# 
# The Land Doctrine Technology Group
#
# ground_def_eff modifier: +15% at start and -8% through tech advances
# Blitzkrieg, Bushido and GPW: -5%
# Italy : +2% at start, -2% through advances
#	
#	
technology = {
	id = 11
	category = land_doctrine
	name = TECH_LAND_DOC_NAME #Localized name
	desc = TECH_LAND_DOC_DESC #Localized description
	
	level = { # 1 - Great War Experience Analysis
		id = 11000
		name = TECH_LEVEL_LAND_DOC_1_NAME 
		desc = TECH_LEVEL_LAND_DOC_1_DESC 
		
		cost = 40
		time = 300
		neg_offset = 75
		pos_offset = 150

		application = { # Political Control over Army
			id = 11507
			name = "Political Control over Army (SOV only)"
			desc = "Soviet Army was under constant control of communist party to prevent any possible coup attempts - commissars were put on every level in chain of command. In result, Red Army seriously lacked initiative since every decision of commander could be questioned by his political advisor."
			
			required = { }
			chance = 90
			cost = 1
			time = 8000
			neg_offset = 35
			pos_offset = 70
			
			effects = {
				command = { type = max_organization which = infantry when = now value = -5 }
				command = { type = max_organization which = motorized when = now value = -5 }
				command = { type = max_organization which = cavalry when = now value = -5 }
				command = { type = max_organization which = mechanized when = now value = -5 }
				command = { type = max_organization which = armor when = now value = -5 }
				command = { type = max_organization which = paratrooper when = now value = -5 }
				command = { type = max_organization which = marine when = now value = -5 }
				command = { type = max_organization which = bergsjaeger when = now value = -5 }
			}
}

		application = { # Great Patriotic War
			id = 11512
			name = "Great Patriotic War (SOV AI only)"
			desc = "As Otto von Bismarck said, 'Russia is never as strong as it looks. It's never as weak as it looks either'. As II WW shown, Red Army, when rightly motivated, was able to fight successfully even in totally extreme conditions, like in Winter 1941, or without proper equipment, like during crossing the Dnieper."
			
			required = { 11507 }
			chance = 90
			cost = 1
			time = 8000
			neg_offset = 35
			pos_offset = 70
			
			effects = {
		
				command = { type = industrial_modifier which = total value = 10 }
				command = { type = industrial_modifier which = supplies value = 25 }
				command = { type = build_cost which = infantry when = now value = -2 }
				command = { type = build_cost which = motorized when = now value = -4 }
				command = { type = build_cost which = mechanized when = now value = -4 }
				command = { type = build_cost which = armor when = now value = -7 }
				command = { type = build_time which = infantry when = now value = -60 }
				command = { type = build_time which = motorized when = now value = -60 }
				command = { type = build_time which = mechanized when = now value = -60 }
				command = { type = build_time which = armor when = now value = -90 }
				command = { type = ground_def_eff value = -6 } # Decreases *enemy* change of stopping a hit

			}
}

		application = { # Verdun Experience
			id = 11508
			name = "Verdun Experience (FRA only)"
			desc = "French army suffered great losses during Great War and memories of this conflict shaped french military doctrine for the next 20 years. The next war was intended to become another trench war and no new ways of fighting were needed."
			
			required = {  } # 6900 2970 11507 13504 removed pre-reqs
			chance = 90
			cost = 1
			time = 8000
			neg_offset = 35
			pos_offset = 70
			
			effects = {
				command = { type = max_organization which = infantry when = now value = -5 }
				command = { type = max_organization which = motorized when = now value = -5 }
				command = { type = max_organization which = cavalry when = now value = -5 }
				command = { type = max_organization which = mechanized when = now value = -5 }
				command = { type = max_organization which = armor when = now value = -5 }
				command = { type = max_organization which = paratrooper when = now value = -5 }
				command = { type = max_organization which = marine when = now value = -5 }
				command = { type = max_organization which = bergsjaeger when = now value = -5 }
				command = { type = ground_defense which = infantry when = now value = 2 } # Static def
			}
}

		application = { # Blitzkrieg
			id = 11513
			name = "Blitzkrieg (GER only)"
			desc = "After the Great War was lost and their colonial and European empires divided by victorious Allies, German war planners started the process of analyzing the conflict. As the losing side, Germany were interested in recreating pre-war order and their war theories were much more targetted on agressive warfare than any other European power. In effect, Germany were the first of countires fully implementing the idea of an offensive based on the attack of fast mechanized and tank units, supported by tactical and dive bombers."
			
			required = { 11514 }
			chance = 90
			cost = 1
			time = 8000
			neg_offset = 35
			pos_offset = 70
			
			effects = {
				command = { type = speed which = armor when = now value = 1 }
				command = { type = speed which = motorized when = now value = 1 }
				command = { type = speed which = mechanized when = now value = 1 }
				command = { type = ground_def_eff value = -6 } # Decreases *enemy* change of stopping a hit
			}
}

		application = { # Bushido Codex
			id = 13504
			name = "Bushido Codex (JAP only)"
			desc = "Thanks to unique Japaneese culture, their soldiers (bushi) were unable to admit defeat no matter the odds. In Army it resulted in tenacious defences and 'Banzai' charges, making war with Imperial Army pariculary bloody and long affair."
			
			required = { }
			chance = 90
			cost = 1
			time = 8000
			neg_offset = 35
			pos_offset = 70
			
			effects = {
				command = { type = max_organization which = infantry when = now value = 5 }
				command = { type = max_organization which = motorized when = now value = 5 }
				command = { type = max_organization which = cavalry when = now value = 5 }
				command = { type = max_organization which = mechanized when = now value = 5 }
				command = { type = max_organization which = armor when = now value = 5 }
				command = { type = max_organization which = paratrooper when = now value = 5 }
				command = { type = max_organization which = marine when = now value = 5 }
				command = { type = max_organization which = bergsjaeger when = now value = 5 }
				command = { type = supply_consumption which = infantry when = now value = -0.25 }
				command = { type = supply_consumption which = motorized when = now value = -0.25 }
				command = { type = supply_consumption which = cavalry when = now value = -0.25 }
				command = { type = supply_consumption which = marine when = now value = -0.25 }
				command = { type = ground_def_eff value = -6 } # Decreases *enemy* change of stopping a hit	
			}
		}

		application = { # Great Patriotic War
			id = 11514
			name = "End of Great Patriotic War (SOV AI only)"
			desc = "As Otto von Bismarck said, 'Russia is never as strong as it looks. It's never that weak as it looks either'. As II WW shown, Red Army, when rightly motivated, was able to fight successfully even in totally extreme conditions, like in Winter 1941, or without proper equipment, like during crossing the Dnieper. With the end of war, industry can return to less intensive production."
			
			required = { 11512 }
			chance = 90
			cost = 1
			time = 8000
			neg_offset = 35
			pos_offset = 70
			
			effects = {
		
				command = { type = industrial_modifier which = total value = -10 }
				command = { type = industrial_modifier which = supplies value = -25 }
				command = { type = build_cost which = infantry when = now value = 2 }
				command = { type = build_cost which = motorized when = now value = 4 }
				command = { type = build_cost which = mechanized when = now value = 4 }
				command = { type = build_cost which = armor when = now value = 7 }
				command = { type = build_time which = infantry when = now value = 60 }
				command = { type = build_time which = motorized when = now value = 60 }
				command = { type = build_time which = mechanized when = now value = 60 }
				command = { type = build_time which = armor when = now value = 90 }
			}
}


			application = { # The Italian Army 
			id = 11515 
			name = "The Italian Army (ITA only)"
			desc = "On paper Italy had a large and fairly well equipped army. However, it lacked many of the basic requirements for modern war.  Firstly, there was an incredible shortage of artillery, and the artillery that was there consisted mainly of modernized ex-Austrian pieces taken in war reparations after the first world war (each piece being, on average, about 40 years old).  Secondly, armoured units depended heavily on tankettes to fatten out their ranks, these smaller vehicles proved to have insufficient armour to withstand even machine gun fire.  Thirdly, the Italian army was made up of a binary divisional system, each division only having roughly 66% the strength of any of Italy's European contemporaries.  Lastly, and perhaps most devastatingly, the Italian leadership was incredibly disorganized, the branches of the Armed Forces failing to act in concert or singly in any coherent manner." 

			required = { } 
			chance = 90 
			cost = 1 
			time = 8000 
			neg_offset = 35 
			pos_offset = 70 

			effects = { 
				command = { type = max_organization which = fighter value = -5 } 
				command = { type = max_organization which = torpedo_plane value = -5 } 
				command = { type = max_organization which = strategic_bomber value = -5 } 
				command = { type = max_organization which = tactical_bomber value = -5 } 
				command = { type = max_organization which = naval_bomber value = -5 } 
				command = { type = max_organization which = dive_bomber value = -5 } 				
				command = { type = max_organization which = destroyer value = -5 } 
				command = { type = max_organization which = submarine value = -5 } 
				command = { type = max_organization which = cruiser value = -5 } 
				command = { type = max_organization which = battleship value = -5 } 
				command = { type = max_organization which = infantry value = -5 } 
				command = { type = max_organization which = motorized value = -5 } 
				command = { type = max_organization which = cavalry value = -5 } 
				command = { type = max_organization which = mechanized value = -5 } 
				command = { type = max_organization which = armor value = -5 } 
				command = { type = hard_attack which = infantry value = -1 } 
				command = { type = hard_attack which = motorized value = -1 } 
				command = { type = hard_attack which = cavalry value = -1 } 
				command = { type = hard_attack which = mechanized value = -1 } 
				command = { type = hard_attack which = armor value = -1 } 
				command = { type = ground_def_eff value = 2 } # Increases *enemy* change of stopping a hit
			} 
		} 
                application = { # Unconventional warfare Doctrine
			id = 11509
			name = "Unconventional warfare Doctrine"
			desc = "Resistance organizations. Saboteurs, guerrillas, commandos, and agents behind enemy lines could provide vital information, thus supporting armys advance. These units were the forerunners to Special Forces and Intel agencies, such as the CIA and KGB."
			
			required = { 3100 3206 1100 }
			chance = 90
			cost = 20
			time = 100
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { type = army_detection which = us value = 3 }
				command = { type = intelligence	which = us value = 2 }
			}
		}

		application = { # Static Defense Doctrine
			id = 11001
			name = TECH_APP_LAND_DOC_1_1_NAME
			desc = TECH_APP_LAND_DOC_1_1_DESC
			
			required = { }
			chance = 90
			cost = 20
			time = 140
			neg_offset = 35
			pos_offset = 70
			
			effects = {
				command = { type = max_organization which = infantry when = now value = 5 }
				command = { type = ground_defense which = infantry when = now value = 5 } # +3
				command = { type = ground_defense which = militia when = now value = 5 } # +5
				command = { type = ground_defense which = bergsjaeger when = now value = 5 } # +3
				command = { type = ground_defense which = paratrooper when = now value = 5 } # +3
				command = { type = ground_defense which = marine when = now value = 3 } # +3
				command = { type = ground_def_eff value = 15 } # increases *enemy* chance of stopping a hit
			}
		}
		application = { # Motorized Warfare Doctrine
			id = 11002
			name = TECH_APP_LAND_DOC_1_2_NAME
			desc = TECH_APP_LAND_DOC_1_2_DESC
			
			required = { }
			chance = 90
			cost = 30
			time = 180
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				command = { type = activate_unit_type which = motorized }
				command = { type = max_organization which = infantry when = now value = 3 }
				command = { type = max_organization which = bergsjaeger when = now value = 3 }
				command = { type = max_organization which = marine when = now value = 1 }
				command = { type = max_organization which = cavalry when = now value = 5 }
				command = { type = max_organization which = motorized when = now value = 5 }
				command = { type = max_organization which = mechanized when = now value = 5 }
				command = { type = max_organization which = armor when = now value = 10 }
				command = { type = ground_defense which = motorized when = now value = 3 }
			}
		}
		application = { # Encirclement-Destruction Doctrine
			id = 11003
			name = TECH_APP_LAND_DOC_1_3_NAME
			desc = TECH_APP_LAND_DOC_1_3_DESC
			
			required = { }
			chance = 90
			cost = 30
			time = 180
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				command = { type = max_organization which = infantry when = now value = 2 }
				command = { type = max_organization which = motorized when = now value = 5 }
				command = { type = max_organization which = cavalry when = now value = 5 }
				command = { type = max_organization which = mechanized when = now value = 5 }
				command = { type = max_organization which = armor when = now value = 5 }
				command = { type = max_organization which = paratrooper when = now value = 5 }
				command = { type = max_organization which = marine when = now value = 1 }
				command = { type = max_organization which = bergsjaeger when = now value = 3 }
				
			}
		}
		application = { # Specialist Warfare Doctrine
			id = 11004
			name = TECH_APP_LAND_DOC_1_4_NAME
			desc = TECH_APP_LAND_DOC_1_4_DESC
			
			required = { }
			chance = 90
			cost = 25
			time = 160
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { }
			}
		}

	} # Level 1
	
	level = { # 2 - Pre-War Field Testing
		id = 11100
		name = TECH_LEVEL_LAND_DOC_2_NAME 
		desc = TECH_LEVEL_LAND_DOC_2_DESC 
		
		cost = 40
		time = 300
		neg_offset = 75
		pos_offset = 150



		application = { # Tactical Offensive Regimen
			id = 11101
			name = TECH_APP_LAND_DOC_2_1_NAME
			desc = TECH_APP_LAND_DOC_2_1_DESC
			
			required = { 11002 11003 }
			chance = 90
			cost = 30
			time = 180
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				command = { type = max_organization which = cavalry when = now value = 10 }
				command = { type = max_organization which = motorized when = now value = 9 }
				command = { type = max_organization which = mechanized when = now value = 10 }
				command = { type = max_organization which = armor when = now value = 10 }
				command = { type = max_organization which = marine when = now value = 4 }
				command = { type = max_organization which = paratrooper when = now value = 10 }
				command = { type = deactivate which = 11104 }
			}
		}
		application = { # Tactical Defensive Regimen
			id = 11104
			name = TECH_APP_LAND_DOC_2_4_NAME
			desc = TECH_APP_LAND_DOC_2_4_DESC
			
			required = { 11001 }
			chance = 90
			cost = 20
			time = 140
			neg_offset = 35
			pos_offset = 70
			
			effects = {
				command = { type = max_organization which = cavalry when = now value = 5 }
				command = { type = max_organization which = infantry when = now value = 5 }
				command = { type = max_organization which = motorized when = now value = 5 }
				command = { type = max_organization which = bergsjaeger when = now value = 5 }
				command = { type = ground_defense which = infantry when = now value = 1 } # new
				command = { type = ground_defense which = bergsjaeger when = now value = 1 } # new
				command = { type = ground_defense which = paratrooper when = now value = 1 } # new
				command = { type = ground_defense which = mechanized when = now value = 1 } # new
				command = { type = deactivate which = 11101 }
			}
		}
		application = { # Army Long-Range Reconnaissance Doctrine
			id = 11102
			name = TECH_APP_LAND_DOC_2_2_NAME
			desc = TECH_APP_LAND_DOC_2_2_DESC
			
			required = { 11003 }
			chance = 90
			cost = 25
			time = 160
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { type = max_organization which = cavalry when = now value = 2 }
				command = { type = max_organization which = infantry when = now value = 5 }
			}
		}

		application = { # Elite Unit Doctrine
			id = 11504
			name = "Elite Unit Doctrine (GER only)"
			desc = "So-called 'Elite' Units had been found to be of great use in the Great War. These units were more expensive and needed more manpower, due to their stringent physical and mental requirements, but had more esprit de corps than normal units and were capable of fighting long after a normal unit would have been destroyed. Historically, these were the German Waffen-SS."
			
			required = { 11513 }
			chance = 90
			cost = 25
			time = 160
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { type = new_model which = mechanized value = 1 }
				command = { type = new_model which = motorized value = 1 }
				command = { type = new_model which = cavalry value = 1 }
			}
}

		application = { # Elite Unit Corsetting Doctrine 
			id = 11517 
			name = "Elite Unit Corsetting Doctrine (ITA only)" 
			desc = "Unlike their German counterparts, the Elite Units of the Italian Army were rarely deployed together in numbers. Instead, small formations of Elite Units (like the motivated Black Brigades and motorized Bersiglari light infantry groups) were deployed under each division of the Italian Army, this was known as corsetting and it was thought that such a practice would make up for the failings of many units. Other specialized divisions, like the MVSN Anti-Partisan Groups, were deployed behind the front to guard supply lines and maintain order in occupied areas." 

			required = { 11515 } 
			chance = 90 
			cost = 25 
			time = 160 
			neg_offset = 40 
			pos_offset = 80 

			effects = { 
				command = { type = max_organization which = cavalry when = on_upgrade value = 3 } 
				command = { type = max_organization which = infantry when = on_upgrade value = 3 } 
				command = { type = max_organization which = motorized when = on_upgrade value = 3 } 
				command = { type = max_organization which = mechanized when = on_upgrade value = 3 } 
				command = { type = max_organization which = armor when = on_upgrade value = 3 } 
				command = { type = soft_attack which = bergsjaeger when = on_upgrade value = 1 } # The Alpini 
				command = { type = hard_attack which = bergsjaeger when = on_upgrade value = 1 } 
				command = { type = ground_defense which = bergsjaeger when = on_upgrade value = 1 } 
				command = { type = frozen_attack which = bergsjaeger when = on_upgrade value = 10 } 
				command = { type = frozen_defense which = bergsjaeger when = on_upgrade value = 10 } 
				command = { type = snow_attack which = bergsjaeger when = on_upgrade value = 10 } 
				command = { type = snow_defense which = bergsjaeger when = on_upgrade value = 10 } 
				command = { type = blizzard_attack which = bergsjaeger when = on_upgrade value = 10 } 
				command = { type = blizzard_defense which = bergsjaeger when = on_upgrade value = 10 }  
				command = { type = max_organization which = bergsjaeger when = on_upgrade value = 5 } 
				command = { type = ground_def_eff value = -2 } # Decreases *enemy* change of stopping a hit
				} 
		} 
		application = { # Motorized HQs
			id = 11103
			name = TECH_APP_LAND_DOC_2_3_NAME
			desc = TECH_APP_LAND_DOC_2_3_DESC
			
			required = { 11002 }
			chance = 90
			cost = 25
			time = 160
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { type = max_organization which = cavalry when = now value = 3 }
				command = { type = max_organization which = infantry when = now value = 3 }
				command = { type = max_organization which = motorized when = now value = 5 }
				command = { type = max_organization which = mechanized when = now value = 5 }
				command = { type = max_organization which = armor when = now value = 8 }
				command = { type = max_organization which = marine when = now value = 1 }
				command = { type = max_organization which = paratrooper when = now value = 1 }
				command = { type = max_organization which = bergsjaeger when = now value = 3 }
			}
		}

                 application = { # Partisan Attacks
			id = 11511
			name = "Partisan Attacks (Negative modifier)"
			desc = "During World War II and later guerilla warfare was a common way of fight against technologically superior enemy. Attacks on the supply lines, outposts, sabotage as well as intel information created serious distraction behind enemy lines. Regular armies answered on this threat by anti-partisan sweeps, but every operation of this kind was both supply and time expensive."
			
			required = { 1200 2100 14000 10100 9100 4300 } # Some middle level techs to avoid random discovery
			chance = 100
			cost = 1
			time = 9000
			neg_offset = 40
			pos_offset = 90
			
			effects = {
				command = { type = surprise which = land value = -2 }
				command = { type = supply_consumption which = infantry when = now value = 0.2 }
				command = { type = supply_consumption which = motorized when = now value = 0.2 }
				command = { type = supply_consumption which = cavalry when = now value = 0.2 }
				command = { type = supply_consumption which = mechanized when = now value = 0.2 }
				command = { type = supply_consumption which = armor when = now value = 0.2 }
				command = { type = fuel_consumption which = motorized when = now value = 0.2 }
				command = { type = fuel_consumption which = mechanized when = now value = 0.2 }
				command = { type = fuel_consumption which = armor when = now value = 0.2 }
				
			}
		}

	} # Level 2
	
	level = { # 3 - Early War Experience Analysis
		id = 11200
		name = TECH_LEVEL_LAND_DOC_3_NAME 
		desc = TECH_LEVEL_LAND_DOC_3_DESC 
				
		cost = 40
		time = 300
		neg_offset = 75
		pos_offset = 150

		application = { # Winter War Experience
			id = 11505
			name = "Winter War Experience"
			desc = "Fighting in subzero temperatures requires specialized training, equipment, and methods to be effective. Not all armies had this experience in World War II at first, but many of them proved to be quick learners, especially the German Army."
			
			required = { }
			chance = 90
			cost = 25
			time = 180
			neg_offset = 40
			pos_offset = 80
			
			effects = {		
				command = { type = frozen_attack which = infantry value = 5 }
				command = { type = frozen_defense which = infantry value = 5 }
				command = { type = frozen_attack which = motorized value = 5 }
				command = { type = frozen_defense which = motorized value = 5 }
				command = { type = frozen_attack which = bergsjaeger value = 5 }
				command = { type = frozen_defense which = bergsjaeger value = 5 }
				command = { type = frozen_attack which = paratrooper value = 5 }
				command = { type = frozen_defense which = paratrooper value = 5 }
				
				command = { type = snow_attack which = infantry value = 5 }
				command = { type = snow_defense which = infantry value = 5 }
				command = { type = snow_attack which = motorized value = 5 }
				command = { type = snow_defense which = motorized value = 5 }
				command = { type = snow_attack which = bergsjaeger value = 5 }
				command = { type = snow_defense which = bergsjaeger value = 5 }
				command = { type = snow_attack which = paratrooper value = 5 }
				command = { type = snow_defense which = paratrooper value = 5 }
				
				command = { type = blizzard_attack which = infantry value = 5 }
				command = { type = blizzard_defense which = infantry value = 5 }
				command = { type = blizzard_attack which = motorized value = 5 }
				command = { type = blizzard_defense which = motorized value = 5 }
				command = { type = blizzard_attack which = bergsjaeger value = 5 }
				command = { type = blizzard_defense which = bergsjaeger value = 5 }
				command = { type = blizzard_attack which = paratrooper value = 5 }
				command = { type = blizzard_defense which = paratrooper value = 5 }
				
				command = { type = frozen_move which = mechanized value = 5 }
				command = { type = frozen_move which = motorized value = 5 }
				command = { type = frozen_move which = armor value = 5 }
				command = { type = snow_move which = mechanized value = 5 }
				command = { type = snow_move which = motorized value = 5 }
				command = { type = snow_move which = armor value = 5 }
				command = { type = blizzard_move which = mechanized value = 5 }
				command = { type = blizzard_move which = motorized value = 5 }
				command = { type = blizzard_move which = armor value = 5 }
			}
		}


				application = { # Revamping of the Italian Army 
				id = 11516 
				name = "Revamping of the Italian Army (ITA only)" 
				desc = "The Italian Government began revamping the Army after the early failures in the war. Using artillery and vehicles confiscated from countries they had occupied, the Italians eventually had the equipment they needed to wage a modern war. Also, reorganization of the Comando Supremo made up for many of the faults in the command structure. Historically, these changes came too late to save Fascist Italy, the government crumbled as the Allies began a massive invasion of mainland Italy." 

			required = { 11515 } 
			chance = 90 
			cost = 30 
			time = 180 
			neg_offset = 35 
			pos_offset = 70 

			effects = { 
				command = { type = max_organization which = fighter value = 5 } 
				command = { type = max_organization which = torpedo_plane value = 5 } 
				command = { type = max_organization which = strategic_bomber value = 5 } 
				command = { type = max_organization which = tactical_bomber value = 5 } 
				command = { type = max_organization which = naval_bomber value = 5 } 
				command = { type = max_organization which = dive_bomber value = 5 } 
				command = { type = max_organization which = destroyer value = 5 } 
				command = { type = max_organization which = submarine value = 5 } 
				command = { type = max_organization which = cruiser value = 5 } 
				command = { type = max_organization which = battleship value = 5 } 
				command = { type = max_organization which = infantry value = 5 } 
				command = { type = max_organization which = motorized value = 5 } 
				command = { type = max_organization which = cavalry value = 5 } 
				command = { type = max_organization which = mechanized value = 5 } 
				command = { type = max_organization which = armor value = 5 } 
				command = { type = hard_attack which = infantry value = 1 } 
				command = { type = hard_attack which = motorized value = 1 } 
				command = { type = hard_attack which = cavalry value = 1 } 
				command = { type = hard_attack which = mechanized value = 1 } 
				command = { type = hard_attack which = armor value = 1 } 
			} 
		} 
		application = { # Manoeuvre Artillery Doctrine
			id = 11201
			name = TECH_APP_LAND_DOC_3_1_NAME
			desc = TECH_APP_LAND_DOC_3_1_DESC
			
			required = { 11002 }
			chance = 90
			cost = 25
			time = 160
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { type = max_organization which = infantry when = now value = 3 }
				command = { type = max_organization which = motorized when = now value = 3 }
				command = { type = max_organization which = mechanized when = now value = 3 }
				command = { type = max_organization which = armor when = now value = 3 }
				command = { type = max_organization which = bergsjaeger when = now value = 3 }
			}
		}
		application = { # Counter Artillery Doctrine
			id = 11202
			name = TECH_APP_LAND_DOC_3_2_NAME
			desc = TECH_APP_LAND_DOC_3_2_DESC
			
			required = { 14702 }
			chance = 90
			cost = 25
			time = 160
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { type = max_organization which = infantry when = now value = 3 }
				command = { type = max_organization which = motorized when = now value = 3 }
				command = { type = max_organization which = mechanized when = now value = 3 }
				command = { type = max_organization which = armor when = now value = 3 }
				command = { type = max_organization which = bergsjaeger when = now value = 3 }
			}
		}
		application = { # Combined Arms Warfare Doctrine
			id = 11203
			name = TECH_APP_LAND_DOC_3_3_NAME
			desc = TECH_APP_LAND_DOC_3_3_DESC
			
			required = { 11002 11103 11201 }
			chance = 90
			cost = 30
			time = 180
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				command = { type = max_organization which = bergsjaeger when = now value = 5 }
				command = { type = max_organization which = cavalry when = now value = 5 }
				command = { type = max_organization which = infantry when = now value = 8 }
				command = { type = max_organization which = motorized when = now value = 10 }
				command = { type = max_organization which = mechanized when = now value = 10 }
				command = { type = max_organization which = armor when = now value = 10 }
				command = { type = ground_def_eff value = -2 } # Decreases *enemy* change of stopping a hit
			}
		}
		application = { # Deep Area Defense Doctrine
			id = 11204
			name = TECH_APP_LAND_DOC_3_4_NAME
			desc = TECH_APP_LAND_DOC_3_4_DESC
			
			required = { 11001 }
			chance = 90
			cost = 20
			time = 140
			neg_offset = 35
			pos_offset = 70
			
			effects = {
				command = { type = max_organization which = infantry when = now value = 5 }
				command = { type = ground_defense which = infantry when = now value = 2 }
				command = { type = ground_defense which = motorized when = now value = 2 }
				command = { type = max_organization which = bergsjaeger when = now value = 5 }
			}
		}
		application = { # Triphibious Operations Doctrine
			id = 11205
			name = TECH_APP_LAND_DOC_3_5_NAME
			desc = TECH_APP_LAND_DOC_3_5_DESC
			
			required = { 11203 12204 12301 13205 }
			chance = 90
			cost = 30
			time = 180
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				command = { type = max_organization which = paratrooper when = now value = 10 }
				command = { type = max_organization which = marine when = now value = 10 }
			}
		}
		
	} # Level 3
	
	level = { # 4 - Early War Combat Testing
		id = 11300
		name = TECH_LEVEL_LAND_DOC_4_NAME 
		desc = TECH_LEVEL_LAND_DOC_4_DESC 
						
		cost = 40
		time = 300
		neg_offset = 75
		pos_offset = 150

		application = { # Divisional Defensive Organization
			id = 11301
			name = TECH_APP_LAND_DOC_4_1_NAME
			desc = TECH_APP_LAND_DOC_4_1_DESC
			
			required = { }
			chance = 90
			cost = 20
			time = 140
			neg_offset = 35
			pos_offset = 70
			
			effects = {
				command = { type = max_organization which = infantry when = now value = 5 }
				command = { type = max_organization which = motorized when = now value = 5 }
				command = { type = max_organization which = bergsjaeger when = now value = 5 }
			}
		}
		application = { # Divisional Offensive Organization
			id = 11302
			name = TECH_APP_LAND_DOC_4_2_NAME
			desc = TECH_APP_LAND_DOC_4_2_DESC
			
			required = { }
			chance = 90
			cost = 30
			time = 180
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				command = { type = max_organization which = mechanized when = now value = 5 }
				command = { type = max_organization which = armor when = now value = 5 }
				command = { type = max_organization which = paratrooper when = now value = 5 }
				command = { type = max_organization which = marine when = now value = 2 }
			}
		}

		application = { # Special Operations Warfare Doctrine
			id = 11403
			name = TECH_APP_LAND_DOC_5_3_NAME
			desc = TECH_APP_LAND_DOC_5_3_DESC
			
			required = { 1102 }
			chance = 90
			cost = 25
			time = 160
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { type = max_organization which = bergsjaeger when = now value = 5 }
				command = { type = army_detection which = them value = -5 }
				command = { type = max_organization which = militia value = 3 } 
				command = { type = air_defense which = militia value = 1 } 
			}
		}


		application = { # Corps Long-Range Reconnaissance Doctrine
			id = 11303
			name = TECH_APP_LAND_DOC_4_3_NAME
			desc = TECH_APP_LAND_DOC_4_3_DESC
			
			required = { }
			chance = 90
			cost = 25
			time = 160
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { type = max_organization which = infantry when = now value = 5 }
				command = { type = max_organization which = cavalry when = now value = 2 }
			}
		}
		application = { # Signal Intelligence Operations
			id = 11304
			name = TECH_APP_LAND_DOC_4_4_NAME
			desc = TECH_APP_LAND_DOC_4_4_DESC
			
			required = { 1504 }
			chance = 90
			cost = 25
			time = 160
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { type = army_detection which = them value = -10 }
			}
		}

                 application = { # Special Forces Group
			id = 11510
			name = "Special Forces Doctrine"
			desc = " Special forces are highly trained in extensive variety of skills in addition; they heavily crossed-trained in other job areas. SF troops are highly trained in unconventional-warfare operations and special secret missions. They not only provided Elite fighting Units, but troops that main job was training potential partisans in the art of guerrilla warfare."
			
			required = { 3404 11403 11509 11102 }
			chance = 90
			cost = 20
			time = 160
			neg_offset = 40
			pos_offset = 90
			
			effects = {
				command = { type = army_detection which = us value = 3 }
                                command = { type = army_detection which = them value = -5 }
                                command = { type = night_attack which = infantry value = 5 }
				command = { type = night_defense which = infantry value = 5 }
				command = { type = max_organization which = militia value = 2 } 
				command = { type = air_defense which = militia value = 1 } 
				command = { type = ground_defense which = militia value = 1 }  
				
			}
		}
		application = { # Motorized Logistics Organization
			id = 11305
			name = TECH_APP_LAND_DOC_4_5_NAME
			desc = TECH_APP_LAND_DOC_4_5_DESC
			
			required = { 11103 }
			chance = 90
			cost = 25
			time = 160
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { type = max_organization which = motorized when = now value = 5 }
				command = { type = max_organization which = mechanized when = now value = 5 }
				command = { type = max_organization which = armor when = now value = 4 }
				command = { type = max_organization which = bergsjaeger when = now value = 5 }
				command = { type = max_organization which = marine when = now value = 2 }
			}
		}
		application = { # Forward Area Logistics Organization
			id = 11306
			name = TECH_APP_LAND_DOC_4_6_NAME
			desc = TECH_APP_LAND_DOC_4_6_DESC
			
			required = { 11305 }
			chance = 90
			cost = 25
			time = 160
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { type = max_organization which = motorized when = now value = 5 }
				command = { type = max_organization which = mechanized when = now value = 5 }
				command = { type = max_organization which = armor when = now value = 3 }
				command = { type = max_organization which = bergsjaeger when = now value = 5 }
				command = { type = max_organization which = marine when = now value = 3 }
			}
		}
		application = { # Mechanized HQs
			id = 11307
			name = TECH_APP_LAND_DOC_4_7_NAME
			desc = TECH_APP_LAND_DOC_4_7_DESC
			
			required = { 11103 11203 }
			chance = 90
			cost = 25
			time = 160
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { type = activate_unit_type which = mechanized } # as in 1.05
				command = { type = max_organization which = mechanized when = now value = 5 }
				command = { type = max_organization which = armor when = now value = 4 }
				command = { type = ground_def_eff value = -2 } # Decreases *enemy* change of stopping a hit
			}
		}
	} # Level 4
	
	level = { # Late War Experience Analysis
		id = 11400
		name = TECH_LEVEL_LAND_DOC_5_NAME 
		desc = TECH_LEVEL_LAND_DOC_5_DESC 
						
		cost = 40
		time = 300
		neg_offset = 75
		pos_offset = 150

		application = { # 44 Pattern Divisions
			id = 11506
			name = "Divisional Reorganization (GER only)"
			desc = "As the war ground on and manpower became more scarce, Staff officers devised a new divisional structure that would retain the firepower of the older division, while reducing the number of personnel by 25 percent by increasing the number of automatic weapons and other support weapons in the division. Historically, these were the German 1944 Divisions."
			
			required = { 11513 }
			chance = 90
			cost = 20
			time = 140
			neg_offset = 35
			pos_offset = 70
			
			effects = {
				command = { type = new_model which = infantry value = 1 }
				command = { type = new_model which = mechanized value = 2 }
				command = { type = new_model which = motorized value = 2 }
				command = { type = new_model which = cavalry value = 2 }
			}
		}
		application = { # Elastic Defense Doctrine
			id = 11401
			name = TECH_APP_LAND_DOC_5_1_NAME
			desc = TECH_APP_LAND_DOC_5_1_DESC
			
			required = { 11203 11204 }
			chance = 90
			cost = 20
			time = 140
			neg_offset = 35
			pos_offset = 70
			
			effects = {
				command = { type = ground_defense which = infantry when = now value = 3 }
				command = { type = ground_defense which = motorized when = now value = 3 }
			}
		}
		application = { # Improved Manoeuvre Artillery Doctrine
			id = 11402
			name = TECH_APP_LAND_DOC_5_2_NAME
			desc = TECH_APP_LAND_DOC_5_2_DESC
			
			required = { 11201 11305 }
			chance = 90
			cost = 25
			time = 160
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { type = max_organization which = infantry when = now value = 5 }
				command = { type = max_organization which = motorized when = now value = 5 }
				command = { type = max_organization which = mechanized when = now value = 5 }
				command = { type = max_organization which = armor when = now value = 3 }
				command = { type = max_organization which = bergsjaeger when = now value = 5 }
			}
		}

		application = { # Synchronized Artillery Doctrine
			id = 11404
			name = TECH_APP_LAND_DOC_5_4_NAME
			desc = TECH_APP_LAND_DOC_5_4_DESC
			
			required = { 11402 }
			chance = 90
			cost = 25
			time = 160
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { type = max_organization which = infantry when = now value = 5 }
				command = { type = max_organization which = motorized when = now value = 5 }
				command = { type = max_organization which = mechanized when = now value = 5 }
				command = { type = max_organization which = armor when = now value = 3 }
				command = { type = max_organization which = bergsjaeger when = now value = 5 }
				
				command = { type = soft_attack which = infantry when = now value = 2 }
				command = { type = soft_attack which = motorized when = now value = 2 }
				command = { type = soft_attack which = mechanized when = now value = 2 }
				command = { type = soft_attack which = armor when = now value = 2 }
				command = { type = soft_attack which = bergsjaeger when = now value = 2 }
			}
		}
		
		application = { # Opposed Obstacle Crossing Operations
			id = 11405
			name = TECH_APP_LAND_DOC_5_5_NAME
			desc = TECH_APP_LAND_DOC_5_5_DESC
			
			required = { }
			chance = 90
			cost = 30
			time = 180
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				command = { type = shore_attack which = engineer value = 10 }
			}
		}
		application = { # Force Concentration Doctrine
			id = 11406
			name = TECH_APP_LAND_DOC_5_6_NAME
			desc = TECH_APP_LAND_DOC_5_6_DESC
			
			required = { 11203 }
			chance = 90
			cost = 30
			time = 180
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				command = { type = max_organization which = bergsjaeger when = now value = 5 }
				command = { type = max_organization which = infantry when = now value = 8 }
				command = { type = max_organization which = motorized when = now value = 5 }
				command = { type = max_organization which = mechanized when = now value = 5 }
			}
		}
		application = { # Armored Spearhead Doctrine
			id = 11407
			name = TECH_APP_LAND_DOC_5_7_NAME
			desc = TECH_APP_LAND_DOC_5_7_DESC
			
			required = { 11406 }
			chance = 90
			cost = 30
			time = 180
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				command = { type = max_organization which = motorized when = now value = 5 }
				command = { type = max_organization which = armor when = now value = 5 }
				command = { type = max_organization which = mechanized when = now value = 5 }
			}
		}
		application = { # Operational Manoeuvre Warfare Doctrine
			id = 11408
			name = TECH_APP_LAND_DOC_5_8_NAME
			desc = TECH_APP_LAND_DOC_5_8_DESC
			
			required = { 11407 }
			chance = 90
			cost = 30
			time = 180
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				command = { type = max_organization which = armor when = now value = 5 }
				command = { type = ground_def_eff value = -2 } # Decreases *enemy* change of stopping a hit
			}
		}
	} # Level 5
	
	level = { # 6 - Late War Combat Testing
		id = 11500
		name = TECH_LEVEL_LAND_DOC_6_NAME 
		desc = TECH_LEVEL_LAND_DOC_6_DESC 
						
		cost = 40
		time = 300
		neg_offset = 75
		pos_offset = 150

		application = { # Task Force Offensive Organization
			id = 11501
			name = TECH_APP_LAND_DOC_6_1_NAME
			desc = TECH_APP_LAND_DOC_6_1_DESC
			
			required = { 11408 }
			chance = 90
			cost = 30
			time = 180
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				command = { type = max_organization which = mechanized when = now value = 6 }
				command = { type = max_organization which = armor when = now value = 6 }
				command = { type = max_organization which = paratrooper when = now value = 6 }
				command = { type = max_organization which = marine when = now value = 6 }
				command = { type = ground_def_eff value = -2 } # Decreases *enemy* change of stopping a hit
			}
		}
		
		application = { # Division Long-Range Reconnaissance Doctrine
			id = 11502
			name = TECH_APP_LAND_DOC_6_2_NAME
			desc = TECH_APP_LAND_DOC_6_2_DESC
			
			required = { 11408 }
			chance = 90
			cost = 25
			time = 160
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { type = max_organization which = bergsjaeger when = now value = 5 }
				command = { type = max_organization which = cavalry when = now value = 3 }
			}
		}
		application = { # Airborne Command Organization
			id = 11503
			name = TECH_APP_LAND_DOC_6_3_NAME
			desc = TECH_APP_LAND_DOC_6_3_DESC
			
			required = { 1973 }
			chance = 90
			cost = 25
			time = 160
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { type = max_organization which = mechanized when = now value = 3 }
				command = { type = max_organization which = armor when = now value = 3 }
				command = { type = max_organization which = paratrooper when = now value = 3 }
			}
		}


	} # Level 6
	
	# There are only six levels of the Doctrines.
}