Land Doctrines Tech

  • November 2019
  • PDF

This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA


Overview

Download & View Land Doctrines Tech as PDF for free.

More details

  • Words: 5,264
  • Pages: 25
###################################### # 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 } } }

}

Related Documents

Land Doctrines Tech
November 2019 17
Doctrines Credit.docx
June 2020 17
Doctrines-credit.docx
May 2020 26
Strange Doctrines
May 2020 19
Land
June 2020 39
Tech
October 2019 67