###################################### # land doctrines # ###################################### technology = { id = 6 category = land_doctrines name = tech_ld_name #localized name desc = tech_ld_desc #localized description application = { # tribal warfare id = 6010 name = tech_app_ld_1_name desc = tech_app_ld_1_desc position = { x = 40 y = 24 } year = 1890 component = { # semi-guerilla focus id = 6011 name = tech_cmp_ld_1_1_name type = infantry_focus difficulty = 7 } component = { # tribal skirmishes id = 6012 name = tech_cmp_ld_1_2_name type = small_unit_tactics difficulty = 7 } component = { # war tribe mentality id = 6013 name = tech_cmp_ld_1_3_name type = individual_courage difficulty = 7 } component = { # tribal leadership id = 6014 name = tech_cmp_ld_1_4_name type = decentralized_execution difficulty = 7 } component = { # warrior training id = 6015 name = tech_cmp_ld_1_5_name type = training difficulty = 7 } required = { } effects = { command = { type = morale which = land value = 10 } command = { type = assault value = 2 } command = { type = ambush value = 2 } command = { type = build_cost which = cavalry when = now where = relative value = -10
} command = { type = build_cost which = militia when = now where = relative value = -10 } command = { type = build_cost which = light_armor_brigade when = now where = relative value = -5 } } } application = { # 19th century tactics id = 6020 name = tech_app_ld_2_name desc = tech_app_ld_2_desc position = { x = 224 y = 24 } year = 1890 component = { # strategic mobility id = 6021 name = tech_cmp_ld_2_1_name type = large_unit_focus difficulty = 9 } component = { # infantry formations id = 6022 name = tech_cmp_ld_2_2_name type = infantry_focus difficulty = 9 } component = { # basic skirmishing tactics id = 6023 name = tech_cmp_ld_2_3_name type = small_unit_tactics difficulty = 9 } component = { # professional officers training id = 6024 name = tech_cmp_ld_2_4_name type = training difficulty = 9 } component = { # march discipline id = 6025 name = tech_cmp_ld_2_5_name type = training difficulty = 9 } required = { 6010 } effects = { command = { type = max_organization which = land value = 15 }
command command command command command command
= = = = = =
command =
command =
command =
command =
}
{ type = tactical_withdrawal value = 2 } { type = counterattack value = 2 } { type = assault value = 1 } { type = encirclement value = 1 } { type = breakthrough value = 1 } { type = build_cost which = cavalry when = now where = relative value = 5 } { type = build_cost which = infantry when = now where = relative value = -5 } { type = build_cost which = paratrooper when = now where = relative value = -5 } { type = build_cost which = artillery when = now where = relative value = -5 } { type = allow_dig_in }
} application = { # colonial warfare id = 6030 name = tech_app_ld_3_name desc = tech_app_ld_3_desc year = 1900 position = { x = 416 y = 24 } component = { # native recruitment id = 6031 name = tech_cmp_ld_3_1_name type = management difficulty = 8 } component = { # politico-military warfare id = 6032 name = tech_cmp_ld_3_2_name type = small_unit_tactics difficulty = 8 } component = { # jungle warfare training id = 6033
name = tech_cmp_ld_3_3_name type = training difficulty = 8 } component = { # desert warfare training id = 6034 name = tech_cmp_ld_3_4_name type = training difficulty = 8 } component = { # mobility emphasis id = 6035 name = tech_cmp_ld_3_5_name type = small_unit_tactics difficulty = 8 } required = { 6020 } effects = { command = { type = ambush value = 1 } command = { type = jungle_move which = infantry value = 20 } command = { type = jungle_move which = paratrooper value = 20 } command = { type = jungle_move which = bergsjaeger value = 20 } command = { type = desert_move which = infantry value = 20 } command = { type = desert_move which = paratrooper value = 20 } command = { type = desert_move which = bergsjaeger value = 20 } command = { type = hill_move which = infantry value = 10 } command = { type = hill_move which = paratrooper value = 10 } command = { type = hill_move which = bergsjaeger value = 10 } command = { type = jungle_attack which = infantry value = 10 } command = { type = jungle_attack which = paratrooper value = 10 } command = { type = jungle_attack which = bergsjaeger value = 10 } command = { type = desert_attack which = infantry value = 10 } command = { type = desert_attack which = paratrooper value = 10 } command = { type = desert_attack which = bergsjaeger value = 10 } command = { type = jungle_defense which = infantry value = 10 } command = { type = jungle_defense which = paratrooper value = 10 } command = { type = jungle_defense which = bergsjaeger value = 10 } command = { type = desert_defense which = infantry value = 10 } command = { type = desert_defense which = paratrooper value = 10 } command = { type = desert_defense which = bergsjaeger value = 10 } command = { type = build_cost which = paratrooper when = now where = relative value = -5 } }
} application = { # modern military establishment id = 6040 name = tech_app_ld_4_name desc = tech_app_ld_4_desc position = { x = 224 y = 48 } year = 1905 component = { # organized war gaming
id = 6041 name = tech_cmp_ld_4_1_name type = centralized_execution difficulty = 10
} component = { # general staff system id = 6042 name = tech_cmp_ld_4_2_name type = centralized_execution difficulty = 10 } component = { # systematized mobilization id = 6043 name = tech_cmp_ld_4_3_name type = management difficulty = 10 } component = { # advanced planning id = 6044 name = tech_cmp_ld_4_4_name type = large_unit_tactics difficulty = 10 } component = { # army logistics id = 6045 name = tech_cmp_ld_4_5_name type = management difficulty = 10 } required = { 6020 } effects = { command = { type = max_organization which = land value = 5 } command = { type = surprise which = land value = 10 } command = { type = activate_unit_type which = hq } command = { type = new_model which = hq value = 0 } command = { type = sce_frequency value = 0.1 } command = { type = build_cost which = sp_rct_artillery when = now where = relative value = -5 } }
} application = { # strongpoint warfare doctrine id = 6050 name = tech_app_ld_5_name desc = tech_app_ld_5_desc position = { x = 224 y = 80 } year = 1912 component = { # key position strongholds id = 6051 name = tech_cmp_ld_5_1_name type = centralized_execution difficulty = 10
} component = { # army sized garrisons id = 6052 name = tech_cmp_ld_5_2_name type = large_unit_focus difficulty = 10 } component = { # usage of stronghold reserves id = 6053 name = tech_cmp_ld_5_3_name type = small_unit_tactics difficulty = 10 } component = { # strongpoint mentality id = 6054 name = tech_cmp_ld_5_4_name type = individual_courage difficulty = 10 } component = { # fortified position defence training id = 6055 name = tech_cmp_ld_5_5_name type = training difficulty = 10 } required = { 6040 } effects = { command = { type = morale which = land value = 10 } command = { type = max_organization which = land value = 10 } command = { type = delay value = 3 } command = { type = counterattack value = 1 } command = { type = build_cost which = motorized when = now where = relative value = -5 } command = { type = build_cost which = artillery when = now where = relative value = -5 } command = { type = build_cost which = sp_artillery when = now where = relative value = -5 } command = { type = build_cost which = tank_destroyer when = now where = relative value = -5
} command = { type = hq_supply_eff value = 1 } command = { type = building_prod_mod which = land_fort value = 50 } } } application = { # firepower focus organization id = 6060 name = tech_app_ld_6_name desc = tech_app_ld_6_desc position = { x = 40 y = 80 } year = 1908 component = { # infantry main role id = 6061 name = tech_cmp_ld_6_1_name type = infantry_focus difficulty = 5 } component = { # quality focus id = 6062 name = tech_cmp_ld_6_2_name type = small_unit_tactics difficulty = 5 } component = { # equipment superiority id = 6063 name = tech_cmp_ld_6_3_name type = general_equipment difficulty = 5 } component = { # modern division tactics id = 6064 name = tech_cmp_ld_6_4_name type = small_unit_tactics difficulty = 5 } component = { # operational unit - batallion id = 6065 name = tech_cmp_ld_6_5_name type = small_unit_tactics difficulty = 5 } required = { 6040 } effects = { command = { type = max_organization which = infantry value = 5 } command = { type = build_cost which = infantry when = now where = relative value = 5 } command = { type = build_time which = infantry when = now where = relative
command =
command =
command =
command =
command =
command = command =
value = 5 } { type = manpower which = infantry when = now value = -2 } { type = supply_consumption which = infantry when = now value = 0.2 } { type = soft_attack which = infantry when = now value = 1 } { type = build_cost which = artillery when = now where = relative value = -5 } { type = build_cost which = tank_destroyer when = now where = relative value = -5 } { type = deactivate which = 6070 } { type = deactivate which = 6080 }
} } application = { # balance focus organization id = 6070 name = tech_app_ld_7_name desc = tech_app_ld_7_desc position = { x = 40 y = 96 } year = 1908 component = { # infantry main role id = 6071 name = tech_cmp_ld_7_1_name type = infantry_focus difficulty = 5 } component = { # formation balance id = 6072 name = tech_cmp_ld_7_2_name type = small_unit_tactics difficulty = 5 }
component = { # formation flexibility id = 6073 name = tech_cmp_ld_7_3_name type = decentralized_execution difficulty = 5 } component = { # modern division tactics id = 6074 name = tech_cmp_ld_7_4_name type = small_unit_tactics difficulty = 5 } component = { # operational unit - regiment id = 6075 name = tech_cmp_ld_7_5_name type = small_unit_tactics difficulty = 5 } required = { 6040 } effects = { command = { type = morale which = infantry value = 5 } command = { type = manpower which = infantry when = now value = 2 } command = { type = supply_consumption which = infantry when = now value = -0.1 } command = { type = defensiveness which = infantry when = now value = 2 } command = { type = build_cost which = light_armor_brigade when = now where = relative value = -5 } command = { type = deactivate which = 6060 } command = { type = deactivate which = 6080 } } } application = { # manpower focus organization id = 6080 name = tech_app_ld_8_name desc = tech_app_ld_8_desc position = { x = 40 y = 112 } year = 1908
component = { # infantry main role id = 6081 name = tech_cmp_ld_8_1_name type = infantry_focus difficulty = 5 } component = { # quantity focus id = 6082 name = tech_cmp_ld_8_2_name type = small_unit_tactics difficulty = 5 } component = { # mass formation courage id = 6083 name = tech_cmp_ld_8_3_name type = individual_courage difficulty = 5 } component = { # modern division tactics id = 6084 name = tech_cmp_ld_8_4_name type = small_unit_tactics difficulty = 5 } component = { # operational unit - brigade id = 6085 name = tech_cmp_ld_8_5_name type = small_unit_tactics difficulty = 5 } required = { 6040 } effects = { command = { type = max_organization which = infantry value = -5 } command = { type = morale which = infantry value = 10 } command = { type = build_cost which = infantry when = now where = relative value = -5 } command = { type = manpower which = infantry when = now value = 4 } command = { type = defensiveness which = infantry when = now value = 4 } command = { type = soft_attack which = infantry when = now value = -1
} command = { type = build_cost which = motorized when = now where = relative value = -5 } command = { type = deactivate which = 6060 } command = { type = deactivate which = 6070 } } } application = { # offensive focus doctrine id = 6090 name = tech_app_ld_9_name desc = tech_app_ld_9_desc position = { x = 416 y = 80 } year = 1908 component = { # offensive superiority theory id = 6091 name = tech_cmp_ld_9_1_name type = infantry_focus difficulty = 7 } component = { # offensive spirit id = 6092 name = tech_cmp_ld_9_2_name type = individual_courage difficulty = 7 } component = { # officer initiative id = 6093 name = tech_cmp_ld_9_3_name type = decentralized_execution difficulty = 7 } component = { # assault focus id = 6094 name = tech_cmp_ld_9_4_name type = small_unit_tactics difficulty = 7 } component = { # bayonet charge training id = 6095 name = tech_cmp_ld_9_5_name type = training difficulty = 7 } required = { 6040 } effects = { command = { type = deactivate which = 6100 } command = { type = assault value = 6 } command = { type = breakthrough value = 1 } command = { type = counterattack value = 1 } command = { type = sce_frequency value = 0.2 } }
} application = { # defensive focus doctrine id = 6100 name = tech_app_ld_10_name desc = tech_app_ld_10_desc position = { x = 416 y = 96 } year = 1908 component = { # defensive superiority theory id = 6101 name = tech_cmp_ld_10_1_name type = infantry_focus difficulty = 7 } component = { # hold-ground spirit id = 6102 name = tech_cmp_ld_10_2_name type = individual_courage difficulty = 7 } component = { # planned defence id = 6103 name = tech_cmp_ld_10_3_name type = centralized_execution difficulty = 7 } component = { # local counterattacks id = 6104 name = tech_cmp_ld_10_4_name type = small_unit_tactics difficulty = 7 } component = { # fire discipline id = 6105 name = tech_cmp_ld_10_5_name type = training difficulty = 7 } required = { 6040 } effects = { command = { type = deactivate which = 6090 } command = { type = assault value = 2 } command = { type = delay value = 1 } command = { type = tactical_withdrawal value = 1 } command = { type = counterattack value = 4 } command = { type = sce_frequency value = 0.2 } }
} application = { # defence-in-depth doctrine id = 6110 name = tech_app_ld_11_name desc = tech_app_ld_11_desc position = { x = 160 y = 144 } year = 1915
component = { # deep area deployment id = 6111 name = tech_cmp_ld_11_1_name type = large_unit_focus difficulty = 10 } component = { # enemy initiative id = 6112 name = tech_cmp_ld_11_2_name type = large_unit_tactics difficulty = 10 } component = { # hidden large formations id = 6113 name = tech_cmp_ld_11_3_name type = centralized_execution difficulty = 10 } component = { # timetable maneuvers id = 6114 name = tech_cmp_ld_11_4_name type = centralized_execution difficulty = 10 } component = { # planned counterattacks id = 6115 name = tech_cmp_ld_11_5_name type = large_unit_tactics difficulty = 10 } required = { 6050 } effects = { command = { type = max_organization which = land value = 10 } command = { type = delay value = 2 } command = { type = counterattack value = 2 } command = { type = tactical_withdrawal value = 1 } command = { type = build_cost which = motorized when = now where = relative value = -5 } command = { type = build_cost which = mechanized when = now where = relative value = -5 } command = { type = build_cost which = super_heavy_armor when = now where = relative value = -5 } }
} application = { # mass charge focus doctrine id = 6120 name = tech_app_ld_12_name desc = tech_app_ld_12_desc position = { x = 296 y = 144 } year = 1914 component = { # planned assault id = 6121 name = tech_cmp_ld_12_1_name type = infantry_focus difficulty = 9 } component = { # concentrated attack id = 6122 name = tech_cmp_ld_12_2_name type = large_unit_tactics difficulty = 9 } component = { # irresistible charge mentality id = 6123 name = tech_cmp_ld_12_3_name type = individual_courage difficulty = 9 } component = { # multiple targets id = 6124 name = tech_cmp_ld_12_4_name type = centralized_execution difficulty = 9 } component = { # assault training id = 6125 name = tech_cmp_ld_12_5_name type = training difficulty = 9 } required = { 6050 } effects = { command = { type = assault value = 4 } command = { type = counterattack value = 2 } command = { type = morale which = land value = 30 } command = { type = build_cost which = infantry when = now where = relative value = -5 } command = { type = build_cost which = cavalry when = now where = relative value = -5
} command = { type = build_cost which = artillery when = now where = relative value = -5 } command = { type = build_cost which = light_armor_brigade when = now where = relative value = -5 } } } application = { # offensive attrition doctrine id = 6130 name = tech_app_ld_13_name desc = tech_app_ld_13_desc position = { x = 160 y = 192 } year = 1916 component = { # intricate offensive plans id = 6131 name = tech_cmp_ld_13_1_name type = centralized_execution difficulty = 9 } component = { # massive reserve deployment id = 6132 name = tech_cmp_ld_13_2_name type = large_unit_focus difficulty = 9 } component = { # continuous assaults id = 6133 name = tech_cmp_ld_13_3_name type = individual_courage difficulty = 9 } component = { # hell-bent officers id = 6134 name = tech_cmp_ld_13_4_name type = individual_courage difficulty = 9 } component = { # mass casualties absorbation id = 6135 name = tech_cmp_ld_13_5_name type = centralized_execution difficulty = 9 } required = { 6110 6120 } effects = {
command command command command
= = = =
command =
command =
command =
command =
command =
command = }
{ type = assault value = 3 } { type = max_organization which = land value = 5 } { type = morale which = land value = 5 } { type = build_cost which = infantry when = now where = relative value = -5 } { type = build_cost which = motorized when = now where = relative value = -5 } { type = build_cost which = artillery when = now where = relative value = -5 } { type = build_cost which = sp_artillery when = now where = relative value = -5 } { type = build_cost which = engineer when = now where = relative value = -5 } { type = build_cost which = sp_rct_artillery when = now where = relative value = -5 } { type = hq_supply_eff value = 2 }
} application = { # defensive attrition doctrine id = 6140 name = tech_app_ld_14_name desc = tech_app_ld_14_desc position = { x = 296 y = 192 } year = 1916 component = { # intricate defensive plans
id = 6141 name = tech_cmp_ld_14_1_name type = centralized_execution difficulty = 9
} component = { # massive reserve deployment id = 6142 name = tech_cmp_ld_14_2_name type = large_unit_focus difficulty = 9 } component = { # defend every inch mentality id = 6143 name = tech_cmp_ld_14_3_name type = individual_courage difficulty = 9 } component = { # deep trench systems id = 6144 name = tech_cmp_ld_14_4_name type = centralized_execution difficulty = 9 } component = { # mass casualties absorbation id = 6145 name = tech_cmp_ld_14_5_name type = centralized_execution difficulty = 9 } required = { 6110 6120} effects = { command = { type = assault value = 1 } command = { type = counterattack value = 1 } command = { type = delay value = 2 } command = { type = max_organization which = land value = 5 } command = { type = morale which = land value = 5 } command = { type = build_cost which = infantry when = now where = relative value = -5 } command = { type = build_cost which = motorized when = now where = relative value = -10 } command = { type = build_cost which = tank_destroyer when = now where = relative value = -10 } command = {
type = build_cost which = super_heavy_armor when = now where = relative value = -5 }
} } application = { # infiltration tactics id = 6150 name = tech_app_ld_15_name desc = tech_app_ld_15_desc position = { x = 224 y = 240 } year = 1917 component = { # indirect approach id = 6151 name = tech_cmp_ld_15_1_name type = combined_arms_focus difficulty = 12 } component = { # strongpoint isolation id = 6152 name = tech_cmp_ld_15_2_name type = small_unit_tactics difficulty = 10 } component = { # do or die mentality id = 6153 name = tech_cmp_ld_15_3_name type = individual_courage difficulty = 10 } component = { # authonomous infiltration units id = 6154 name = tech_cmp_ld_15_4_name type = decentralized_execution difficulty = 10 } component = { # assault troops training id = 6155 name = tech_cmp_ld_15_5_name type = training difficulty = 10 } required = { 6130 6140 } effects = { command = { type = max_organization which = land value = 10 } command = { type = morale which = land value = 10 } command = { type = breakthrough value = 4 } command = { type = ambush value = 1 } command = { type = new_model which = hq value = 1 } command = { type = scrap_model which = hq value = 0 } command = { type = speed which = hq value = 1 } command = { type = night_move which = mechanized value = 20 } command = { type = night_move which = infantry value = 10 }
command = command = command command = command =
command =
command =
command =
command =
{ type = night_attack which = mechanized value = 20 } { type = night_attack which = infantry value = 10 } = { type = night_defense which = mechanized value = 20 } { type = night_defense which = infantry value = 10 } { type = build_cost which = mechanized when = now where = relative value = -10 } { type = build_cost which = armored_car when = now where = relative value = -5 } { type = build_cost which = heavy_armor when = now where = relative value = -5 } { type = build_cost which = infantry when = now where = relative value = 5 } { type = sce_frequency value = 0.3 }
}
} application = { # static defence doctrine id = 6160 name = tech_app_ld_16_name desc = tech_app_ld_16_desc position = { x = 160 y = 272 } year = 1919 component = { # fortified defensive line id = 6161 name = tech_cmp_ld_16_1_name type = infantry_focus difficulty = 10 } component = { # prepared fortresses id = 6162 name = tech_cmp_ld_16_2_name type = centralized_execution difficulty = 10 } component = { # fortress mentality id = 6163 name = tech_cmp_ld_16_3_name
type = individual_courage difficulty = 10
} component = { # strategic depth id = 6164 name = tech_cmp_ld_16_4_name type = large_unit_tactics difficulty = 10 } component = { # local reserves name = tech_cmp_ld_16_5_name type = training difficulty = 10 } required = { 6150 } effects = { command = { type = max_organization which = land value = 10 } command = { type = morale which = land value = 10 } command = { type = delay value = 4 } command = { type = counterattack value = 1 } command = { type = deactivate which = 6180 } command = { type = building_prod_mod which = land_fort value = 50 } command = { type = new_model which = hq value = 2 } command = { type = scrap_model which = hq value = 1 } command = { type = build_cost which = infantry when = now where = relative value = -3 } command = { type = build_cost which = motorized when = now where = relative value = -5 } command = { type = build_cost which = artillery when = now where = relative value = -5 } command = { type = build_cost which = tank_destroyer when = now where = relative value = -5 } command = { type = hq_supply_eff value = 2 } }
} application = { # counterattack doctrine id = 6170 name = tech_app_ld_17_name
desc = tech_app_ld_17_desc position = { x = 160 y = 288 } year = 1921 component = { # defence to attack id = 6171 name = tech_cmp_ld_17_1_name type = infantry_focus difficulty = 10 } component = { # operational reserves id = 6172 name = tech_cmp_ld_17_2_name type = centralized_execution difficulty = 10 } component = { # large unit counterattacks id = 6173 name = tech_cmp_ld_17_3_name type = large_unit_tactics difficulty = 10 } component = { # superior fighting spirit id = 6174 name = tech_cmp_ld_17_4_name type = individual_courage difficulty = 10 } component = { # advanced counterattack training id = 6175 name = tech_cmp_ld_17_5_name type = training difficulty = 10 } required = { 6160 } effects = { command = { type = morale which = land value = 10 } command = { type = counterattack value = 4 } command = { type = assault value = 1 } command = { type = build_cost which = infantry when = now where = relative value = -3 } command = { type = build_cost which = cavalry when = now where = relative value = -5 } command = { type = build_cost which = armored_car when = now
where = relative value = -5 } command = { type = sce_frequency value = 0.3 }
} } application = { # breakthrough doctrine id = 6180 name = tech_app_ld_18_name desc = tech_app_ld_18_desc position = { x = 296 y = 272 } year = 1919
component = { # mobility and speed id = 6181 name = tech_cmp_ld_18_1_name type = combined_arms_focus difficulty = 10 } component = { # decentralized field artillery id = 6182 name = tech_cmp_ld_18_2_name type = decentralized_execution difficulty = 10 } component = { # breakthrough priority id = 6183 name = tech_cmp_ld_18_3_name type = large_unit_tactics difficulty = 10 } component = { # breakthrough exploitaiton id = 6184 name = tech_cmp_ld_18_4_name type = small_unit_tactics difficulty = 10 } component = { # advanced mobility training id = 6185 name = tech_cmp_ld_18_5_name type = training difficulty = 10 } required = { 6150 } effects = { command = { type = max_organization which = land value = 10 } command = { type = morale which = land value = 10 } command = { type = breakthrough value = 4 } command = { type = deactivate which = 6160 } command = { type = speed_cap_art which = hq value = 1 } command = { type = speed_cap_at which = hq value = 1 } command = { type = speed_cap_aa which = hq value = 1 } command = { type = new_model which = hq value = 2 } command = { type = scrap_model which = hq value = 1 } command = { type = build_cost which = infantry
command =
command =
command =
command =
command =
when = now where = relative value = -2 } { type = build_cost which = mechanized when = now where = relative value = -5 } { type = build_cost which = sp_artillery when = now where = relative value = -5 } { type = build_cost which = heavy_armor when = now where = relative value = -5 } { type = build_cost which = armored_car when = now where = relative value = -5 } { type = hq_supply_eff value = 2 }
}
} application = { # schwerpunkt doctrine id = 6190 name = tech_app_ld_19_name desc = tech_app_ld_19_desc position = { x = 296 y = 288 } year = 1921 component = { # combined arms concentration id = 6191 name = tech_cmp_ld_19_1_name type = combined_arms_focus difficulty = 10 } component = { # concentration points id = 6192 name = tech_cmp_ld_19_2_name type = small_unit_tactics difficulty = 10 } component = { # independant commands id = 6193 name = tech_cmp_ld_19_3_name
type = decentralized_execution difficulty = 10
} component = { # improved reconainance id = 6194 name = tech_cmp_ld_19_4_name type = technical_efficiency difficulty = 10 } component = { # combined arms cooperation id = 6195 name = tech_cmp_ld_19_5_name type = training difficulty = 10 } required = { 6180 } effects = { command = { type = max_organization which = land value = 10 } command = { type = breakthrough value = 3 } command = { type = encirclement value = 3 } command = { type = build_cost which = infantry when = now where = relative value = -2 } command = { type = build_cost which = mechanized when = now where = relative value = -5 } command = { type = build_cost which = heavy_armor when = now where = relative value = -5 } command = { type = build_cost which = super_heavy_armor when = now where = relative value = -5 } command = { type = build_cost which = engineer when = now where = relative value = -5 } command = { type = sce_frequency value = 0.3 } } }
}