######################################
#          LAND DOCTRINES	     	 #
######################################
technology = {
	id = 6
	category = land_doctrines
	name = TECH_LD_NAME #Localized name
	desc = TECH_LD_DESC #Localized description

	application = { # Firepower Focus Doctrine
	 id = 6010
	 name = TECH_APP_LD_1_NAME
	 desc = TECH_APP_LD_1_DESC

         position = { x = 88 y = 16 }
         year = 1936

	 component = { # Tactical unit - Battalion 
	  id = 6011
	  name = TECH_CMP_LD_1_1_NAME
	  type = infantry_focus
	  difficulty = 10
	 }
	 component = { # Fire disciplin 
	  id = 6012
	  name = TECH_CMP_LD_1_2_NAME
	  type = training
	  difficulty = 10
	 }
	 component = { # Interlocking fields of fire
	  id = 6013
	  name = TECH_CMP_LD_1_3_NAME
	  type = training
	  difficulty = 10
	 }
	 component = { # Drill and discipline mentality 
	  id = 6014
	  name = TECH_CMP_LD_1_4_NAME
	  type = training
	  difficulty = 10
	 }
	 component = { # Organic regimental firesupport
	  id = 6015
	  name = TECH_CMP_LD_1_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = {  }
	 effects = {
	  command = { type = max_organization which = land value = 10 }
	  command = { type = counterattack value = 2 }
	  command = { type = deactivate which = 6210 }
 	  command = { type = activate_unit_type which = hq }
 	  command = { type = new_model which = hq value = 0 }
	 }
	}
	application = { # Superior Firepower Doctrine
	 id = 6020
	 name = TECH_APP_LD_2_NAME
	 desc = TECH_APP_LD_2_DESC

         position = { x = 24 y = 56 }
         year = 1936

	 component = { # High Echelon Fire Support
	  id = 6021
	  name = TECH_CMP_LD_2_1_NAME
	  type = infantry_focus
	  difficulty = 10
	 }
	 component = { # Advance under Fire
	  id = 6022
	  name = TECH_CMP_LD_2_2_NAME
	  type = small_unit_tactics
	  difficulty = 10
	 }
	 component = { # Tactical unit - Company
	  id = 6023
	  name = TECH_CMP_LD_2_3_NAME
	  type = centralized_execution
	  difficulty = 10
	 }
	 component = { # Indirect firesupport focus
	  id = 6024
	  name = TECH_CMP_LD_2_4_NAME
	  type = technical_efficiency
	  difficulty = 10
	 }
	 component = { # Officer training - West Point method
	  id = 6025
	  name = TECH_CMP_LD_2_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6010 }
	 effects = {
	  command = { type = max_organization which = land value = 10 }
	  command = { type = assault value = 2 }
	  command = { type = deactivate which = 6030 }
	  command = { type = hq_supply_eff value = 1 }
	 }
	}
	application = { # Grand Battleplan Doctrine
	 id = 6030
	 name = TECH_APP_LD_3_NAME
	 desc = TECH_APP_LD_3_DESC
	year = 1936

         position = { x = 136 y = 56 }

	 component = { # High Echelon Fire Support
	  id = 6031
	  name = TECH_CMP_LD_3_1_NAME
	  type = infantry_focus
	  difficulty = 9
	 }
	 component = { # Advance under Fire
	  id = 6032
	  name = TECH_CMP_LD_3_2_NAME
	  type = large_unit_tactics
	  difficulty = 9
	 }
	 component = { # General staff planning
	  id = 6033
	  name = TECH_CMP_LD_3_3_NAME
	  type = centralized_execution
	  difficulty = 9
	 }
	 component = { # Offensive spirit
	  id = 6034
	  name = TECH_CMP_LD_3_4_NAME
	  type = individual_courage
	  difficulty = 9
	 }
	 component = { # Officer training - Sandhurst method
	  id = 6035
	  name = TECH_CMP_LD_3_5_NAME
	  type = training
	  difficulty = 9
	 }
	 required = { 6010 }
	 effects = {
	  command = { type = delay value = 2 }
	  command = { type = max_organization which = land value = 10 }
	  command = { type = assault value = 1 }
	  command = { type = deactivate which = 6020 }
	  command = { type = hq_supply_eff value = 1 }
	  command = { type = sce_frequency value = 0.2 }
	 }
	}
	application = { # Delay Doctrine
	 id = 6040
	 name = TECH_APP_LD_4_NAME
	 desc = TECH_APP_LD_4_DESC

         position = { x = 24 y = 88 }
         year = 1937

	 component = { # Mid Echelon Fire Support
	  id = 6041
	  name = TECH_CMP_LD_4_1_NAME
	  type = infantry_focus
	  difficulty = 10
	 }
	 component = { # Enemy Contact and Delay
	  id = 6042
	  name = TECH_CMP_LD_4_2_NAME
	  type = small_unit_tactics
	  difficulty = 10
	 }
	 component = { # Object Control Focus
	  id = 6043
	  name = TECH_CMP_LD_4_3_NAME
	  type = centralized_execution
	  difficulty = 10
	 }
	 component = { # Basic fire direction center
	  id = 6044
	  name = TECH_CMP_LD_4_4_NAME
	  type = technical_efficiency
	  difficulty = 10
	 }
	 component = { # Limited NCO initiative
	  id = 6045
	  name = TECH_CMP_LD_4_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6020 }
	 effects = {
	  command = { type = delay value = 2 }
	  command = { type = tactical_withdrawal value = 2 }
	  command = { type = counterattack value = 2 }
	  command = { 
			type = build_cost 
			which = infantry 
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = artillery 
			when = now 
			where = relative 
			value = -5
			}
	  command = { type = sce_frequency value = 0.1 }		
	 }
	}
	application = { # Mobile Defense Doctrine
	 id = 6050
	 name = TECH_APP_LD_5_NAME
	 desc = TECH_APP_LD_5_DESC

         position = { x = 24 y = 104 }
         year = 1938

	 component = { # Pre-computed firing data
	  id = 6051
	  name = TECH_CMP_LD_5_1_NAME
	  type = combined_arms_focus
	  difficulty = 10
	 }
	 component = { # Enemy Contact and Lock Down
	  id = 6052
	  name = TECH_CMP_LD_5_2_NAME
	  type = small_unit_tactics
	  difficulty = 10
	 }
	 component = { # Area Control Focus
	  id = 6053
	  name = TECH_CMP_LD_5_3_NAME
	  type = decentralized_execution
	  difficulty = 10
	 }
	 component = { # Improved fire direction center
	  id = 6054
	  name = TECH_CMP_LD_5_4_NAME
	  type = technical_efficiency
	  difficulty = 10
	 }
	 component = { # Tactical unit - Platoon
	  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 = tactical_withdrawal value = 2 }
	  command = { type = counterattack value = 2 }
	  command = { type = delay value = 2 }
	  command = { 
			type = build_cost 
			which = infantry 
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = artillery 
			when = now 
			where = relative 
			value = -5
			}
	  command = { type = speed which = hq value = 1 }
	  command = { type = hq_supply_eff value = 1 }
	  command = { type = sce_frequency value = 0.2 }		
	 }
	}
	application = { # Stand Off Doctrine
	 id = 6060
	 name = TECH_APP_LD_6_NAME
	 desc = TECH_APP_LD_6_DESC

         position = { x = 144 y = 88 }
         year = 1939

	 component = { # Mid Echelon Fire Support
	  id = 6061
	  name = TECH_CMP_LD_6_1_NAME
	  type = infantry_focus
	  difficulty = 10
	 }
	 component = { # Enemy Contact and Lock Down
	  id = 6062
	  name = TECH_CMP_LD_6_2_NAME
	  type = small_unit_tactics
	  difficulty = 10
	 }
	 component = { # Object Control Focus
	  id = 6063
	  name = TECH_CMP_LD_6_3_NAME
	  type = centralized_execution
	  difficulty = 10
	 }
	 component = { # Basic air/land cooperation
	  id = 6064
	  name = TECH_CMP_LD_6_4_NAME
	  type = technical_efficiency
	  difficulty = 10
	 }
	 component = { # Supressive fire emphasis
	  id = 6065
	  name = TECH_CMP_LD_6_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6020 }
	 effects = {
	  command = { type = morale which = land value = 10 }
	  command = { type = assault value = 2 }
	  command = { type = ambush value = 2 }
	  command = { 
			type = build_cost 
			which = infantry 
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = artillery 
			when = now 
			where = relative 
			value = -5
			}
	  command = { type = hq_supply_eff value = 1 }
	  command = { type = sce_frequency value = 0.1 }		
	 }
	}
	application = { # Integrated Support Doctrine
	 id = 6070
	 name = TECH_APP_LD_7_NAME
	 desc = TECH_APP_LD_7_DESC

         position = { x = 144 y = 104 }
         year = 1940

	 component = { # Low Echelon Fire Support
	  id = 6071
	  name = TECH_CMP_LD_7_1_NAME
	  type = infantry_focus
	  difficulty = 10
	 }
	 component = { # Enemy Contact and Destruction
	  id = 6072
	  name = TECH_CMP_LD_7_2_NAME
	  type = small_unit_tactics
	  difficulty = 10
	 }
	 component = { # Area Control Focus
	  id = 6073
	  name = TECH_CMP_LD_7_3_NAME
	  type = decentralized_execution
	  difficulty = 10
	 }
	 component = { # Improved fire direction center
	  id = 6074
	  name = TECH_CMP_LD_7_4_NAME
	  type = technical_efficiency
	  difficulty = 10
	 }
	 component = { # Basic Air/Land coordination
	  id = 6075
	  name = TECH_CMP_LD_7_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6060 }
	 effects = {
	  command = { type = morale which = land value = 10 }
	  command = { type = counterattack value = 4 }
	  command = { type = breakthrough value = 1 }
	  command = { type = encirclement value = 1 }
	  command = { type = assault value = 2 }
	  command = { type = ambush value = 2 }
 	  command = { type = new_model which = hq value = 1 }
          command = { type = scrap_model which = hq value = 0 }
	  command = { 
			type = build_cost 
			which = infantry 
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = artillery 
			when = now 
			where = relative 
			value = -5
			}
	  command = { type = speed which = hq value = 1 }
	  command = { type = hq_supply_eff value = 1 }	
	  command = { type = sce_frequency value = 0.2 }	
	 }
	}
	application = { # Regimental Combat Teams
	 id = 6080
	 name = TECH_APP_LD_8_NAME
	 desc = TECH_APP_LD_8_DESC

         position = { x = 80 y = 128 }
         year = 1942

	 component = { # Tactical unit - Platoon
	  id = 6081
	  name = TECH_CMP_LD_8_1_NAME
	  type = infantry_focus
	  difficulty = 10
	 }
	 component = { # Organic battalion firesupport
	  id = 6082
	  name = TECH_CMP_LD_8_2_NAME
	  type = small_unit_tactics
	  difficulty = 10
	 }
	 component = { # Emphasis on NCO initiative
	  id = 6083
	  name = TECH_CMP_LD_8_3_NAME
	  type = decentralized_execution
	  difficulty = 10
	 }
	 component = { # Advanced fire control center
	  id = 6084
	  name = TECH_CMP_LD_8_4_NAME
	  type = technical_efficiency
	  difficulty = 10
	 }
	 component = { # Fire and movement platoon coordination
	  id = 6085
	  name = TECH_CMP_LD_8_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6070 6050 }
	 effects = {
	  command = { type = tactical_withdrawal value = 4 }
	  command = { type = max_organization which = land value = 10 }
	  command = { type = delay value = 2 }
	  command = { type = breakthrough value = 2 }
	  command = { type = encirclement value = 2 }
	  command = { type = ambush 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 = 10
			}
	  command = { 
			type = build_cost 
			which = artillery 
			when = now 
			where = relative 
			value = 10
			}
	  command = { 
			type = build_cost 
			which = sp_artillery
			when = now 
			where = relative 
			value = -10
			}
	  command = { 
			type = build_cost 
			which = motorized
			when = now 
			where = relative 
			value = -10
			}	
	  command = { type = speed which = hq value = 1 }
	  command = { type = hq_supply_eff value = 2 }
	  command = { type = sce_frequency value = 0.3 }			
	 }
	}
	application = { # Combined Arms Defense
	 id = 6090
	 name = TECH_APP_LD_9_NAME
	 desc = TECH_APP_LD_9_DESC

         position = { x = 24 y = 168 }
         year = 1943

	 component = { # Time on Target firemissions
	  id = 6091
	  name = TECH_CMP_LD_9_1_NAME
	  type = combined_arms_focus
	  difficulty = 10
	 }
	 component = { # Fire and movement
	  id = 6092
	  name = TECH_CMP_LD_9_2_NAME
	  type = small_unit_tactics
	  difficulty = 10
	 }
	 component = { # Tactical unit - Squad
	  id = 6093
	  name = TECH_CMP_LD_9_3_NAME
	  type = decentralized_execution
	  difficulty = 10
	 }
	 component = { # Advanced air/land coordination
	  id = 6094
	  name = TECH_CMP_LD_9_4_NAME
	  type = technical_efficiency
	  difficulty = 10
	 }
	 component = { # Integrated operations
	  id = 6095
	  name = TECH_CMP_LD_9_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6080 }
	 effects = {
	  command = { type = deactivate which = 6100 }
	  command = { type = tactical_withdrawal value = 4 }
	  command = { type = morale which = land value = 20 }
	  command = { type = max_organization which = land value = 20 }
	  command = { type = counterattack value = 2 }
	  command = { type = delay value = 2 }
	  command = { 
			type = build_cost 
			which = infantry 
			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 = motorized
			when = now 
			where = relative 
			value = -5
			}
	  command = { type = hq_supply_eff value = 2 }
	  command = { type = sce_frequency value = 0.3 }				
	 }
	}
	application = { # Mechanized Offensive
	 id = 6100
	 name = TECH_APP_LD_10_NAME
	 desc = TECH_APP_LD_10_DESC

         position = { x = 144 y = 168 }
         year = 1943

	 component = { # Artillery Proximity fuses
	  id = 6101
	  name = TECH_CMP_LD_10_1_NAME
	  type = combined_arms_focus
	  difficulty = 10
	 }
	 component = { # Tactical unit - Squad
	  id = 6102
	  name = TECH_CMP_LD_10_2_NAME
	  type = small_unit_tactics
	  difficulty = 10
	 }
	 component = { # Air/Land mobility theory
	  id = 6103
	  name = TECH_CMP_LD_10_3_NAME
	  type = decentralized_execution
	  difficulty = 10
	 }
	 component = { # Advanced air/land coordination
	  id = 6104
	  name = TECH_CMP_LD_10_4_NAME
	  type = technical_efficiency
	  difficulty = 10
	 }
	 component = { # Advanced squad level tactics
	  id = 6105
	  name = TECH_CMP_LD_10_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6080 }
	 effects = {
	  command = { type = deactivate which = 6090 }
	  command = { type = morale which = land value = 20 }
	  command = { type = max_organization which = land value = 20 }
	  command = { type = breakthrough value = 2 }
	  command = { type = encirclement value = 2 }
	  command = { type = assault value = 2 }
	  command = { 
			type = build_cost 
			which = infantry 
			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 = motorized
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = mechanized
			when = now 
			where = relative 
			value = -15
			}	
	  command = { type = hq_supply_eff value = 2 }
	  command = { type = sce_frequency value = 0.3 }				
	 }
	}
	application = { # Mass Assault Doctrine
	 id = 6110
	 name = TECH_APP_LD_11_NAME
	 desc = TECH_APP_LD_11_DESC

         position = { x = 272 y = 48 }
         year = 1938


	 component = { # Multiple pre-planned targets
	  id = 6111
	  name = TECH_CMP_LD_11_1_NAME
	  type = infantry_focus
	  difficulty = 9
	 }
	 component = { # Concentrated Attack
	  id = 6112
	  name = TECH_CMP_LD_11_2_NAME
	  type = large_unit_tactics
	  difficulty = 9
	 }
	 component = { # War by Timetable
	  id = 6113
	  name = TECH_CMP_LD_11_3_NAME
	  type = centralized_execution
	  difficulty = 9
	 }
	 component = { # Over-the-Top Mentality
	  id = 6114
	  name = TECH_CMP_LD_11_4_NAME
	  type = individual_courage
	  difficulty = 9
	 }
	 component = { # Limited NCO initiative
	  id = 6115
	  name = TECH_CMP_LD_11_5_NAME
	  type = training
	  difficulty = 9
	 }
	 required = { 6030 }
	 effects = {
	  command = { type = morale which = land value = 30 }
	  command = { type = counterattack value = 4 }
	  command = { type = breakthrough value = 1 }
	  command = { type = encirclement value = 2 }
	  command = { type = assault value = 2 }
	  command = { type = ambush value = 2 }
 	  command = { type = new_model which = hq value = 1 }
      command = { type = scrap_model which = hq value = 0 }
	  command = { 
			type = build_cost 
			which = infantry 
			when = now 
			where = relative 
			value = -5
			}
	  command = { type = speed which = hq value = 1 }
	  command = { type = hq_supply_eff value = 1 }	
	 }
	}
	application = { # Trench Warfare Doctrine
	 id = 6120
	 name = TECH_APP_LD_12_NAME
	 desc = TECH_APP_LD_12_DESC

         position = { x = 264 y = 120 }
         year = 1936


	 component = { # Organic divisional artillery
	  id = 6121
	  name = TECH_CMP_LD_12_1_NAME
	  type = infantry_focus
	  difficulty = 9
	 }
	 component = { # Fast Trench-building
	  id = 6122
	  name = TECH_CMP_LD_12_2_NAME
	  type = large_unit_tactics
	  difficulty = 9
	 }
	 component = { # Stringent Hierarchy
	  id = 6123
	  name = TECH_CMP_LD_12_3_NAME
	  type = centralized_execution
	  difficulty = 9
	 }
	 component = { # Defend-every-inch Mentality
	  id = 6124
	  name = TECH_CMP_LD_12_4_NAME
	  type = individual_courage
	  difficulty = 9
	 }
	 component = { # Static machine gun use
	  id = 6125
	  name = TECH_CMP_LD_12_5_NAME
	  type = training
	  difficulty = 9
	 }
	 required = { 6030 }
	 effects = {
	  command = { type = delay value = 4 }
	  command = { type = morale which = land value = 10 }
	  command = { 
			type = build_cost 
			which = infantry 
			when = now 
			where = relative 
			value = -5
			}
	  command = { type = hq_supply_eff value = 1 }		
	 }
	}
	application = { # Preplanned Defense Doctrine
	 id = 6130
	 name = TECH_APP_LD_13_NAME
	 desc = TECH_APP_LD_13_DESC


         position = { x = 264 y = 136 }
         year = 1940

	 component = { # Multiple Bunker-lines
	  id = 6131
	  name = TECH_CMP_LD_13_1_NAME
	  type = infantry_focus
	  difficulty = 9
	 }
	 component = { # Layered minefields
	  id = 6132
	  name = TECH_CMP_LD_13_2_NAME
	  type = large_unit_tactics
	  difficulty = 9
	 }
	 component = { # Strongpoint-mentality
	  id = 6133
	  name = TECH_CMP_LD_13_3_NAME
	  type = centralized_execution
	  difficulty = 9
	 }
	 component = { # Tunnel complex
	  id = 6134
	  name = TECH_CMP_LD_13_4_NAME
	  type = individual_courage
	  difficulty = 9
	 }
	 component = { # Local reserves
	  id = 6135
	  name = TECH_CMP_LD_13_5_NAME
	  type = training
	  difficulty = 9
	 }
	 required = { 6120 }
	 effects = {
	  command = { type = delay value = 4 }
	  command = { type = morale which = land value = 10 }
	  command = { type = max_organization which = land value = 10 }
	  command = { type = tactical_withdrawal value = 2 }
	  command = { 
			type = build_cost 
			which = infantry 
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = anti_tank 
			when = now 
			where = relative 
			value = -5
			}
	  command = { type = hq_supply_eff value = 1 }
	  command = { type = sce_frequency value = 0.1 }				
	 }
	}
	application = { # Central Planing Doctrine
	 id = 6140
	 name = TECH_APP_LD_14_NAME
	 desc = TECH_APP_LD_14_DESC


         position = { x = 264 y = 152 }
         year = 1942

	 component = { # Artillery divisions
	  id = 6141
	  name = TECH_CMP_LD_14_1_NAME
	  type = infantry_focus
	  difficulty = 9
	 }
	 component = { # Multiple attack directions
	  id = 6142
	  name = TECH_CMP_LD_14_2_NAME
	  type = large_unit_tactics
	  difficulty = 9
	 }
	 component = { # Advanced staff planning
	  id = 6143
	  name = TECH_CMP_LD_14_3_NAME
	  type = centralized_execution
	  difficulty = 9
	 }
	 component = { # Centralized artillery control 
	  id = 6144
	  name = TECH_CMP_LD_14_4_NAME
	  type = individual_courage
	  difficulty = 9
	 }
	 component = { # Tactical unit - Company
	  id = 6145
	  name = TECH_CMP_LD_14_5_NAME
	  type = training
	  difficulty = 9
	 }
	 required = { 6130 }
	 effects = {
	  command = { type = max_organization which = land value = 10 }
	  command = { type = counterattack value = 2 }
	  command = { 
			type = build_cost 
			which = infantry 
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = anti_tank 
			when = now 
			where = relative 
			value = -5
			}
	  command = { type = speed which = hq value = 1 }
	  command = { type = hq_supply_eff value = 1 }
	  command = { type = sce_frequency value = 0.1 }		
	 }
	}
	application = { # Attritional Containment Doctrine
	 id = 6150
	 name = TECH_APP_LD_15_NAME
	 desc = TECH_APP_LD_15_DESC


         position = { x = 408 y = 48 }
         year = 1942

	 component = { # Field fortification emphasis
	  id = 6151
	  name = TECH_CMP_LD_15_1_NAME
	  type = infantry_focus
	  difficulty = 9
	 }
	 component = { # Operational reserves
	  id = 6152
	  name = TECH_CMP_LD_15_2_NAME
	  type = large_unit_tactics
	  difficulty = 9
	 }
	 component = { # Large unit counterattacks
	  id = 6153
	  name = TECH_CMP_LD_15_3_NAME
	  type = centralized_execution
	  difficulty = 9
	 }
	 component = { # Static Gun emplacements
	  id = 6154
	  name = TECH_CMP_LD_15_4_NAME
	  type = individual_courage
	  difficulty = 9
	 }
	 component = { # Tactical unit - Company
	  id = 6155
	  name = TECH_CMP_LD_15_5_NAME
	  type = training
	  difficulty = 9
	 }
	 required = { 6110 }
	 effects = {
	  command = { type = max_organization which = land value = 5 }
	  command = { type = assault value = 3 }
	  command = { type = ambush value = 1 }
	  command = { type = deactivate which = 6160 }
	  command = { type = deactivate which = 6170 }
	  command = { 
			type = build_cost 
			which = artillery 
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = engineer
			when = now 
			where = relative 
			value = -5
			}
	  command = { type = hq_supply_eff value = 1 }	
	  command = { type = sce_frequency value = 0.3 }	
	 }
	}
	application = { # Infiltration Assault Doctrine
	 id = 6160
	 name = TECH_APP_LD_16_NAME
	 desc = TECH_APP_LD_16_DESC

         position = { x = 408 y = 16 }
         year = 1942

	 component = { # Night Attacks
	  id = 6161
	  name = TECH_CMP_LD_16_1_NAME
	  type = infantry_focus
	  difficulty = 9
	 }
	 component = { # Dispersed Combat Elements
	  id = 6162
	  name = TECH_CMP_LD_16_2_NAME
	  type = large_unit_tactics
	  difficulty = 9
	 }
	 component = { # Staff: Terrain Assesment
	  id = 6163
	  name = TECH_CMP_LD_16_3_NAME
	  type = centralized_execution
	  difficulty = 9
	 }
	 component = { # Hand-to-Hand combat focus
	  id = 6164
	  name = TECH_CMP_LD_16_4_NAME
	  type = individual_courage
	  difficulty = 9
	 }
	 component = { # Platoon level night combat training
	  id = 6165
	  name = TECH_CMP_LD_16_5_NAME
	  type = training
	  difficulty = 9
	 }
	 required = { 6110 }
	 effects = {
	  command = { type = morale which = land value = 50 }
	  command = { type = breakthrough value = 2 }
	  command = { type = encirclement value = 1 }
	  command = { type = assault value = 2 }
	  command = { type = ambush value = 5 }
	  command = { type = deactivate which = 6150 }
	  command = { type = deactivate which = 6170 }

	  command = { type = night_move which = infantry value = 10 }
	  command = { type = night_move which = paratrooper value = 10 }
	  command = { type = night_move which = marine value = 10 }
	  command = { type = night_move which = bergsjaeger value = 10 }
	  command = { type = night_move which = artillery value = 10 }
	  command = { type = night_move which = anti_tank value = 10 }
	  command = { type = night_move which = anti_air value = 10 }
	  command = { type = night_move which = engineer value = 10 }

	  command = { type = night_attack which = infantry value = 10 }
	  command = { type = night_attack which = paratrooper value = 10 }
	  command = { type = night_attack which = marine value = 10 }
	  command = { type = night_attack which = bergsjaeger value = 10 }
	  command = { type = night_attack which = engineer value = 10 }

	  command = { type = night_defense which = infantry value = 10 }
	  command = { type = night_defense which = paratrooper value = 10 }
	  command = { type = night_defense which = marine value = 10 }
	  command = { type = night_defense which = bergsjaeger value = 10 }
	  command = { type = night_defense which = engineer value = 10 }
	  
	  command = { 
			type = build_cost 
			which = marine 
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = militia
			when = now 
			where = relative 
			value = -10
			}
	  command = { 
			type = build_cost 
			which = armor
			when = now 
			where = relative 
			value = 5
			}
	  command = { type = hq_supply_eff value = 1 }	
	  command = { type = sce_frequency value = 0.3 }			
	 }
	}
	application = { # Operational Stages Doctrine
	 id = 6170
	 name = TECH_APP_LD_17_NAME
	 desc = TECH_APP_LD_17_DESC

         position = { x = 408 y = 80 }
         year = 1942

	 component = { # Dedicated artillery
	  id = 6171
	  name = TECH_CMP_LD_17_1_NAME
	  type = infantry_focus
	  difficulty = 9
	 }
	 component = { # Dedicated airsupport
	  id = 6172
	  name = TECH_CMP_LD_17_2_NAME
	  type = large_unit_tactics
	  difficulty = 9
	 }
	 component = { # Secured Objectives Principle
	  id = 6173
	  name = TECH_CMP_LD_17_3_NAME
	  type = centralized_execution
	  difficulty = 9
	 }
	 component = { # Squad SOP
	  id = 6174
	  name = TECH_CMP_LD_17_4_NAME
	  type = technical_efficiency
	  difficulty = 9
	 }
	 component = { # Tactical unit - Platoon
	  id = 6175
	  name = TECH_CMP_LD_17_5_NAME
	  type = training
	  difficulty = 9
	 }
	 required = { 6110 }
	 effects = {
	  command = { type = tactical_withdrawal value = 2 }
	  command = { type = delay value = 2 }
	  command = { type = max_organization which = land value = 15 }
	  command = { type = breakthrough value = 2 }
	  command = { type = encirclement value = 2 }
	  command = { type = assault value = 2 }
	  command = { type = ambush value = 2 }
	  command = { type = deactivate which = 6150 }
	  command = { type = deactivate which = 6160 }
	  command = { 
			type = build_cost 
			which = motorized 
			when = now 
			where = relative 
			value = -10
			}
	  command = { 
			type = build_cost 
			which = infantry
			when = now 
			where = relative 
			value = 10
			}	
	  command = { type = hq_supply_eff value = 1 }	
	  command = { type = sce_frequency value = 0.3 }	
	 }
	}
	application = { # Assault Breakthrough
	 id = 6180
	 name = TECH_APP_LD_18_NAME
	 desc = TECH_APP_LD_18_DESC

         position = { x = 408 y = 128 }
         year = 1944

	 component = { # low level field artillery
	  id = 6181
	  name = TECH_CMP_LD_18_1_NAME
	  type = infantry_focus
	  difficulty = 9
	 }
	 component = { # Penetration reserves
	  id = 6182
	  name = TECH_CMP_LD_18_2_NAME
	  type = large_unit_tactics
	  difficulty = 9
	 }
	 component = { # Areas of responsibility
	  id = 6183
	  name = TECH_CMP_LD_18_3_NAME
	  type = centralized_execution
	  difficulty = 9
	 }
	 component = { # Squad level light machine guns
	  id = 6184
	  name = TECH_CMP_LD_18_4_NAME
	  type = individual_courage
	  difficulty = 9
	 }
	 component = { # Squad SOP
	  id = 6185
	  name = TECH_CMP_LD_18_5_NAME
	  type = training
	  difficulty = 9
	 }
	 required = { 6140 6150 }
	 effects = {
	  command = { type = morale which = land value = 25 }
	  command = { type = tactical_withdrawal value = 3 }
	  command = { type = breakthrough value = 2 }
	  command = { type = assault value = 6 }
	  command = { type = ambush value = 2 }
 	  command = { type = new_model which = hq value = 2 }
          command = { type = scrap_model which = hq value = 1 }
	  command = { 
			type = build_cost 
			which = artillery 
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = engineer
			when = now 
			where = relative 
			value = -5
			}
	  command = { type = speed which = hq value = 1 }
	  command = { type = hq_supply_eff value = 1 }
	  command = { type = sce_frequency value = 0.3 }		
	 }
	}
	application = { # Infiltration in Depth
	 id = 6190
	 name = TECH_APP_LD_19_NAME
	 desc = TECH_APP_LD_19_DESC

         position = { x = 408 y = 152 }
         year = 1943

	 component = { # Self sustaining units
	  id = 6191
	  name = TECH_CMP_LD_19_1_NAME
	  type = infantry_focus
	  difficulty = 9
	 }
	 component = { # Isolated Combat Elements
	  id = 6192
	  name = TECH_CMP_LD_19_2_NAME
	  type = small_unit_tactics
	  difficulty = 9
	 }
	 component = { # Mobile command posts
	  id = 6193
	  name = TECH_CMP_LD_19_3_NAME
	  type = decentralized_execution
	  difficulty = 9
	 }
	 component = { # Do-or-die-mentality
	  id = 6194
	  name = TECH_CMP_LD_19_4_NAME
	  type = individual_courage
	  difficulty = 9
	 }
	 component = { # Infantry assault tactics
	  id = 6195
	  name = TECH_CMP_LD_19_5_NAME
	  type = training
	  difficulty = 9
	 }
	 required = { 6140 6160 }
	 effects = {
	  command = { type = breakthrough value = 2 }
	  command = { type = encirclement value = 2 }
	  command = { type = ambush value = 6 }
	  command = { type = new_model which = hq value = 2 }
          command = { type = scrap_model which = hq value = 1 }
	  command = { type = night_move which = infantry value = 40 }
	  command = { type = night_move which = paratrooper value = 40 }
	  command = { type = night_move which = marine value = 40 }
	  command = { type = night_move which = bergsjaeger value = 40 }
	  command = { type = night_move which = artillery value = 40 }
	  command = { type = night_move which = anti_tank value = 40 }
	  command = { type = night_move which = anti_air value = 40 }
	  command = { type = night_move which = engineer value = 40 }

	  command = { type = night_attack which = infantry value = 40 }
	  command = { type = night_attack which = paratrooper value = 40 }
	  command = { type = night_attack which = marine value = 40 }
	  command = { type = night_attack which = bergsjaeger value = 40 }
	  command = { type = night_attack which = engineer value = 40 }

	  command = { type = night_defense which = infantry value = 40 }
	  command = { type = night_defense which = paratrooper value = 40 }
	  command = { type = night_defense which = marine value = 40 }
	  command = { type = night_defense which = bergsjaeger value = 40 }
	  command = { type = night_defense which = engineer value = 40 }
	  
	  command = { 
			type = build_cost 
			which = marine 
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = militia
			when = now 
			where = relative 
			value = -10
			}
	  command = { 
			type = build_cost 
			which = armor
			when = now 
			where = relative 
			value = 5
			}	
	  command = { type = speed which = hq value = 1 }
	  command = { type = hq_supply_eff value = 1 }	
	  command = { type = sce_frequency value = 0.3 }		
	 }
	}
	application = { # Branch Interoperability
	 id = 6200
	 name = TECH_APP_LD_20_NAME
	 desc = TECH_APP_LD_20_DESC

         position = { x = 408 y = 104 }
         year = 1944

	 component = { # Combined arms operations
	  id = 6201
	  name = TECH_CMP_LD_20_1_NAME
	  type = combined_arms_focus
	  difficulty = 9
	 }
	 component = { # Long-Range Reconnaissance
	  id = 6202
	  name = TECH_CMP_LD_20_2_NAME
	  type = small_unit_tactics
	  difficulty = 9
	 }
	 component = { # Forward command posts
	  id = 6203
	  name = TECH_CMP_LD_20_3_NAME
	  type = centralized_execution
	  difficulty = 9
	 }
	 component = { # Fire direction centers
	  id = 6204
	  name = TECH_CMP_LD_20_4_NAME
	  type = technical_efficiency
	  difficulty = 9
	 }
	 component = { # Tactical unit - squad
	  id = 6205
	  name = TECH_CMP_LD_20_5_NAME
	  type = training
	  difficulty = 9
	 }
	 required = { 6140 6170 }
	 effects = {
	  command = { type = tactical_withdrawal value = 4 }
	  command = { type = breakthrough value = 2 }
	  command = { type = encirclement value = 4 }
	  command = { type = ambush value = 1 }
	  command = { type = new_model which = hq value = 2 }
          command = { type = scrap_model which = hq value = 1 }
	  command = { 
			type = build_cost 
			which = mechanized 
			when = now 
			where = relative 
			value = -10
			}
	  command = { 
			type = build_cost 
			which = armor
			when = now 
			where = relative 
			value = -10
			}	
	  command = { type = speed which = hq value = 1 }
	  command = { type = hq_supply_eff value = 2 }
	  command = { type = sce_frequency value = 0.3 }		
	 }
	}
	application = { # Mobility Focus Doctrine
	 id = 6210
	 name = TECH_APP_LD_21_NAME
	 desc = TECH_APP_LD_21_DESC

         position = { x = 88 y = 208 }
         year = 1936

	 component = { # Motorized Reconnaissance
	  id = 6211
	  name = TECH_CMP_LD_21_1_NAME
	  type = combined_arms_focus
	  difficulty = 10
	 }
	 component = { # Basic infiltration tactics
	  id = 6212
	  name = TECH_CMP_LD_21_2_NAME
	  type = training
	  difficulty = 10
	 }
	 component = { # Shock tactics
	  id = 6213
	  name = TECH_CMP_LD_21_3_NAME
	  type = training
	  difficulty = 10
	 }
	 component = { # NCO responsibility
	  id = 6214
	  name = TECH_CMP_LD_21_4_NAME
	  type = training
	  difficulty = 10
	 }
	 component = { # Manuever disciplin
	  id = 6215
	  name = TECH_CMP_LD_21_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = {  }
	 effects = {
	  command = { type = max_organization which = land value = 20 }
	  command = { type = deactivate which = 6010 }
 	  command = { type = activate_unit_type which = hq }
 	  command = { type = new_model which = hq value = 0 }
 	  command = { type = speed which = hq value = 1 }
 	  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 = sce_frequency value = 0.1 }
	 }
	}
	application = { # Spearhead Doctrine
	 id = 6220
	 name = TECH_APP_LD_22_NAME
	 desc = TECH_APP_LD_22_DESC

         position = { x = 24 y = 248 }
         year = 1937

	 component = { # Assault detachments
	  id = 6221
	  name = TECH_CMP_LD_22_1_NAME
	  type = combined_arms_focus
	  difficulty = 10
	 }
	 component = { # tactical reconnassaince
	  id = 6222
	  name = TECH_CMP_LD_22_2_NAME
	  type = small_unit_tactics
	  difficulty = 10
	 }
	 component = { # Tactical unit - Platoon
	  id = 6223
	  name = TECH_CMP_LD_22_3_NAME
	  type = decentralized_execution
	  difficulty = 10
	 }
	 component = { # Infiltration to line of departure
	  id = 6224
	  name = TECH_CMP_LD_22_4_NAME
	  type = technical_efficiency
	  difficulty = 10
	 }
	 component = { # Officer training - Bad Toelz method
	  id = 6225
	  name = TECH_CMP_LD_22_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6210 }
	 effects = {
	  command = { type = morale which = land value = 10 }
	  command = { type = max_organization which = land value = 5 }
	  command = { type = counterattack value = 2 }
	  command = { type = breakthrough value = 2 }
	  command = { type = encirclement value = 4 }
	  command = { type = assault value = 2 }
	  command = { type = ambush value = 1 }
	  command = { type = deactivate which = 6300 }
 	  command = { type = new_model which = hq value = 1 }
      command = { type = scrap_model which = hq value = 0 }
	  command = { 
			type = build_cost 
			which = light_armor 
			when = now 
			where = relative 
			value = -10
			}	
	  command = { type = speed which = hq value = 1 }
 	  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 = hq_supply_eff value = 1 }
 	  command = { type = sce_frequency value = 0.2 }		
	 }
	}
	application = { # Delay Doctrine
	 id = 6230
	 name = TECH_APP_LD_23_NAME
	 desc = TECH_APP_LD_23_DESC

         position = { x = 40 y = 272 }
         year = 1939

	 component = { # Mobile Operational Deployments
	  id = 6231
	  name = TECH_CMP_LD_23_1_NAME
	  type = combined_arms_focus
	  difficulty = 10
	 }
	 component = { # Local Reserves
	  id = 6232
	  name = TECH_CMP_LD_23_2_NAME
	  type = small_unit_tactics
	  difficulty = 10
	 }
	 component = { # Reverse slope defence emphasis
	  id = 6233
	  name = TECH_CMP_LD_23_3_NAME
	  type = decentralized_execution
	  difficulty = 10
	 }
	 component = { # Multiple pre-planned artillery targets
	  id = 6234
	  name = TECH_CMP_LD_23_4_NAME
	  type = technical_efficiency
	  difficulty = 10
	 }
	 component = { # Emphasis on NCO initiative
	  id = 6235
	  name = TECH_CMP_LD_23_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6220 }
	 effects = {
	  command = { type = max_organization which = land value = 5 }
	  command = { type = delay value = 4 }
	  command = { type = ambush value = 1 }
	  command = { 
			type = build_cost 
			which = infantry 
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = artillery 
			when = now 
			where = relative 
			value = -5
			}
	  command = { type = sce_frequency value = 0.1 }				
	 }
	}
	application = { # Elastic Defense Doctrine
	 id = 6240
	 name = TECH_APP_LD_24_NAME
	 desc = TECH_APP_LD_24_DESC

         position = { x = 40 y = 288 }
         year = 1940

	 component = { # Mobile reserves
	  id = 6241
	  name = TECH_CMP_LD_24_1_NAME
	  type = combined_arms_focus
	  difficulty = 10
	 }
	 component = { # Local counterattacks
	  id = 6242
	  name = TECH_CMP_LD_24_2_NAME
	  type = small_unit_tactics
	  difficulty = 10
	 }
	 component = { # Local commands
	  id = 6243
	  name = TECH_CMP_LD_24_3_NAME
	  type = decentralized_execution
	  difficulty = 10
	 }
	 component = { # Nuisanse minefields
	  id = 6244
	  name = TECH_CMP_LD_24_4_NAME
	  type = technical_efficiency
	  difficulty = 10
	 }
	 component = { # Infantry anti-tank tactics
	  id = 6245
	  name = TECH_CMP_LD_24_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6230 }
	 effects = {
	  command = { type = tactical_withdrawal value = 4 }
	  command = { type = max_organization which = land value = 5 }
	  command = { type = counterattack value = 2 }
	  command = { type = delay value = 2 }
	  command = { 
			type = build_cost 
			which = infantry
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = artillery
			when = now 
			where = relative 
			value = -5
			}	
	  command = { type = hq_supply_eff value = 1 }
	  command = { type = sce_frequency value = 0.1 }			
	 }
	}
	application = { # Schwerpunkt Doctrine
	 id = 6250
	 name = TECH_APP_LD_25_NAME
	 desc = TECH_APP_LD_25_DESC

         position = { x = 40 y = 312 }
         year = 1937

	 component = { # Decentralized field artillery
	  id = 6251
	  name = TECH_CMP_LD_25_1_NAME
	  type = combined_arms_focus
	  difficulty = 10
	 }
	 component = { # Mobile Forward Elements
	  id = 6252
	  name = TECH_CMP_LD_25_2_NAME
	  type = small_unit_tactics
	  difficulty = 10
	 }
	 component = { # Tactical unit - Squad
	  id = 6253
	  name = TECH_CMP_LD_25_3_NAME
	  type = decentralized_execution
	  difficulty = 10
	 }
	 component = { # Screening Minefields
	  id = 6254
	  name = TECH_CMP_LD_25_4_NAME
	  type = technical_efficiency
	  difficulty = 10
	 }
	 component = { # Squad level light machine guns
	  id = 6255
	  name = TECH_CMP_LD_25_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6220 }
	 effects = {
	  command = { type = morale which = land value = 20 }
	  command = { type = max_organization which = land value = 5 }
	  command = { type = breakthrough value = 2 }
	  command = { type = encirclement value = 2 }
	  command = { type = assault value = 2 }
	  command = { 
			type = build_cost 
			which = light_armor 
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = light_armor_brigade 
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = armor 
			when = now 
			where = relative 
			value = -10
			}	
	  command = { type = hq_supply_eff value = 1 }	
	  command = { type = sce_frequency value = 0.3 }				
	 }
	}
	application = { # Blitzkrieg Doctrine
	 id = 6260
	 name = TECH_APP_LD_26_NAME
	 desc = TECH_APP_LD_26_DESC

         position = { x = 40 y = 328 }
         year = 1938

	 component = { # Concentrated combined arms employment
	  id = 6261
	  name = TECH_CMP_LD_26_1_NAME
	  type = combined_arms_focus
	  difficulty = 10
	 }
	 component = { # Gefechtsaufklaerung
	  id = 6262
	  name = TECH_CMP_LD_26_2_NAME
	  type = small_unit_tactics
	  difficulty = 10
	 }
	 component = { # Low level independent commands
	  id = 6263
	  name = TECH_CMP_LD_26_3_NAME
	  type = decentralized_execution
	  difficulty = 10
	 }
	 component = { # Forward air controllers
	  id = 6264
	  name = TECH_CMP_LD_26_4_NAME
	  type = technical_efficiency
	  difficulty = 10
	 }
	 component = { # Advanced Infantry - Armor cooperation
	  id = 6265
	  name = TECH_CMP_LD_26_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6250 }
	 effects = {
	  command = { type = morale which = land value = 20 }
	  command = { type = max_organization which = land value = 10 }
	  command = { type = breakthrough value = 4 }
	  command = { type = encirclement value = 4 }
	  command = { 
			type = build_cost 
			which = light_armor 
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = armor 
			when = now 
			where = relative 
			value = -10
			}	
	  command = { type = speed which = hq value = 1 }
 	  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 = hq_supply_eff value = 1 }
 	  command = { type = sce_frequency value = 0.3 }			
          command = { type = task_efficiency which = airborne_assault value = 0.2  }	  
          	 }
	}
	application = { # Kampfgruppe Doctrine
	 id = 6270
	 name = TECH_APP_LD_27_NAME
	 desc = TECH_APP_LD_27_DESC

         position = { x = 360 y = 208 }
         year = 1941

	 component = { # Self propelled support elements
	  id = 6271
	  name = TECH_CMP_LD_27_1_NAME
	  type = combined_arms_focus
	  difficulty = 10
	 }
	 component = { # operational reconnaissance tactics
	  id = 6272
	  name = TECH_CMP_LD_27_2_NAME
	  type = small_unit_tactics
	  difficulty = 10
	 }
	 component = { # Low level attachments
	  id = 6273
	  name = TECH_CMP_LD_27_3_NAME
	  type = decentralized_execution
	  difficulty = 10
	 }
	 component = { # Self-sufficient combat elements
	  id = 6274
	  name = TECH_CMP_LD_27_4_NAME
	  type = technical_efficiency
	  difficulty = 10
	 }
	 component = { # Infantry mounted combat tactics
	  id = 6275
	  name = TECH_CMP_LD_27_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6260 6240 }
	 effects = {
	  command = { type = max_organization which = land value = 10 }
	  command = { type = ambush value = 3 }
 	  command = { type = new_model which = hq value = 2 }
          command = { type = scrap_model which = hq value = 1 }
	  command = { 
			type = build_cost 
			which = mechanized
			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 = sce_frequency value = 0.4 }				
	 }
	}
	application = { # Firebrigade Doctrine
	 id = 6280
	 name = TECH_APP_LD_28_NAME
	 desc = TECH_APP_LD_28_DESC

         position = { x = 304 y = 248 }
         year = 1943

	 component = { # Fluid battle mentality
	  id = 6281
	  name = TECH_CMP_LD_28_1_NAME
	  type = combined_arms_focus
	  difficulty = 10
	 }
	 component = { # Flexible combat formations
	  id = 6282
	  name = TECH_CMP_LD_28_2_NAME
	  type = small_unit_tactics
	  difficulty = 10
	 }
	 component = { # Attack from march formation capability
	  id = 6283
	  name = TECH_CMP_LD_28_3_NAME
	  type = decentralized_execution
	  difficulty = 10
	 }
	 component = { # Advanced C3 capability
	  id = 6284
	  name = TECH_CMP_LD_28_4_NAME
	  type = technical_efficiency
	  difficulty = 10
	 }
	 component = { # Deploying subunits
	  id = 6285
	  name = TECH_CMP_LD_28_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6270 }
	 effects = {
	 command = { type = max_organization which = land value = 5 }
	  command = { type = tactical_withdrawal value = 4 }
	  command = { type = counterattack value = 4 }
	  command = { type = delay value = 2 }
	  command = { 
			type = build_cost 
			which = infantry
			when = now 
			where = relative 
			value = 10
			}
	  command = { 
			type = build_cost 
			which = artillery
			when = now 
			where = relative 
			value = 10
			}
	  command = { 
			type = build_cost 
			which = motorized
			when = now 
			where = relative 
			value = -10
			}
	  command = { 
			type = build_cost 
			which = sp_artillery
			when = now 
			where = relative 
			value = -10
			}
	  command = { type = hq_supply_eff value = 1 }
	  command = { type = sce_frequency value = 0.2 }								
	 }
	}
	application = { # Spearhead HQs
	 id = 6290
	 name = TECH_APP_LD_29_NAME
	 desc = TECH_APP_LD_29_DESC

         position = { x = 416 y = 248 }
         year = 1943

	 component = { # Deep reconnaissance focus
	  id = 6291
	  name = TECH_CMP_LD_29_1_NAME
	  type = combined_arms_focus
	  difficulty = 10
	 }
	 component = { # Advanced subunit SOP
	  id = 6292
	  name = TECH_CMP_LD_29_2_NAME
	  type = small_unit_tactics
	  difficulty = 10
	 }
	 component = { # Territorial zones of responsibility
	  id = 6293
	  name = TECH_CMP_LD_29_3_NAME
	  type = decentralized_execution
	  difficulty = 10
	 }
	 component = { # Enemy disorganization focus
	  id = 6294
	  name = TECH_CMP_LD_29_4_NAME
	  type = technical_efficiency
	  difficulty = 10
	 }
	 component = { # Self sustaining units
	  id = 6295
	  name = TECH_CMP_LD_29_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6270 }
	 effects = {
	 command = { type = max_organization which = land value = 5 }
	  command = { type = breakthrough value = 4 }
	  command = { type = encirclement value = 2 }
	  command = { type = assault value = 1 }
	  command = { 
			type = build_cost 
			which = mechanized
			when = now 
			where = relative 
			value = -10
			}
	  command = { 
			type = build_cost 
			which = tank_destroyer
			when = now 
			where = relative 
			value = -10
			}	
	  command = { type = speed which = hq value = 1 }
 	  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 = hq_supply_eff value = 1 }
 	  command = { type = sce_frequency value = 0.3 }			
	 }
	}
	application = { # Human Wave Doctrine
	 id = 6300
	 name = TECH_APP_LD_30_NAME
	 desc = TECH_APP_LD_30_DESC

         position = { x = 136 y = 248 }
         year = 1936

	 component = { # High Echelon Fire Support
	  id = 6301
	  name = TECH_CMP_LD_30_1_NAME
	  type = infantry_focus
	  difficulty = 10
	 }
	 component = { # Advance under fire
	  id = 6302
	  name = TECH_CMP_LD_30_2_NAME
	  type = large_unit_tactics
	  difficulty = 10
	 }
	 component = { # General staff planning
	  id = 6303
	  name = TECH_CMP_LD_30_3_NAME
	  type = centralized_execution
	  difficulty = 10
	 }
	 component = { # Blocking detatchments
	  id = 6304
	  name = TECH_CMP_LD_30_4_NAME
	  type = individual_courage
	  difficulty = 10
	 }
	 component = { # Officer training - Frunze method
	  id = 6305
	  name = TECH_CMP_LD_30_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6210 }
	 effects = {
	  command = { type = morale which = land value = 50 }
	  command = { type = max_organization which = land value = -10 }
	  command = { type = counterattack value = 2 }
	  command = { type = assault value = 2 }
	  command = { type = deactivate which = 6220 }
	  command = { 
			type = build_cost 
			which = infantry
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = cavalry
			when = now 
			where = relative 
			value = -10
			}	
	  command = { type = sce_frequency value = 0.1 }			
	 }
	}
	application = { # Large Front Doctrine
	 id = 6310
	 name = TECH_APP_LD_31_NAME
	 desc = TECH_APP_LD_31_DESC

         position = { x = 184 y = 272 }
         year = 1937

	 component = { # Artillery divisions
	  id = 6311
	  name = TECH_CMP_LD_31_1_NAME
	  type = infantry_focus
	  difficulty = 10
	 }
	 component = { # Wide attack area
	  id = 6312
	  name = TECH_CMP_LD_31_2_NAME
	  type = large_unit_tactics
	  difficulty = 10
	 }
	 component = { # Tactical unit - Battalion
	  id = 6313
	  name = TECH_CMP_LD_31_3_NAME
	  type = centralized_execution
	  difficulty = 10
	 }
	 component = { # Multiple blocking detachments
	  id = 6314
	  name = TECH_CMP_LD_31_4_NAME
	  type = individual_courage
	  difficulty = 10
	 }
	 component = { # Discourage NCO initiative
	  id = 6315
	  name = TECH_CMP_LD_31_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6300 }
	 effects = {
	  command = { type = max_organization which = land value = 10 }
	  command = { type = tactical_withdrawal value = 2 }
	  command = { type = breakthrough value = 2 }
	  command = { type = encirclement value = 1 }
	  command = { type = assault value = 2 }
	  command = { 
			type = build_cost 
			which = infantry 
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = cavalry
			when = now 
			where = relative 
			value = -10
			}
	  command = { type = sce_frequency value = 0.1 }				
	 }
	}
	application = { # Pocket Defense Doctrine
	 id = 6320
	 name = TECH_APP_LD_32_NAME
	 desc = TECH_APP_LD_32_DESC

         position = { x = 184 y = 312 }
         year = 1941

	 component = { # Artillery groups
	  id = 6321
	  name = TECH_CMP_LD_32_1_NAME
	  type = infantry_focus
	  difficulty = 10
	 }
	 component = { # All-around defence
	  id = 6322
	  name = TECH_CMP_LD_32_2_NAME
	  type = large_unit_tactics
	  difficulty = 10
	 }
	 component = { # Detailed army command planning
	  id = 6323
	  name = TECH_CMP_LD_32_3_NAME
	  type = centralized_execution
	  difficulty = 10
	 }
	 component = { # Collective responsibility mentality
	  id = 6324
	  name = TECH_CMP_LD_32_4_NAME
	  type = individual_courage
	  difficulty = 10
	 }
	 component = { # Static machine guns
	  id = 6325
	  name = TECH_CMP_LD_32_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6300 }
	 effects = {
	  command = { type = counterattack value = 2 }
	  command = { type = delay value = 2 }
	  command = { 
			type = build_cost 
			which = infantry
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = militia
			when = now 
			where = relative 
			value = -10
			}	
	  command = { type = sce_frequency value = 0.1 }			
	 }
	}
	application = { # Deep Operations Doctrine
	 id = 6330
	 name = TECH_APP_LD_33_NAME
	 desc = TECH_APP_LD_33_DESC

         position = { x = 184 y = 288 }
         year = 1940

	 component = { # Mechanized forward elements
	  id = 6331
	  name = TECH_CMP_LD_33_1_NAME
	  type = combined_arms_focus
	  difficulty = 10
	 }
	 component = { # Self-sufficient commands
	  id = 6332
	  name = TECH_CMP_LD_33_2_NAME
	  type = large_unit_tactics
	  difficulty = 10
	 }
	 component = { # Forward command posts
	  id = 6333
	  name = TECH_CMP_LD_33_3_NAME
	  type = centralized_execution
	  difficulty = 10
	 }
	 component = { # Long-Range reconnaissance
	  id = 6334
	  name = TECH_CMP_LD_33_4_NAME
	  type = individual_courage
	  difficulty = 10
	 }
	 component = { # Tactical unit - Company
	  id = 6335
	  name = TECH_CMP_LD_33_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6310 }
	 effects = {
	  command = { type = morale which = land value = 20 }
	  command = { type = breakthrough value = 2 }
	  command = { type = encirclement value = 2 }
	  command = { type = ambush value = 2 }
 	  command = { type = new_model which = hq value = 1 }
      command = { type = scrap_model which = hq value = 0 }
	  command = { 
			type = build_cost 
			which = infantry
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = militia
			when = now 
			where = relative 
			value = -10
			}
	  command = { type = speed which = hq value = 1 }
	  command = { type = hq_supply_eff value = 1 }	
	  command = { type = sce_frequency value = 0.2 }	
          command = { type = task_efficiency which = airborne_assault value = 0.2  }	  
	 }
	}
	application = { # Defense in Depth
	 id = 6340
	 name = TECH_APP_LD_34_NAME
	 desc = TECH_APP_LD_34_DESC

         position = { x = 184 y = 328 }
         year = 1941

	 component = { # Counterpreparating artillery fire
	  id = 6341
	  name = TECH_CMP_LD_34_1_NAME
	  type = combined_arms_focus
	  difficulty = 10
	 }
	 component = { # Anti-tank gun fronts
	  id = 6342
	  name = TECH_CMP_LD_34_2_NAME
	  type = large_unit_tactics
	  difficulty = 10
	 }
	 component = { # Army reserves 
	  id = 6343
	  name = TECH_CMP_LD_34_3_NAME
	  type = centralized_execution
	  difficulty = 10
	 }
	 component = { # Layered minefields 
	  id = 6344
	  name = TECH_CMP_LD_34_4_NAME
	  type = individual_courage
	  difficulty = 10
	 }
	 component = { # Large formation camouflage 
	  id = 6345
	  name = TECH_CMP_LD_34_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6320 }
	 effects = {
	  command = { type = max_organization which = land value = 10 }
	  command = { type = tactical_withdrawal value = 3 }
	  command = { type = counterattack value = 2 }
	  command = { type = delay value = 3 }
	  command = { 
			type = build_cost 
			which = infantry
			when = now 
			where = relative 
			value = -5
			}
	  command = { 
			type = build_cost 
			which = anti_tank
			when = now 
			where = relative 
			value = -5
			}
	  command = { type = hq_supply_eff value = 1 }	
	  command = { type = sce_frequency value = 0.2 }	
	 }
	}
	application = { # Large Formation SOP Doctrine
	 id = 6350
	 name = TECH_APP_LD_35_NAME
	 desc = TECH_APP_LD_35_DESC

         position = { x = 360 y = 280 }
         year = 1941

	 component = { # Operational deception 
	  id = 6351
	  name = TECH_CMP_LD_35_1_NAME
	  type = combined_arms_focus
	  difficulty = 10
	 }
	 component = { # Maskirovka 
	  id = 6352
	  name = TECH_CMP_LD_35_2_NAME
	  type = large_unit_tactics
	  difficulty = 10
	 }
	 component = { # Mobile command posts 
	  id = 6353
	  name = TECH_CMP_LD_35_3_NAME
	  type = centralized_execution
	  difficulty = 10
	 }
	 component = { # Counter-reconnaissance 
	  id = 6354
	  name = TECH_CMP_LD_35_4_NAME
	  type = individual_courage
	  difficulty = 10
	 }
	 component = { # Organic tank battalions 
	  id = 6355
	  name = TECH_CMP_LD_35_5_NAME
	  type = training
	  difficulty = 10
	 }
	 required = { 6330 6340 }
	 effects = {
	  command = { type = max_organization which = land value = 10 }
	  command = { type = counterattack value = 2 }
	  command = { type = assault value = 2 }
 	  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 = 5
			}
	  command = { 
			type = build_cost 
			which = militia
			when = now 
			where = relative 
			value = 5
			}
	  command = { 
			type = build_cost 
			which = cavalry
			when = now 
			where = relative 
			value = 5
			}
	  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 = speed which = hq value = 1 }	
	  command = { type = hq_supply_eff value = 1 }
	  command = { type = sce_frequency value = 0.2 }				
	 }
	}
	application = { # Breakthrough Priority Doctrine
	 id = 6360
	 name = TECH_APP_LD_36_NAME
	 desc = TECH_APP_LD_36_DESC

         position = { x = 312 y = 320 }
         year = 1943

	 component = { # Bind enemy in depth-operations
	  id = 6361
	  name = TECH_CMP_LD_36_1_NAME
	  type = combined_arms_focus
	  difficulty = 8
	 }
	 component = { # Counterattack disruption priority
	  id = 6362
	  name = TECH_CMP_LD_36_2_NAME
	  type = large_unit_tactics
	  difficulty = 8
	 }
	 component = { # Staff - Enemy assessment 
	  id = 6363
	  name = TECH_CMP_LD_36_3_NAME
	  type = centralized_execution
	  difficulty = 8
	 }
	 component = { # Strict formation coordination
	  id = 6364
	  name = TECH_CMP_LD_36_4_NAME
	  type = individual_courage
	  difficulty = 8
	 }
	 component = { # Prolonged endurance
	  id = 6365
	  name = TECH_CMP_LD_36_5_NAME
	  type = training
	  difficulty = 8
	 }
	 required = { 6350 }
	 effects = {
	  command = { type = morale which = land value = 20 }
	  command = { type = breakthrough value = 4 }
	  command = { type = assault value = 2 }
	  command = { 
			type = build_cost 
			which = infantry
			when = now 
			where = relative 
			value = 5
			}
	  command = { 
			type = build_cost 
			which = militia
			when = now 
			where = relative 
			value = 5
			}
	  command = { 
			type = build_cost 
			which = cavalry
			when = now 
			where = relative 
			value = 5
			}
	  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 = armor
			when = now 
			where = relative 
			value = -5
			}		
	  command = { type = hq_supply_eff value = 2 }
	  command = { type = sce_frequency value = 0.25 }	
	 }
	}
	application = { # Movement Speed Offensive Doctrine
	 id = 6370
	 name = TECH_APP_LD_37_NAME
	 desc = TECH_APP_LD_37_DESC

         position = { x = 424 y = 320 }
         year = 1943

	 component = { # Airmobile combined-arms formations 
	  id = 6371
	  name = TECH_CMP_LD_37_1_NAME
	  type = combined_arms_focus
	  difficulty = 8
	 }
	 component = { # Deep penetration raids
	  id = 6372
	  name = TECH_CMP_LD_37_2_NAME
	  type = large_unit_tactics
	  difficulty = 8
	 }
	 component = { # Multi-dimentional offensives
	  id = 6373
	  name = TECH_CMP_LD_37_3_NAME
	  type = centralized_execution
	  difficulty = 8
	 }
	 component = { # Specialized anti-recon detachments

	  id = 6374
	  name = TECH_CMP_LD_37_4_NAME
	  type = individual_courage
	  difficulty = 8
	 }
	 component = { # Camouflaged lines of departure
	  id = 6375
	  name = TECH_CMP_LD_37_5_NAME
	  type = training
	  difficulty = 8
	 }
	 required = { 6350 }
	 effects = {
	  command = { type = morale which = land value = 20 }
	  command = { type = encirclement value = 2 }
	  command = { 
			type = build_cost 
			which = infantry
			when = now 
			where = relative 
			value = 5
			}
	  command = { 
			type = build_cost 
			which = militia
			when = now 
			where = relative 
			value = 5
			}
	  command = { 
			type = build_cost 
			which = cavalry
			when = now 
			where = relative 
			value = 5
			}
	  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 = armor
			when = now 
			where = relative 
			value = -5
			}
	  command = { type = hq_supply_eff value = 2 }
	  command = { type = sce_frequency value = 0.25 }	
	 }
	}
}