }
command = {
type = build_cost
which = infantry
when = now
where = relative
value = 5
}
command = {
type = build_time
which = infantry
when = now
where = relative
value = 5
}
command = {
type = manpower
which = infantry
when = now
value = -2
}
command = {
type = supply_consumption
which = infantry
when = now
value = 0.2
}
command = {
type = soft_attack
which = infantry
when = now
value = 1
}
command = {
type = build_cost
which = artillery
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = tank_destroyer
when = now
where = relative
value = -5
}
command = { type = deactivate which = 6070 }
command = { type = deactivate which = 6080 }
}
}
application = { # balance focus organization
id = 6070
name = tech_app_ld_7_name
desc = tech_app_ld_7_desc

position = { x = 40 y = 96 }
year = 1908

component = { # infantry main role


id = 6071
name = tech_cmp_ld_7_1_name
type = infantry_focus
difficulty = 5
}
component = { # formation balance
id = 6072
name = tech_cmp_ld_7_2_name
type = small_unit_tactics
difficulty = 5
}
component = { # formation flexibility
id = 6073
name = tech_cmp_ld_7_3_name
type = decentralized_execution
difficulty = 5
}
component = { # modern division tactics
id = 6074
name = tech_cmp_ld_7_4_name
type = small_unit_tactics
difficulty = 5
}
component = { # operational unit - regiment
id = 6075
name = tech_cmp_ld_7_5_name
type = small_unit_tactics
difficulty = 5
}
required = { 6040 }
effects = {
command = { type = morale which = infantry value = 5 }
command = {
type = manpower
which = infantry
when = now
value = 2
}
command = {
type = supply_consumption
which = infantry
when = now
value = -0.1
}
command = {
type = defensiveness
which = infantry
when = now
value = 2
}
command = {
type = build_cost
which = light_armor_brigade
when = now
where = relative
value = -5
}
command = { type = deactivate which = 6060 }
command = { type = deactivate which = 6080 }
}
}
application = { # manpower focus organization
id = 6080
name = tech_app_ld_8_name
desc = tech_app_ld_8_desc

position = { x = 40 y = 112 }
year = 1908
component = { # infantry main role
id = 6081
name = tech_cmp_ld_8_1_name
type = infantry_focus
difficulty = 5
}
component = { # quantity focus
id = 6082
name = tech_cmp_ld_8_2_name
type = small_unit_tactics
difficulty = 5
}
component = { # mass formation courage
id = 6083
name = tech_cmp_ld_8_3_name
type = individual_courage
difficulty = 5
}
component = { # modern division tactics
id = 6084
name = tech_cmp_ld_8_4_name
type = small_unit_tactics
difficulty = 5
}
component = { # operational unit - brigade
id = 6085
name = tech_cmp_ld_8_5_name
type = small_unit_tactics
difficulty = 5
}
required = { 6040 }
effects = {
command = { type = max_organization which = infantry value = -5 }
command = { type = morale which = infantry value = 10 }
command = {
type = build_cost
which = infantry
when = now
where = relative
value = -5
}
command = {
type = manpower
which = infantry
when = now
value = 4
}
command = {
type = defensiveness
which = infantry
when = now
value = 4
}
command = {
type = soft_attack
which = infantry
when = now
value = -1
}
command = {
type = build_cost
which = motorized
when = now
where = relative
value = -5
}
command = { type = deactivate which = 6060 }
command = { type = deactivate which = 6070 }
}
}
application = { # offensive focus doctrine
id = 6090
name = tech_app_ld_9_name
desc = tech_app_ld_9_desc

position = { x = 416 y = 80 }
year = 1908

component = { # offensive superiority theory


id = 6091
name = tech_cmp_ld_9_1_name
type = infantry_focus
difficulty = 7
}
component = { # offensive spirit
id = 6092
name = tech_cmp_ld_9_2_name
type = individual_courage
difficulty = 7
}
component = { # officer initiative
id = 6093
name = tech_cmp_ld_9_3_name
type = decentralized_execution
difficulty = 7
}
component = { # assault focus
id = 6094
name = tech_cmp_ld_9_4_name
type = small_unit_tactics
difficulty = 7
}
component = { # bayonet charge training
id = 6095
name = tech_cmp_ld_9_5_name
type = training
difficulty = 7
}
required = { 6040 }
effects = {
command = { type = deactivate which = 6100 }
command = { type = assault value = 6 }
command = { type = breakthrough value = 1 }
command = { type = counterattack value = 1 }
command = { type = sce_frequency value = 0.2 }
}
}
application = { # defensive focus doctrine
id = 6100
name = tech_app_ld_10_name
desc = tech_app_ld_10_desc

position = { x = 416 y = 96 }
year = 1908

component = { # defensive superiority theory


id = 6101
name = tech_cmp_ld_10_1_name
type = infantry_focus
difficulty = 7
}
component = { # hold-ground spirit
id = 6102
name = tech_cmp_ld_10_2_name
type = individual_courage
difficulty = 7
}
component = { # planned defence
id = 6103
name = tech_cmp_ld_10_3_name
type = centralized_execution
difficulty = 7
}
component = { # local counterattacks
id = 6104
name = tech_cmp_ld_10_4_name
type = small_unit_tactics
difficulty = 7
}
component = { # fire discipline
id = 6105
name = tech_cmp_ld_10_5_name
type = training
difficulty = 7
}
required = { 6040 }
effects = {
command = { type = deactivate which = 6090 }
command = { type = assault value = 2 }
command = { type = delay value = 1 }
command = { type = tactical_withdrawal value = 1 }
command = { type = counterattack value = 4 }
command = { type = sce_frequency value = 0.2 }
}
}
application = { # defence-in-depth doctrine
id = 6110
name = tech_app_ld_11_name
desc = tech_app_ld_11_desc

position = { x = 160 y = 144 }


year = 1915
component = { # deep area deployment
id = 6111
name = tech_cmp_ld_11_1_name
type = large_unit_focus
difficulty = 10
}
component = { # enemy initiative
id = 6112
name = tech_cmp_ld_11_2_name
type = large_unit_tactics
difficulty = 10
}
component = { # hidden large formations
id = 6113
name = tech_cmp_ld_11_3_name
type = centralized_execution
difficulty = 10
}
component = { # timetable maneuvers
id = 6114
name = tech_cmp_ld_11_4_name
type = centralized_execution
difficulty = 10
}
component = { # planned counterattacks
id = 6115
name = tech_cmp_ld_11_5_name
type = large_unit_tactics
difficulty = 10
}
required = { 6050 }
effects = {
command = { type = max_organization which = land value = 10 }
command = { type = delay value = 2 }
command = { type = counterattack value = 2 }
command = { type = tactical_withdrawal value = 1 }
command = {
type = build_cost
which = motorized
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = mechanized
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = super_heavy_armor
when = now
where = relative
value = -5
}
}
}
application = { # mass charge focus doctrine
id = 6120
name = tech_app_ld_12_name
desc = tech_app_ld_12_desc

position = { x = 296 y = 144 }


year = 1914

component = { # planned assault


id = 6121
name = tech_cmp_ld_12_1_name
type = infantry_focus
difficulty = 9
}
component = { # concentrated attack
id = 6122
name = tech_cmp_ld_12_2_name
type = large_unit_tactics
difficulty = 9
}
component = { # irresistible charge mentality
id = 6123
name = tech_cmp_ld_12_3_name
type = individual_courage
difficulty = 9
}
component = { # multiple targets
id = 6124
name = tech_cmp_ld_12_4_name
type = centralized_execution
difficulty = 9
}
component = { # assault training
id = 6125
name = tech_cmp_ld_12_5_name
type = training
difficulty = 9
}
required = { 6050 }
effects = {
command = { type = assault value = 4 }
command = { type = counterattack value = 2 }
command = { type = morale which = land value = 30 }
command = {
type = build_cost
which = infantry
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = cavalry
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = artillery
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = light_armor_brigade
when = now
where = relative
value = -5
}
}
}
application = { # offensive attrition doctrine
id = 6130
name = tech_app_ld_13_name
desc = tech_app_ld_13_desc

position = { x = 160 y = 192 }


year = 1916

component = { # intricate offensive plans


id = 6131
name = tech_cmp_ld_13_1_name
type = centralized_execution
difficulty = 9
}
component = { # massive reserve deployment
id = 6132
name = tech_cmp_ld_13_2_name
type = large_unit_focus
difficulty = 9
}
component = { # continuous assaults
id = 6133
name = tech_cmp_ld_13_3_name
type = individual_courage
difficulty = 9
}
component = { # hell-bent officers
id = 6134
name = tech_cmp_ld_13_4_name
type = individual_courage
difficulty = 9
}
component = { # mass casualties absorbation
id = 6135
name = tech_cmp_ld_13_5_name
type = centralized_execution
difficulty = 9
}
required = { 6110 6120 }
effects = {
command = { type = assault value = 3 }
command = { type = max_organization which = land value = 5 }
command = { type = morale which = land value = 5 }
command = {
type = build_cost
which = infantry
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = motorized
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = artillery
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = sp_artillery
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = engineer
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = sp_rct_artillery
when = now
where = relative
value = -5
}
command = { type = hq_supply_eff value = 2 }
}
}
application = { # defensive attrition doctrine
id = 6140
name = tech_app_ld_14_name
desc = tech_app_ld_14_desc

position = { x = 296 y = 192 }


year = 1916

component = { # intricate defensive plans


id = 6141
name = tech_cmp_ld_14_1_name
type = centralized_execution
difficulty = 9
}
component = { # massive reserve deployment
id = 6142
name = tech_cmp_ld_14_2_name
type = large_unit_focus
difficulty = 9
}
component = { # defend every inch mentality
id = 6143
name = tech_cmp_ld_14_3_name
type = individual_courage
difficulty = 9
}
component = { # deep trench systems
id = 6144
name = tech_cmp_ld_14_4_name
type = centralized_execution
difficulty = 9
}
component = { # mass casualties absorbation
id = 6145
name = tech_cmp_ld_14_5_name
type = centralized_execution
difficulty = 9
}
required = { 6110 6120}
effects = {
command = { type = assault value = 1 }
command = { type = counterattack value = 1 }
command = { type = delay value = 2 }
command = { type = max_organization which = land value = 5 }
command = { type = morale which = land value = 5 }
command = {
type = build_cost
which = infantry
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = motorized
when = now
where = relative
value = -10
}
command = {
type = build_cost
which = tank_destroyer
when = now
where = relative
value = -10
}
command = {
type = build_cost
which = super_heavy_armor
when = now
where = relative
value = -5
}
}
}
application = { # infiltration tactics
id = 6150
name = tech_app_ld_15_name
desc = tech_app_ld_15_desc

position = { x = 224 y = 240 }


year = 1917

component = { # indirect approach


id = 6151
name = tech_cmp_ld_15_1_name
type = combined_arms_focus
difficulty = 12
}
component = { # strongpoint isolation
id = 6152
name = tech_cmp_ld_15_2_name
type = small_unit_tactics
difficulty = 10
}
component = { # do or die mentality
id = 6153
name = tech_cmp_ld_15_3_name
type = individual_courage
difficulty = 10
}
component = { # authonomous infiltration units
id = 6154
name = tech_cmp_ld_15_4_name
type = decentralized_execution
difficulty = 10
}
component = { # assault troops training
id = 6155
name = tech_cmp_ld_15_5_name
type = training
difficulty = 10
}
required = { 6130 6140 }
effects = {
command = { type = max_organization which = land value = 10 }
command = { type = morale which = land value = 10 }
command = { type = breakthrough value = 4 }
command = { type = ambush value = 1 }
command = { type = new_model which = hq value = 1 }
command = { type = scrap_model which = hq value = 0 }
command = { type = speed which = hq value = 1 }
command = { type = night_move which = mechanized value = 20 }
command = { type = night_move which = infantry value = 10 }
command = { type = night_attack which = mechanized value = 20 }
command = { type = night_attack which = infantry value = 10 }
command = { type = night_defense which = mechanized value = 20 }
command = { type = night_defense which = infantry value = 10 }
command = {
type = build_cost
which = mechanized
when = now
where = relative
value = -10
}
command = {
type = build_cost
which = armored_car
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = heavy_armor
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = infantry
when = now
where = relative
value = 5
}
command = { type = sce_frequency value = 0.3 }
}
}
application = { # static defence doctrine
id = 6160
name = tech_app_ld_16_name
desc = tech_app_ld_16_desc

position = { x = 160 y = 272 }


year = 1919

component = { # fortified defensive line


id = 6161
name = tech_cmp_ld_16_1_name
type = infantry_focus
difficulty = 10
}
component = { # prepared fortresses
id = 6162
name = tech_cmp_ld_16_2_name
type = centralized_execution
difficulty = 10
}
component = { # fortress mentality
id = 6163
name = tech_cmp_ld_16_3_name
type = individual_courage
difficulty = 10
}
component = { # strategic depth
id = 6164
name = tech_cmp_ld_16_4_name
type = large_unit_tactics
difficulty = 10
}
component = { # local reserves
name = tech_cmp_ld_16_5_name
type = training
difficulty = 10
}
required = { 6150 }
effects = {
command = { type = max_organization which = land value = 10 }
command = { type = morale which = land value = 10 }
command = { type = delay value = 4 }
command = { type = counterattack value = 1 }
command = { type = deactivate which = 6180 }
command = { type = building_prod_mod which = land_fort value = 50 }
command = { type = new_model which = hq value = 2 }
command = { type = scrap_model which = hq value = 1 }
command = {
type = build_cost
which = infantry
when = now
where = relative
value = -3
}
command = {
type = build_cost
which = motorized
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = artillery
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = tank_destroyer
when = now
where = relative
value = -5
}
command = { type = hq_supply_eff value = 2 }
}
}
application = { # counterattack doctrine
id = 6170
name = tech_app_ld_17_name
desc = tech_app_ld_17_desc

position = { x = 160 y = 288 }


year = 1921

component = { # defence to attack


id = 6171
name = tech_cmp_ld_17_1_name
type = infantry_focus
difficulty = 10
}
component = { # operational reserves
id = 6172
name = tech_cmp_ld_17_2_name
type = centralized_execution
difficulty = 10
}
component = { # large unit counterattacks
id = 6173
name = tech_cmp_ld_17_3_name
type = large_unit_tactics
difficulty = 10
}
component = { # superior fighting spirit
id = 6174
name = tech_cmp_ld_17_4_name
type = individual_courage
difficulty = 10
}
component = { # advanced counterattack training
id = 6175
name = tech_cmp_ld_17_5_name
type = training
difficulty = 10
}
required = { 6160 }
effects = {
command = { type = morale which = land value = 10 }
command = { type = counterattack value = 4 }
command = { type = assault value = 1 }
command = {
type = build_cost
which = infantry
when = now
where = relative
value = -3
}
command = {
type = build_cost
which = cavalry
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = armored_car
when = now
where = relative
value = -5
}
command = { type = sce_frequency value = 0.3 }
}
}
application = { # breakthrough doctrine
id = 6180
name = tech_app_ld_18_name
desc = tech_app_ld_18_desc

position = { x = 296 y = 272 }


year = 1919

component = { # mobility and speed


id = 6181
name = tech_cmp_ld_18_1_name
type = combined_arms_focus
difficulty = 10
}
component = { # decentralized field artillery
id = 6182
name = tech_cmp_ld_18_2_name
type = decentralized_execution
difficulty = 10
}
component = { # breakthrough priority
id = 6183
name = tech_cmp_ld_18_3_name
type = large_unit_tactics
difficulty = 10
}
component = { # breakthrough exploitaiton
id = 6184
name = tech_cmp_ld_18_4_name
type = small_unit_tactics
difficulty = 10
}
component = { # advanced mobility training
id = 6185
name = tech_cmp_ld_18_5_name
type = training
difficulty = 10
}
required = { 6150 }
effects = {
command = { type = max_organization which = land value = 10 }
command = { type = morale which = land value = 10 }
command = { type = breakthrough value = 4 }
command = { type = deactivate which = 6160 }
command = { type = speed_cap_art which = hq value = 1 }
command = { type = speed_cap_at which = hq value = 1 }
command = { type = speed_cap_aa which = hq value = 1 }
command = { type = new_model which = hq value = 2 }
command = { type = scrap_model which = hq value = 1 }
command = {
type = build_cost
which = infantry
when = now
where = relative
value = -2
}
command = {
type = build_cost
which = mechanized
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = sp_artillery
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = heavy_armor
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = armored_car
when = now
where = relative
value = -5
}
command = { type = hq_supply_eff value = 2 }
}
}
application = { # schwerpunkt doctrine
id = 6190
name = tech_app_ld_19_name
desc = tech_app_ld_19_desc

position = { x = 296 y = 288 }


year = 1921

component = { # combined arms concentration


id = 6191
name = tech_cmp_ld_19_1_name
type = combined_arms_focus
difficulty = 10
}
component = { # concentration points
id = 6192
name = tech_cmp_ld_19_2_name
type = small_unit_tactics
difficulty = 10
}
component = { # independant commands
id = 6193
name = tech_cmp_ld_19_3_name
type = decentralized_execution
difficulty = 10
}
component = { # improved reconainance
id = 6194
name = tech_cmp_ld_19_4_name
type = technical_efficiency
difficulty = 10
}
component = { # combined arms cooperation
id = 6195
name = tech_cmp_ld_19_5_name
type = training
difficulty = 10
}
required = { 6180 }
effects = {
command = { type = max_organization which = land value = 10 }
command = { type = breakthrough value = 3 }
command = { type = encirclement value = 3 }
command = {
type = build_cost
which = infantry
when = now
where = relative
value = -2
}
command = {
type = build_cost
which = mechanized
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = heavy_armor
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = super_heavy_armor
when = now
where = relative
value = -5
}
command = {
type = build_cost
which = engineer
when = now
where = relative
value = -5
}
command = { type = sce_frequency value = 0.3 }
}
}
}

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