air doctrines tech

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    # ###################################### AIR DOCTRINE ## #####################################technology ={ id = 9  category = air_doctrines  name = TECH_AD_NAME # Localized name  desc = TECH_AD_DESC # Localized description  # Air Superiority Doctrine  application =  { id = 9010  name = TECH_APP_AD_1_NAME  desc = TECH_APP_AD_1_DESC  position = { x = 40 y = 24 }  year = 1936  # Tactical Unit - Wing  component = { id = 9011 name = TECH_CMP_AD_1_1_NAME type = aircraft_testingdifficulty = 5 }  # Combat Air Patrol  component = { id = 9012 name = TECH_CMP_AD_1_2_NAME type = aircraft_testingdifficulty = 5 }  # Bombrun Testing  component = { id = 9013 name = TECH_CMP_AD_1_3_NAME type = aircraft_testingdifficulty = 5 }

      # Army Air Support  component = { id = 9014 name = TECH_CMP_AD_1_4_NAME type = combined_arms_focus difficulty = 5 }  # Counter-Air Tactics  component = { id = 9015 name = TECH_CMP_AD_1_5_NAME type = aircraft_testingdifficulty = 5 }  required = { }  effects =  { command = { type = max_organization which = interceptor value = 2 }  command = { type = morale which = interceptor value = 2 }  command = { type = max_organization which = multi_role value = 2 }  command = { type = morale which = multi_role value = 2 }  command = { type = max_organization which = cag value = 2 }

      command = { type = morale which = cag value = 2 }  command = { type = enable_task which = ground_attack }  command = { type = enable_task which = interdiction }  command = { type = enable_task which = naval_strike }  command = { type = enable_task which = logistical_strike }  command = { type = enable_task which = strategic_bombardment }  command = { type = enable_task which = port_strike }  command = { type = enable_task which = installation_strike }  command = { type = enable_task which = runway_cratering }  command = { type = enable_task which = convoy_air_raiding }  }  }  # Flying Circus Doctrine

      application =  { id = 9020  name = TECH_APP_AD_2_NAME  desc = TECH_APP_AD_2_DESC  position = { x = 168 y = 16 }  year = 1936  # All-metal airframes  component = { id = 9021 name = TECH_CMP_AD_2_1_NAME type = aeronautics difficulty = 5 }  # Peacetime training

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      component = { id = 9022 name = TECH_CMP_AD_2_2_NAME type = aircraft_testingdifficulty = 5 }  # Extensive performance testing  component = { id = 9023 name = TECH_CMP_AD_2_3_NAME type = aircraft_testingdifficulty = 5 }  # Small unit training  component = { id = 9024 name = TECH_CMP_AD_2_4_NAME type = fighter_tactics difficulty = 5 }  # Superiority spirit  component = { id = 9025 name = TECH_CMP_AD_2_5_NAME type = piloting difficulty = 5 }  required = { 9010 }  effects =  { command = { type = max_organization which = interceptor value = 2 }  command = { type = morale which = interceptor value = 2 }  command = { type = max_organization which = multi_role value = 2 }  command = { type = morale which = multi_role value = 2 }  command = { type = max_organization which = cag value = 2 }  command = { type = morale which = cag value = 2 }  }  }  # Force Substitution Doctrine  application =  { id = 9030

      name = TECH_APP_AD_3_NAME  desc = TECH_APP_AD_3_DESC  position = { x = 168 y = 32 }  year = 1936  # Tactical Unit - Flight  component = { id = 9031 name = TECH_CMP_AD_3_1_NAME type = aircraft_testingdifficulty = 5 }  # Fighter tactics  component = { id = 9032 name = TECH_CMP_AD_3_2_NAME type = fighter_tactics difficulty = 5 }  # Specialized gunsights  component = { id = 9033 name = TECH_CMP_AD_3_3_NAME type = mechanics difficulty = 5 }

      # Air superiority spirit  component = { id = 9034 name = TECH_CMP_AD_3_4_NAME type = piloting difficulty = 5 }  # Fighter specialisation  component = { id = 9035 name = TECH_CMP_AD_3_5_NAME type = aircraft_testingdifficulty = 5 }  required = { 9010 }  effects =  { command = { type = max_organization which = interceptor value = 2 }  command = { type = morale which = interceptor value = 2 }  command = { type = max_organization which = multi_role value = 2 }  command = { type = morale which = multi_role value = 2 }  command = { type = max_organization which = cag value = 2 }

      command = { type = morale which = cag value = 2 }  }  }  # Battlefield Destruction Doctrine  application =  { id = 9040  name = TECH_APP_AD_4_NAME  desc = TECH_APP_AD_4_DESC  position = { x = 40 y = 72 }  year = 1936

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      # Small Bomb Bays  component = { id = 9041 name = TECH_CMP_AD_4_1_NAME type = aeronautics difficulty = 3 }  # Tank-Buster Bombs  component = { id = 9042 name = TECH_CMP_AD_4_2_NAME type = general_equipment difficulty = 3 }  # Forward air controllers  component = { id = 9043 name = TECH_CMP_AD_4_3_NAME type = combined_arms_focus difficulty = 3 }  # Battlefield Air support  component = { id = 9044 name = TECH_CMP_AD_4_4_NAME type = aircraft_testingdifficulty = 3 }  # "Fire-Brigade" Spirit  component = { id = 9045 name = TECH_CMP_AD_4_5_NAME type = piloting difficulty = 3 }  required = { 9020 9030 }  effects =  { command = { type = max_organization which = cas value = 10 }  command = { type = morale which = cas value = 10 }  command = { type = task_efficiency which = ground_attack value = 0.5 }  }  }  # Dive Bombing Doctrine  application =

      { id = 9050  name = TECH_APP_AD_5_NAME  desc = TECH_APP_AD_5_DESC  position = { x = 56 y = 88 }  year = 1937  # Early Precision Bombruns  component = { id = 9051 name = TECH_CMP_AD_5_1_NAME type = aircraft_testingdifficulty = 3 }  # Offensive Air support  component = { id = 9052 name = TECH_CMP_AD_5_2_NAME type = combined_arms_focus difficulty = 3 }  # Diving ability  component = { id = 9053 name = TECH_CMP_AD_5_3_NAME type = aeronautics diffi

    culty = 3 }  # Diving training  component = { id = 9054 name = TECH_CMP_AD_5_4_NAME type = aircraft_testingdifficulty = 3 }  # CAS Spirit  component = { id = 9055 name = TECH_CMP_AD_5_5_NAME type = piloting difficulty = 3 }  required = { 9040 }  effects =  { command = { type = max_organization which = cas value = 5 }  command = { type = morale which = cas value = 5 }  }  }

      # Direct Ground Support Doctrine  application =  { id = 9060  name = TECH_APP_AD_6_NAME  desc = TECH_APP_AD_6_DESC  position = { x = 56 y = 104 }  year = 1938  # Frontline air controllers  component = { id = 9061 name = TECH_CMP_AD_6_1_NAME type = combined_arms_focus difficulty = 3 }

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      # Combat support patrols  component = { id = 9062 name = TECH_CMP_AD_6_2_NAME type = bomber_tactics difficulty = 3 }  # "Fire-Brigade" spirit  component = { id = 9063 name = TECH_CMP_AD_6_3_NAME type = piloting difficulty = 3 }  # Specialized bombing sights  component = { id = 9064 name = TECH_CMP_AD_6_4_NAME type = mechanics difficulty = 3 }  # Basic Ground Attack Ordnance  component = { id = 9065 name = TECH_CMP_AD_6_5_NAME type = general_equipment difficulty = 3 }  required = { 9040 }  effects =  { command = { type = max_organization which = cas value = 5 }  command = { type = morale which = cas value = 5 }  }  }  # Bomber Veteran Initiative  application =  { id = 9070  name = TECH_APP_AD_7_NAME  desc = TECH_APP_AD_7_DESC  position = { x = 56 y = 120 }

      year = 1938  # Moral superiority spirit  component = { id = 9071 name = TECH_CMP_AD_7_1_NAME type = piloting difficulty = 3 }  # Bad weather adaptation  component = { id = 9072 name = TECH_CMP_AD_7_2_NAME type = aeronautics difficulty = 3 }  # Specialized bombing training  component = { id = 9073 name = TECH_CMP_AD_7_3_NAME type = aircraft_testingdifficulty = 3 }  # Individual aircraft adaptation  component = { id = 9074 name = TECH_CMP_AD_7_4_NAME type = aircraft_testingdifficulty = 3 }

      # Ground attack tactics  component = { id = 9075 name = TECH_CMP_AD_7_5_NAME type = aircraft_testingdifficulty = 3 }  required = { 9040 }  effects =  { command = { type = max_organization which = cas value = 5 }  command = { type = morale which = cas value = 5 }  command = { type = snow_attack which = cas value = 10 }  command = { type = rain_attack which = cas value = 10 }  command = { type = snow_attack which = cag value = 10 }  command = { type = rain_attack which = cag value = 10 }  }  }

      # Night Strikes Doctrine  application =  { id = 9080  name = TECH_APP_AD_8_NAME  desc = TECH_APP_AD_8_DESC  position = { x = 72 y = 144 }  year = 1939  # Bombing illuminators  component = { id = 9081 name = TECH_CMP_AD_8_1_NAME type = chemistry difficulty = 3 }

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      # Night bombing sights  component = { id = 9082 name = TECH_CMP_AD_8_2_NAME type = mechanics difficulty = 3 }  # Night flying training  component = { id = 9083 name = TECH_CMP_AD_8_3_NAME type = aircraft_testingdifficulty = 3 }  # Superiority spirit  component = { id = 9084 name = TECH_CMP_AD_8_4_NAME type = piloting difficulty = 3 }  # Small unit tactics  component = { id = 9085 name = TECH_CMP_AD_8_5_NAME type = bomber_tactics difficulty = 3 }  required = { 9050 9060 9070 }  effects =  { command = { type = night_attack which = cas value = 10 }  command = { type = night_defense which = cas value = 50 }  command = { type = max_organization which = cas value = 5 }  command = { type = morale which = cas value = 5 }  }  }  # Operational Destruction Doctrine  application =  { id = 9090  name = TECH_APP_AD_9_NAME

      desc = TECH_APP_AD_9_DESC  position = { x = 40 y = 168 }  year = 1937  # Armor-penetration bombs  component = { id = 9091 name = TECH_CMP_AD_9_1_NAME type = general_equipment difficulty = 3 }  # Carpet-Bombing  component = { id = 9092 name = TECH_CMP_AD_9_2_NAME type = bomber_tactics difficulty = 3 }  # Bombing practise  component = { id = 9093 name = TECH_CMP_AD_9_3_NAME type = aircraft_testingdifficulty = 3 }  # Air campaign management

      component = { id = 9094 name = TECH_CMP_AD_9_4_NAME type = centralized_execution difficulty = 3 }  # Large bomb bays  component = { id = 9095 name = TECH_CMP_AD_9_5_NAME type = aeronautics difficulty = 3 }  required = { 9020 9030 }  effects =  { command = { type = max_organization which = tactical_bomber value = 10 }  command = { type = morale which = tactical_bomber value = 10 }  command = { type = max_organization which = naval_bomber value = 10 }  command = { type = morale which = naval_bomber value = 10 }  }  }

      # Battlefield Interdiction Doctrine  application =  { id = 9100  name = TECH_APP_AD_10_NAME  desc = TECH_APP_AD_10_DESC  position = { x = 56 y = 184 }  year = 1938  # Target of opportunity strike  component = { id = 9101 name = TECH_CMP_AD_10_1_NAME type = decentralized_execution difficulty = 3 }

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      # Interdiction patrols  component = { id = 9102 name = TECH_CMP_AD_10_2_NAME type = aircraft_testing difficulty = 3 }  # Airborne assault tactics  component = { id = 9103 name = TECH_CMP_AD_10_3_NAME type = aircraft_testing difficulty = 3 }  # Airborne landing techniques  component = { id = 9104 name = TECH_CMP_AD_10_4_NAME type = combined_arms_focus difficulty = 3 }  # Logistical strike tactics  component = { id = 9105 name = TECH_CMP_AD_10_5_NAME type = bomber_tactics difficulty = 3 }  required = { 9090 }  effects =  { command = { type = max_organization which = tactical_bomber value = 5 }  command = { type = morale which = tactical_bomber value = 5 }  command = { type = max_organization which = naval_bomber value = 5 }  command = { type = morale which = naval_bomber value = 5 }  command = { type = enable_task which = airborne_assault }  command = { type = task_efficiency which = airborne_assault value = 0.3 }  }  }  # Strafing Doctrine  application =

      { id = 9110  name = TECH_APP_AD_11_NAME  desc = TECH_APP_AD_11_DESC  position = { x = 56 y = 200 }  year = 1938  # Armor penetration ammunition  component = { id = 9111 name = TECH_CMP_AD_11_1_NAME type = general_equipment difficulty = 3 }  # Large ammunition storage  component = { id = 9112 name = TECH_CMP_AD_11_2_NAME type = aeronautics difficulty = 3 }  # Strafing training  component = { id = 9113 name = TECH_CMP_AD_11_3_NAME type = aircraft_testing

     difficulty = 3 }  # Armored fuselage  component = { id = 9114 name = TECH_CMP_AD_11_4_NAME type = aeronautics difficulty = 3 }  # Multiple bombing runs  component = { id = 9115 name = TECH_CMP_AD_11_5_NAME type = piloting difficulty = 3 }  required = { 9090 }  effects =  { command = { type = max_organization which = tactical_bomber value = 5 }  command = { type = morale which = tactical_bomber value = 5 }  command = { type = max_organization which = naval_bomber value = 5 }  command = { type = morale which = naval_bomber value = 5 }

      command = { type = task_efficiency which = interdiction value = 0.5 }  command = { type = task_efficiency which = naval_strike value = 0.5 }  command = { type = task_efficiency which = convoy_air_raiding value = 0.5}  }  }  # Logistical Strike Doctrine  application =  { id = 9120  name = TECH_APP_AD_12_NAME

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      desc = TECH_APP_AD_12_DESC  position = { x = 56 y = 216 }  year = 1938  # Logistical Hub Bombing  component = { id = 9121 name = TECH_CMP_AD_12_1_NAME type = bomber_tactics difficulty = 3 }  # Line of communication interdiction  component = { id = 9122 name = TECH_CMP_AD_12_2_NAME type = centralized_execution difficulty = 3 }  # Precision bombing training  component = { id = 9123 name = TECH_CMP_AD_12_3_NAME type = aircraft_testing difficulty = 3 }  # Airdroped mines  component = { id = 9124 name = TECH_CMP_AD_12_4_NAME type = general_equipment difficulty = 3 }  # Area interdiction  component = { id = 9125 name = TECH_CMP_AD_12_5_NAME type = piloting difficulty = 3 }  required = { 9090 }  effects =  { command = { type = max_organization which = tactical_bomber value = 5 }  command = { type = morale which = tactical_bomber value = 5 }  command = { type = max_organization which = naval_bomber value = 5 }  command = { type = morale which = naval_bomber value = 5 }

      command = { type = task_efficiency which = logistical_strike value = 0.5 }  }  }  # Night Strafing Doctrine  application =  { id = 9130  name = TECH_APP_AD_13_NAME  desc = TECH_APP_AD_13_DESC  position = { x = 72 y = 240 }  year = 1939  # Night Gunsight  component = { id = 9131 name = TECH_CMP_AD_13_1_NAME type = mechanics difficulty = 3 }

      # Ground illumination  component = { id = 9132 name = TECH_CMP_AD_13_2_NAME type = chemistry difficulty = 3 }  # Night strafing training  component = { id = 9133 name = TECH_CMP_AD_13_3_NAME type = aircraft_testing difficulty = 3 }  # Tracer ammunition  component = { id = 9134 name = TECH_CMP_AD_13_4_NAME type = general_equipment difficulty = 3 }  # Night air superiority spirit  component = { id = 9135 name = TECH_CMP_AD_13_5_NAME type = piloting difficulty = 3 }  required = { 9100 9110 9120 }

      effects =  { command = { type = night_attack which = tactical_bomber value = 10 }  command = { type = night_defense which = tactical_bomber value = 50 }  command = { type = night_attack which = naval_bomber value = 10 }  command = { type = night_defense which = naval_bomber value = 50 }  command = { type = max_organization which = tactical_bomber value = 5 }  command = { type = morale which = tactical_bomber value = 5 }  command = { type = max_organization which = naval_bomber value = 5 }  command = { type = morale which = naval_bomber value = 5 }  }

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      }  # Strategic Destruction Doctrine  application =  { id = 9140  name = TECH_APP_AD_14_NAME  desc = TECH_APP_AD_14_DESC  position = { x = 40 y = 264 }  year = 1937  # Massed Bombing Run tactics  component = { id = 9141 name = TECH_CMP_AD_14_1_NAME type = bomber_tactics difficulty = 3 }  # Bomber formations  component = { id = 9142 name = TECH_CMP_AD_14_2_NAME type = aircraft_testing difficulty = 3 }  # High altitude bombsights  component = { id = 9143 name = TECH_CMP_AD_14_3_NAME type = mechanics difficulty = 3 }  # Large bomb bays  component = { id = 9144 name = TECH_CMP_AD_14_4_NAME type = aeronautics difficulty = 3 }  # Area Target Bombing  component = { id = 9145 name = TECH_CMP_AD_14_5_NAME type = aircraft_testing difficulty = 3 }  required = { 9020 9030 }

      effects =  { command = { type = max_organization which = strategic_bomber value = 10 }  command = { type = morale which = strategic_bomber value = 10 }  command = { type = morale which = transport_plane value = 10 }  command = { type = task_efficiency which = strategic_bombardment value = 0.5 }  }  }  # Escort Box System Doctrine  application =  { id = 9150  name = TECH_APP_AD_15_NAME  desc = TECH_APP_AD_15_DESC

      position = { x = 56 y = 280 }  year = 1938  # Bomber Escort Tactics  component = { id = 9151 name = TECH_CMP_AD_15_1_NAME type = bomber_tactics difficulty = 3 }  # Escort Tactics Training  component = { id = 9152 name = TECH_CMP_AD_15_2_NAME type = fighter_tacticsdifficulty = 3 }  # External Fuel Tanks  component = { id = 9153 name = TECH_CMP_AD_15_3_NAME type = aeronautics difficulty = 3 }  # Fighter Suppression Spirit  component = { id = 9154 name = TECH_CMP_AD_15_4_NAME type = piloting difficu

    lty = 3 }  # Bomber-Escort Coordination  component = { id = 9155 name = TECH_CMP_AD_15_5_NAME type = centralized_execution difficulty = 3 }  required = { 9140 }  effects =  { command = { type = max_organization which = strategic_bomber value = 5 }  command = { type = morale which = strategic_bomber value = 5 }  command = { type = morale which = transport_plane value = 5 }  command = { type = build_cost which = escort when = now value = -2 where =

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     relative }  }  }  # Combat-Bombardment Groups Doctrine  application =  { id = 9160  name = TECH_APP_AD_16_NAME  desc = TECH_APP_AD_16_DESC  position = { x = 56 y = 296 }  year = 1939  # Combined Command Net  component = { id = 9161 name = TECH_CMP_AD_16_1_NAME type = combined_arms_focus difficulty = 3 }  # Carpet Bombing Tactics  component = { id = 9162 name = TECH_CMP_AD_16_2_NAME type = bomber_tactics difficulty = 3 }  # Low-altitud Bombsights  component = { id = 9163 name = TECH_CMP_AD_16_3_NAME type = mechanics difficulty = 3 }  # Early AA Suppression  component = { id = 9164 name = TECH_CMP_AD_16_4_NAME type = aircraft_testing difficulty = 3 }  # Combat Bombing Spirit  component = { id = 9165 name = TECH_CMP_AD_16_5_NAME type = piloting difficu

    lty = 3 }  required = { 9140 }  effects =  { command = { type = max_organization which = strategic_bomber value = 5 }  command = { type = morale which = strategic_bomber value = 5 }  command = { type = morale which = transport_plane value = 5 }  }  }  # Dead Reckoning Bombardment Doctrine  application =  { id = 9170  name = TECH_APP_AD_17_NAME  desc = TECH_APP_AD_17_DESC

      position = { x = 56 y = 312 }  year = 1939  # Precise Navigation Instruments  component = { id = 9171 name = TECH_CMP_AD_17_1_NAME type = electronics difficulty = 3 }  # Navigator Training  component = { id = 9172 name = TECH_CMP_AD_17_2_NAME type = aircraft_testing difficulty = 3 }  # Preset Coordinate Bombing  component = { id = 9173 name = TECH_CMP_AD_17_3_NAME type = centralized_execution difficulty = 3 }  # Early AA Evasion  component = { id = 9174 name = TECH_CMP_AD_17_4_NAME type = aircraft_testing

     difficulty = 3 }  # Tactical Unit - Bomber Flight  component = { id = 9175 name = TECH_CMP_AD_17_5_NAME type = bomber_tactics difficulty = 3 }  required = { 9140 }  effects =  { command = { type = max_organization which = strategic_bomber value = 5 }  command = { type = morale which = strategic_bomber value = 5 }  command = { type = morale which = transport_plane value = 5 }  }

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      }  # Night Bombardment Doctrine  application =  { id = 9180  name = TECH_APP_AD_18_NAME  desc = TECH_APP_AD_18_DESC  position = { x = 72 y = 336 }  year = 1939  # Night Bombsights  component = { id = 9181 name = TECH_CMP_AD_18_1_NAME type = mechanics difficulty = 3 }  # Pathfinder Planes  component = { id = 9182 name = TECH_CMP_AD_18_2_NAME type = aeronautics difficulty = 3 }  # Ground Illuminators  component = { id = 9183 name = TECH_CMP_AD_18_3_NAME type = chemistry difficulty = 3 }  # Night Bombing Training  component = { id = 9184 name = TECH_CMP_AD_18_4_NAME type = aircraft_testing difficulty = 3 }  # Preplanned Bombruns  component = { id = 9185 name = TECH_CMP_AD_18_5_NAME type = centralized_execution difficulty = 3 }  required = { 9150 9160 9170 }

      effects =  { command = { type = night_attack which = strategic_bomber value = 10 }  command = { type = night_defense which = strategic_bomber value = 50 }  command = { type = max_organization which = strategic_bomber value = 5 }  command = { type = morale which = strategic_bomber value = 5 }  command = { type = morale which = transport_plane value = 5 }  }  }  # First Strike Doctrine  application =  { id = 9190  name = TECH_APP_AD_19_NAME  desc = TECH_APP_AD_19_DESC

      position = { x = 392 y = 24 }  year = 1939  # Enemy Air Force Suppression Tactics  component = { id = 9191 name = TECH_CMP_AD_19_1_NAME type = centralized_execution difficulty = 4 }  # Frontline Airspace Domination  component = { id = 9192 name = TECH_CMP_AD_19_2_NAME type = centralized_execution difficulty = 4 }  # Fighter Rader Guidance  component = { id = 9193 name = TECH_CMP_AD_19_3_NAME type = electronics difficulty = 4 }  # Fighter Patrols  component = { id = 9194 name = TECH_CMP_AD_19_4_NAME type = fighter_tactic

    s difficulty = 4 }  # Unimpeded Air Superiority Spirit  component = { id = 9195 name = TECH_CMP_AD_19_5_NAME type = piloting difficulty = 4 }  OR_required = { 9080 9130 }  required = { }  effects =  { command = { type = night_attack which = interceptor value = 10 }  command = { type = night_attack which = multi_role value = 5 }  command = { type = max_organization which = interceptor value = 3 }

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      command = { type = morale which = interceptor value = 3 }  command = { type = max_organization which = multi_role value = 3 }  command = { type = morale which = multi_role value = 3 }  command = { type = max_organization which = cag value = 3 }  command = { type = morale which = cag value = 3 }  }  }  # Dispersed Fighting Doctrine  application =  { id = 9200  name = TECH_APP_AD_20_NAME  desc = TECH_APP_AD_20_DESC  position = { x = 408 y = 40 }  year = 1939  # Regional Air Commands  component = { id = 9201 name = TECH_CMP_AD_20_1_NAME type = decentralized_execution difficulty = 4 }  # Individual Fighter Sweeps  component = { id = 9202 name = TECH_CMP_AD_20_2_NAME type = fighter_tacticsdifficulty = 4 }  # Frontline Field Sirbase Use  component = { id = 9203 name = TECH_CMP_AD_20_3_NAME type = aircraft_testing difficulty = 4 }  # Rough Landing and Take-off Capability

      component = { id = 9204 name = TECH_CMP_AD_20_4_NAME type = aeronautics difficulty = 4 }  # Dispersed Fighting Training  component = { id = 9205 name = TECH_CMP_AD_20_5_NAME type = aircraft_testing difficulty = 4 }  required = { 9190 }  effects =  { command = { type = max_organization which = interceptor value = 3 }  command = { type = morale which = interceptor value = 3 }  command = { type = max_organization which = multi_role value = 3 }  command = { type = morale which = multi_role value = 3 }  command = { type = max_organization which = cag value = 3 }  command = { type = morale which = cag value = 3 }

      }  }  # Frontal Missions Doctrine  application =  { id = 9210  name = TECH_APP_AD_21_NAME  desc = TECH_APP_AD_21_DESC  position = { x = 408 y = 56 }  year = 1939  # Frontline Air Patrols  component = { id = 9211 name = TECH_CMP_AD_21_1_NAME type = fighter_tacticsdifficulty = 4 }  # Army-Airforce Radionet

      component = { id = 9212 name = TECH_CMP_AD_21_2_NAME type = electronics difficulty = 4 }  # On-call Fighter Flights  component = { id = 9213 name = TECH_CMP_AD_21_3_NAME type = aircraft_testing difficulty = 4 }  # Close Fighter Cover  component = { id = 9214 name = TECH_CMP_AD_21_4_NAME type = combined_arms_focus difficulty = 4 }  # Fighter Sweep Training  component = { id = 9215 name = TECH_CMP_AD_21_5_NAME type = fighter_tactics

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    difficulty = 4 }  required = { 9190 }  effects =  { command = { type = max_organization which = interceptor value = 3 }  command = { type = morale which = interceptor value = 3 }  command = { type = max_organization which = multi_role value = 3 }  command = { type = morale which = multi_role value = 3 }  command = { type = max_organization which = cag value = 3 }  command = { type = morale which = cag value = 3 }  }  }  # Fighter Veteran Initiative  application =  { id = 9220  name = TECH_APP_AD_22_NAME  desc = TECH_APP_AD_22_DESC  position = { x = 406 y = 72 }  year = 1939  # Rough Weather Capability  component = { id = 9221 name = TECH_CMP_AD_22_1_NAME type = aeronautics difficulty = 4 }  # Rough Weather Training  component = { id = 9222 name = TECH_CMP_AD_22_2_NAME type = aircraft_testing difficulty = 4 }

      # Individual Training Spirit  component = { id = 9223 name = TECH_CMP_AD_22_3_NAME type = piloting difficulty = 4 }  # Fighter Unit Specialization  component = { id = 9224 name = TECH_CMP_AD_22_4_NAME type = aircraft_testing difficulty = 4 }  # All-weather Gunsights  component = { id = 9225 name = TECH_CMP_AD_22_5_NAME type = mechanics difficulty = 4 }  required = { 9190 }  effects =  { command = { type = max_organization which = interceptor value = 3 }  command = { type = morale which = interceptor value = 3 }

      command = { type = max_organization which = multi_role value = 3 }  command = { type = morale which = multi_role value = 3 }  command = { type = max_organization which = cag value = 3 }  command = { type = morale which = cag value = 3 }  command = { type = snow_attack which = interceptor value = 5 }  command = { type = rain_attack which = interceptor value = 5 }  command = { type = snow_attack which = multi_role value = 10 }  command = { type = rain_attack which = multi_role value = 10 }  command = { type = snow_attack which = cag value = 10 }  command = { type = rain_attack which = cag value = 10 }  }  }  # Perimeter Defence Doctrine

      application =  { id = 9230  name = TECH_APP_AD_23_NAME  desc = TECH_APP_AD_23_DESC  position = { x = 392 y = 184 }  year = 1939  # Preset Rader Fighter Guidance  component = { id = 9231 name = TECH_CMP_AD_23_1_NAME type = electronics difficulty = 4 }  # Forward Air Controller Training

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      component = { id = 9232 name = TECH_CMP_AD_23_2_NAME type = aircraft_testing difficulty = 4 }  # Individual Fighter Guidance  component = { id = 9233 name = TECH_CMP_AD_23_3_NAME type = fighter_tactics difficulty = 4 }  # Specialized Area Defense Tactics  component = { id = 9234 name = TECH_CMP_AD_23_4_NAME type = decentralized_ execution difficulty = 4 }  # Fighter Unit Coordination Training  component = { id = 9235 name = TECH_CMP_AD_23_5_NAME type = aircraft_testing difficulty = 4 }  OR_required = { 9130 9180 }  required = { }  effects =  { command = { type = night_defense which = escort value = 50 }  command = { type = night_defense which = multi_role value = 25 }  command = { type = max_organization which = interceptor value = 3 }  command = { type = morale which = interceptor value = 3 }  command = { type = max_organization which = multi_role value = 3 }  command = { type = morale which = multi_role value = 3 }  command = { type = max_organization which = cag value = 3 }  command = { type = morale which = cag value = 3 }  }  }

      # Formation Fighting Doctrine  application =  { id = 9240  name = TECH_APP_AD_24_NAME  desc = TECH_APP_AD_24_DESC  position = { x = 408 y = 200 }  year = 1939  # Close Escort Tactics  component = { id = 9241 name = TECH_CMP_AD_24_1_NAME type = large_unit_tactics difficulty = 4 }  # Multiple Wing Coordination  component = { id = 9242 name = TECH_CMP_AD_24_2_NAME type = fighter_tacticsdifficulty = 4 }

      # Preplanned Air Missions  component = { id = 9243 name = TECH_CMP_AD_24_3_NAME type = centralized_execution difficulty = 4 }  # Formation Flying  component = { id = 9244 name = TECH_CMP_AD_24_4_NAME type = aircraft_testing difficulty = 4 }  # Extensive Flying Testing  component = { id = 9245 name = TECH_CMP_AD_24_5_NAME type = aircraft_testing difficulty = 4 }  required = { 9230 }  effects =  { command = { type = max_organization which = interceptor value = 3 }  command = { type = morale which = interceptor value = 3 }

      command = { type = max_organization which = multi_role value = 3 }  command = { type = morale which = multi_role value = 3 }  command = { type = max_organization which = cag value = 3 }  command = { type = morale which = cag value = 3 }  command = { type = build_cost which = escort when = now value = -10 where= relative }  }  }  # Home Defence Doctrine  application =

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      { id = 9250  name = TECH_APP_AD_25_NAME  desc = TECH_APP_AD_25_DESC  position = { x = 408 y = 216 }  year = 1940  # Centralized Fighter Coordination  component = { id = 9251 name = TECH_CMP_AD_25_1_NAME type = centralized_execution difficulty = 4 }  # Fighter Concentration  component = { id = 9252 name = TECH_CMP_AD_25_2_NAME type = fighter_tacticsdifficulty = 4 }  # Radarguided Interception  component = { id = 9253 name = TECH_CMP_AD_25_3_NAME type = electronics difficulty = 4 }  # Coordinated Interception Training  component = { id = 9254 name = TECH_CMP_AD_25_4_NAME type = aircraft_testing difficulty = 4 }  # Area Defense Training  component = { id = 9255 name = TECH_CMP_AD_25_5_NAME type = aircraft_testing difficulty = 4 }  required = { 9230 }  effects =  { command = { type = max_organization which = interceptor value = 3 }  command = { type = morale which = interceptor value = 3 }

      command = { type = max_organization which = multi_role value = 3 }  command = { type = morale which = multi_role value = 3 }  command = { type = max_organization which = cag value = 3 }  command = { type = morale which = cag value = 3 }  }  }  # Recon Skirmisher Doctrine  application =  { id = 9260  name = TECH_APP_AD_26_NAME  desc = TECH_APP_AD_26_DESC  position = { x = 408 y = 232 }  year = 1940

      # Combat Reconnaisance Tactics  component = { id = 9261 name = TECH_CMP_AD_26_1_NAME type = fighter_tacticsdifficulty = 4 }  # Target of Opportunity Strikes  component = { id = 9262 name = TECH_CMP_AD_26_2_NAME type = aircraft_testing difficulty = 4 }  # Large Area Fighter Coordination  component = { id = 9263 name = TECH_CMP_AD_26_3_NAME type = centralized_execution difficulty = 4 }  # Combat Reconnaisance Planes  component = { id = 9264 name = TECH_CMP_AD_26_4_NAME type = aeronautics difficulty = 4 }  # Chance Encounter Training

      component = { id = 9265 name = TECH_CMP_AD_26_5_NAME type = aircraft_testing difficulty = 4 }  required = { 9230 }  effects =  { command = { type = max_organization which = interceptor value = 3 }  command = { type = morale which = interceptor value = 3 }  command = { type = max_organization which = multi_role value = 3 }  command = { type = morale which = multi_role value = 3 }  command = { type = max_organization which = cag value = 3 }  command = { type = morale which = cag value = 3 }

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      }  }  # Combat Unit Destruction Doctrine  application =  { id = 9270  name = TECH_APP_AD_27_NAME  desc = TECH_APP_AD_27_DESC  position = { x = 200 y = 88 }  year = 1941  # Troop Concentration Bombing  component = { id = 9271 name = TECH_CMP_AD_27_1_NAME type = aircraft_testing difficulty = 4 }  # HQ Destruction Attacks  component = { id = 9272 name = TECH_CMP_AD_27_2_NAME type = bomber_tactics difficulty = 4 }  # Basic AA Evasion  component = { id = 9273 name = TECH_CMP_AD_27_3_NAME type = aircraft_testing difficulty = 4 }  # Combat Unit Suppression  component = { id = 9274 name = TECH_CMP_AD_27_4_NAME type = aircraft_testing difficulty = 4 }  # Regional Airstrike Command  component = { id = 9275 name = TECH_CMP_AD_27_5_NAME type = decentralized_execution difficulty = 4 }

      required = { 9080 }  effects =  { command = { type = max_organization which = cas value = 10 }  command = { type = morale which = cas value = 10 }  }  }  # Hunt & Destroy Groups Doctrine  application =  { id = 9280  name = TECH_APP_AD_28_NAME  desc = TECH_APP_AD_28_DESC  position = { x = 216 y = 104 }  year = 1941

      # Frontline CAP  component = { id = 9281 name = TECH_CMP_AD_28_1_NAME type = bomber_tactics difficulty = 4 }  # Target of Opportunity Strikes  component = { id = 9282 name = TECH_CMP_AD_28_2_NAME type = aircraft_testing difficulty = 4 }  # Area Bombing Campaigns  component = { id = 9283 name = TECH_CMP_AD_28_3_NAME type = centralized_execution difficulty = 4 }  # Coordinated Offensive Bombing  component = { id = 9284 name = TECH_CMP_AD_28_4_NAME type = combined_arms_focus difficulty = 4 }  # Extreme-range Artillery Spirit

      component = { id = 9285 name = TECH_CMP_AD_28_5_NAME type = piloting difficulty = 4 }  required = { 9270 }  effects =  { command = { type = max_organization which = cas value = 10 }  command = { type = morale which = cas value = 10 }  command = { type = build_cost which = cas when = now value = -10 where = relative }  }  }

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      # Low Echelon CAS Doctrine  application =  { id = 9290  name = TECH_APP_AD_29_NAME  desc = TECH_APP_AD_29_DESC  position = { x = 216 y = 120 }  year = 1942  # Division-attached Air Support  component = { id = 9291 name = TECH_CMP_AD_29_1_NAME type = combined_arms_focus difficulty = 4 }  # Local Air Operations  component = { id = 9292 name = TECH_CMP_AD_29_2_NAME type = decentralized_execution difficulty = 4 }  # Small-scale Bombruns  component = { id = 9293 name = TECH_CMP_AD_29_3_NAME type = bomber_tactics difficulty = 4 }  # Coordinated Air-Land Operations  component = { id = 9294 name = TECH_CMP_AD_29_4_NAME type = aircraft_testing difficulty = 4 }  # CAS Training  component = { id = 9295 name = TECH_CMP_AD_29_5_NAME type = aircraft_testing difficulty = 4 }  required = { 9270 }  effects =

      { command = { type = max_organization which = cas value = 10 }  command = { type = morale which = cas value = 10 }  command = { type = build_cost which = cas when = now value = -10 where = relative }  }  }  # Bomber Ace Initiative  application =  { id = 9300  name = TECH_APP_AD_30_NAME  desc = TECH_APP_AD_30_DESC  position = { x = 216 y = 136 }  year = 1942

      # Individual Training  component = { id = 9301 name = TECH_CMP_AD_30_1_NAME type = aircraft_testing difficulty = 4 }  # Individual Morale Superiority  component = { id = 9302 name = TECH_CMP_AD_30_2_NAME type = piloting difficulty = 4 }  # Long-time Unit Cohesion  component = { id = 9303 name = TECH_CMP_AD_30_3_NAME type = bomber_tactics difficulty = 4 }  # Specialized Bombers  component = { id = 9304 name = TECH_CMP_AD_30_4_NAME type = aeronautics difficulty = 4 }  # "Tutor" Replacement Integration

      component = { id = 9305 name = TECH_CMP_AD_30_5_NAME type = aircraft_testing difficulty = 4 }  required = { 9270 }  effects =  { command = { type = max_organization which = cas value = 10 }  command = { type = morale which = cas value = 10 }  command = { type = build_cost which = cas when = now value = -10 where = relative }  command = { type = snow_attack which = cas value = 10 }  command = { type = rain_attack which = cas value = 10 }

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      command = { type = snow_attack which = cag value = 10 }  command = { type = rain_attack which = cag value = 10 }  }  }  # Offensive Fighter Box doctrine  application =  { id = 9310  name = TECH_APP_AD_31_NAME  desc = TECH_APP_AD_31_DESC  position = { x = 392 y = 104 }  year = 1942  # Offensive Fighter Tactics  component = { id = 9311 name = TECH_CMP_AD_31_1_NAME type = fighter_tacticsdifficulty = 4 }  # Fighter Concentration  component = { id = 9312 name = TECH_CMP_AD_31_2_NAME type = fighter_tacticsdifficulty = 4 }  # Forward Air Controlling Facilities  component = { id = 9313 name = TECH_CMP_AD_31_3_NAME type = decentralized_execution difficulty = 4 }  # External Fuel Tanks  component = { id = 9314 name = TECH_CMP_AD_31_4_NAME type = aeronautics difficulty = 4 }  # Fighter Suppression Training

      component = { id = 9315 name = TECH_CMP_AD_31_5_NAME type = aircraft_testing difficulty = 4 }  required = { 9200 9210 9220 }  effects =  { command = { type = max_organization which = interceptor value = 5 }  command = { type = morale which = interceptor value = 5 }  command = { type = max_organization which = multi_role value = 5 }  command = { type = morale which = multi_role value = 5 }  command = { type = max_organization which = cag value = 5 }  command = { type = morale which = cag value = 5 }  }  }  # Fighter Baiting Doctrine

      application =  { id = 9320  name = TECH_APP_AD_32_NAME  desc = TECH_APP_AD_32_DESC  position = { x = 408 y = 120 }  year = 1943  # "Flying Ambush" Tactic  component = { id = 9321 name = TECH_CMP_AD_32_1_NAME type = fighter_tacticsdifficulty = 4 }  # Bait Execution  component = { id = 9322 name = TECH_CMP_AD_32_2_NAME type = fighter_tacticsdifficulty = 4 }  # Enemy Intelligence Suppression

      component = { id = 9323 name = TECH_CMP_AD_32_3_NAME type = aircraft_testing difficulty = 4 }  # Long-range Radar Detection  component = { id = 9324 name = TECH_CMP_AD_32_4_NAME type = electronics difficulty = 4 }  # Preplanned Missions  component = { id = 9325 name = TECH_CMP_AD_32_5_NAME type = centralized_execution difficulty = 4 }  required = { 9310 }  effects =

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      { command = { type = max_organization which = interceptor value = 5 }  command = { type = morale which = interceptor value = 5 }  command = { type = max_organization which = multi_role value = 5 }  command = { type = morale which = multi_role value = 5 }  command = { type = max_organization which = cag value = 5 }  command = { type = morale which = cag value = 5 }  command = { type = build_cost which = interceptor when = now value = -10 where = relative }  }  }  # Dogfight Experiment Doctrine  application =  { id = 9330  name = TECH_APP_AD_33_NAME  desc = TECH_APP_AD_33_DESC  position = { x = 408 y = 136 }  year = 1943  # Dogfighting Training  component = { id = 9331 name = TECH_CMP_AD_33_1_NAME type = aircraft_testing difficulty = 4 }  # Anti-fighter Combat  component = { id = 9332 name = TECH_CMP_AD_33_2_NAME type = fighter_tacticsdifficulty = 4 }  # Windcanal Testing

      component = { id = 9333 name = TECH_CMP_AD_33_3_NAME type = aeronautics difficulty = 4 }  # Dogfighting Gunsights  component = { id = 9334 name = TECH_CMP_AD_33_4_NAME type = mechanics difficulty = 4 }  # Dogfight Preperation Tactics  component = { id = 9335 name = TECH_CMP_AD_33_5_NAME type = fighter_tacticsdifficulty = 4 }  required = { 9310 }  effects =  { command = { type = max_organization which = interceptor value = 5 }  command = { type = morale which = interceptor value = 5 }  command = { type = max_organization which = multi_role value = 5 }

      command = { type = morale which = multi_role value = 5 }  command = { type = max_organization which = cag value = 5 }  command = { type = morale which = cag value = 5 }  command = { type = build_cost which = interceptor when = now value = -10 where = relative }  }  }  # Fighter Ace Initiative  application =  { id = 9340  name = TECH_APP_AD_34_NAME  desc = TECH_APP_AD_34_DESC  position = { x = 408 y = 152 }

      year = 1943  # Superior Morale Spirit  component = { id = 9341 name = TECH_CMP_AD_34_1_NAME type = piloting difficulty = 4 }  # Specialized Units  component = { id = 9342 name = TECH_CMP_AD_34_2_NAME type = aircraft_testing difficulty = 4 }  # Individual Fighters  component = { id = 9343 name = TECH_CMP_AD_34_3_NAME type = aeronautics difficulty = 4 }

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      { id = 9360  name = TECH_APP_AD_36_NAME  desc = TECH_APP_AD_36_DESC  position = { x = 216 y = 200 }  year = 1942  # Lightning Strikes  component = { id = 9361 name = TECH_CMP_AD_36_1_NAME type = bomber_tactics difficulty = 4 }  # Precision Navigation Instruments  component = { id = 9362 name = TECH_CMP_AD_36_2_NAME type = electronics difficulty = 4 }  # Sophisticated Navigator Training  component = { id = 9363 name = TECH_CMP_AD_36_3_NAME type = aircraft_testing difficulty = 4 }  # Exact Mission Execution  component = { id = 9364 name = TECH_CMP_AD_36_4_NAME type = aircraft_testing difficulty = 4 }  # Low-altitude Radar Evasion  component = { id = 9365 name = TECH_CMP_AD_36_5_NAME type = aeronautics difficulty = 4 }  required = { 9350 }  effects =  { command = { type = max_organization which = tactical_bomber value = 10 }  command = { type = morale which = tactical_bomber value = 10 }

      command = { type = max_organization which = naval_bomber value = 10 }  command = { type = morale which = naval_bomber value = 10 }  command = { type = build_cost which = tactical_bomber when = now value = -10 where = relative }  command = { type = build_cost which = naval_bomber when = now value = -5 where = relative }  command = { type = task_efficiency which = airborne_assault value = 0.1 }  }  }  # Carousel Bombardment Doctrine  application =  { id = 9370  name = TECH_APP_AD_37_NAME

      desc = TECH_APP_AD_37_DESC  position = { x = 216 y = 216 }  year = 1942  # Large-scale Mission Planning  component = { id = 9371 name = TECH_CMP_AD_37_1_NAME type = centralized_execution difficulty = 4 }  # Permanent Occupation Bombing Campaign  component = { id = 9372 name = TECH_CMP_AD_37_2_NAME type = aircraft_testing difficulty = 4 }  # Small Bomber Strikes  component = { id = 9373 name = TECH_CMP_AD_37_3_NAME type = bomber_tactics difficulty = 4 }  # Round-the-clock Bombing Spirit

      component = { id = 9374 name = TECH_CMP_AD_37_4_NAME type = piloting difficulty = 4 }  # AA Suppression  component = { id = 9375 name = TECH_CMP_AD_37_5_NAME type = aircraft_testing difficulty = 4 }  required = { 9350 }  effects =  { command = { type = max_organization which = tactical_bomber value = 10 }  command = { type = morale which = tactical_bomber value = 10 }  command = { type = max_organization which = naval_bomber value = 10 }

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      command = { type = morale which = naval_bomber value = 10 }  command = { type = build_cost which = tactical_bomber when = now value = -10 where = relative }  command = { type = build_cost which = naval_bomber when = now value = -5 where = relative }  command = { type = task_efficiency which = airborne_assault value = 0.1 }  }  }  # Keypoint Bombardment Doctrine  application =  { id = 9380  name = TECH_APP_AD_38_NAME  desc = TECH_APP_AD_38_DESC  position = { x = 216 y = 232 }  year = 1943  # Precision Bombruns  component = { id = 9381 name = TECH_CMP_AD_38_1_NAME type = aircraft_testing difficulty = 4 }  # Precision Bombsights  component = { id = 9382 name = TECH_CMP_AD_38_2_NAME type = mechanics difficulty = 4 }  # Deep-penetration Bombs  component = { id = 9383 name = TECH_CMP_AD_38_3_NAME type = general_equipment difficulty = 4 }

      # Hit-and-run Spirit  component = { id = 9384 name = TECH_CMP_AD_38_4_NAME type = piloting difficulty = 4 }  # Small-scale Bombruns  component = { id = 9385 name = TECH_CMP_AD_38_5_NAME type = bomber_tactics difficulty = 4 }  required = { 9350 }  effects =  { command = { type = max_organization which = tactical_bomber value = 10 }  command = { type = morale which = tactical_bomber value = 10 }  command = { type = max_organization which = naval_bomber value = 10 }  command = { type = morale which = naval_bomber value = 10 }  command = { type = build_cost which = tactical_bomber when = now value = -

    10 where = relative }  command = { type = build_cost which = naval_bomber when = now value = -5 where = relative }  command = { type = task_efficiency which = airborne_assault value = 0.1 }  }  }  # Defensive Fighter Box Doctrine  application =  { id = 9390  name = TECH_APP_AD_39_NAME  desc = TECH_APP_AD_39_DESC  position = { x = 392 y = 264 }  year = 1942

      # Area Fighter Coordination  component = { id = 9391 name = TECH_CMP_AD_39_1_NAME type = centralized_execution difficulty = 4 }  # Defensive Fighter Tactics  component = { id = 9392 name = TECH_CMP_AD_39_2_NAME type = fighter_tacticsdifficulty = 4 }  # Fighter-AA Coordination  component = { id = 9393 name = TECH_CMP_AD_39_3_NAME type = aircraft_testing difficulty = 4 }  # Fighter Concentration

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      component = { id = 9394 name = TECH_CMP_AD_39_4_NAME type = fighter_tacticsdifficulty = 4 }  # IFF System  component = { id = 9395 name = TECH_CMP_AD_39_5_NAME type = electronics difficulty = 4 }  required = { 9240 9250 9260 }  effects =  { command = { type = max_organization which = interceptor value = 5 }  command = { type = morale which = interceptor value = 5 }  command = { type = max_organization which = multi_role value = 5 }  command = { type = morale which = multi_role value = 5 }  command = { type = max_organization which = cag value = 5 }  command = { type = morale which = cag value = 5 }  }  }  # Multi-altitude Group Doctrine  application =  { id = 9400  name = TECH_APP_AD_40_NAME  desc = TECH_APP_AD_40_DESC  position = { x = 408 y = 280 }  year = 1942  # Multi-layered Fighter Defense  component = { id = 9401 name = TECH_CMP_AD_40_1_NAME type = fighter_tactics

    difficulty = 4 }  # Massed Fighter Sweeps  component = { id = 9402 name = TECH_CMP_AD_40_2_NAME type = fighter_tacticsdifficulty = 4 }  # Large Group Tactics  component = { id = 9403 name = TECH_CMP_AD_40_3_NAME type = aircraft_testing difficulty = 4 }  # "No Penetration" Spirit  component = { id = 9404 name = TECH_CMP_AD_40_4_NAME type = piloting difficulty = 4 }  # Altitude-adapted Fighters  component = { id = 9405 name = TECH_CMP_AD_40_5_NAME type = aeronautics difficulty = 4 }

      required = { 9390 }  effects =  { command = { type = max_organization which = interceptor value = 5 }  command = { type = morale which = interceptor value = 5 }  command = { type = max_organization which = multi_role value = 5 }  command = { type = morale which = multi_role value = 5 }  command = { type = max_organization which = cag value = 5 }  command = { type = morale which = cag value = 5 }  command = { type = build_cost which = multi_role when = now value = -10 where = relative }  command = { type = build_cost which = escort when = now value = -5 where = relative }  }

      }  # Filter Room System Doctrine  application =  { id = 9410  name = TECH_APP_AD_41_NAME  desc = TECH_APP_AD_41_DESC  position = { x = 408 y = 296 }  year = 1943  # Multi-layer Radar Coverage  component = { id = 9411 name = TECH_CMP_AD_41_1_NAME type = electronics diff

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    iculty = 4 }  # Fighter Command HQ  component = { id = 9412 name = TECH_CMP_AD_41_2_NAME type = centralized_execution difficulty = 4 }  # Multi-stage Fighter Defense  component = { id = 9413 name = TECH_CMP_AD_41_3_NAME type = fighter_tacticsdifficulty = 4 }  # Unit Coordination Training  component = { id = 9414 name = TECH_CMP_AD_41_4_NAME type = aircraft_testing difficulty = 4 }  # Filter Room Radionet  component = { id = 9415 name = TECH_CMP_AD_41_5_NAME type = electronics difficulty = 4 }  required = { 9390 }  effects =  { command = { type = max_organization which = interceptor value = 5 }  command = { type = morale which = interceptor value = 5 }  command = { type = max_organization which = multi_role value = 5 }  command = { type = morale which = multi_role value = 5 }  command = { type = max_organization which = cag value = 5 }  command = { type = morale which = cag value = 5 }  command = { type = build_cost which = multi_role when = now value = -10 where = relative }  command = { type = build_cost which = escort when = now value = -5 where =

     relative }  }  }  # Air Reserve Doctrine  application =  { id = 9420  name = TECH_APP_AD_42_NAME  desc = TECH_APP_AD_42_DESC  position = { x = 408 y = 312 }  year = 1943  # Alert Fighter Wings  component = { id = 9421 name = TECH_CMP_AD_42_1_NAME type = aircraft_testing difficulty = 4 }

      # "Last-defense" Spirit  component = { id = 9422 name = TECH_CMP_AD_42_2_NAME type = piloting difficulty = 4 }  # Accelerated Take-off Capability  component = { id = 9423 name = TECH_CMP_AD_42_3_NAME type = aeronautics difficulty = 4 }  # Interception Training  component = { id = 9424 name = TECH_CMP_AD_42_4_NAME type = aircraft_testing difficulty = 4 }  # Fighter Wing Coordination  component = { id = 9425 name = TECH_CMP_AD_42_5_NAME type = aircraft_testing difficulty = 4 }  required = { 9390 }

      effects =  { command = { type = max_organization which = interceptor value = 5 }  command = { type = morale which = interceptor value = 5 }  command = { type = max_organization which = multi_role value = 5 }  command = { type = morale which = multi_role value = 5 }  command = { type = max_organization which = cag value = 5 }  command = { type = morale which = cag value = 5 }  command = { type = build_cost which = multi_role when = now value = -10 where = relative }  command = { type = build_cost which = escort when = now value = -5 where =

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     relative }  }  }  # Mass Destruction Doctrine  application =  { id = 9430  name = TECH_APP_AD_43_NAME  desc = TECH_APP_AD_43_DESC  position = { x = 200 y = 280 }  year = 1942  # Troop Concentration Bombing  component = { id = 9431 name = TECH_CMP_AD_43_1_NAME type = bomber_tactics difficulty = 4 }  # Massed Bombruns  component = { id = 9432 name = TECH_CMP_AD_43_2_NAME type = bomber_tactics difficulty = 4 }  # Enhanced Bomber Payload  component = { id = 9433 name = TECH_CMP_AD_43_3_NAME type = aeronautics difficulty = 4 }  # Frontline Bombing  component = { id = 9434 name = TECH_CMP_AD_43_4_NAME type = aircraft_testing difficulty = 4 }  # Centralized Bomber Coordination  component = { id = 9435 name = TECH_CMP_AD_43_5_NAME type = centralized_exec

    ution difficulty = 4 }  required = { 9180 }  effects =  { command = { type = max_organization which = strategic_bomber value = 10 }  command = { type = morale which = strategic_bomber value = 10 }  command = { type = morale which = transport_plane value = 10 }  }  }  # Escort Relay System Doctrine  application =  { id = 9440  name = TECH_APP_AD_44_NAME  desc = TECH_APP_AD_44_DESC

      position = { x = 216 y = 296 }  year = 1942  # Bomber-escort Radionet  component = { id = 9441 name = TECH_CMP_AD_44_1_NAME type = electronics difficulty = 4 }  # Escort-handover Training  component = { id = 9442 name = TECH_CMP_AD_44_2_NAME type = aircraft_testing difficulty = 4 }  # Superior Tactics Spirit  component = { id = 9443 name = TECH_CMP_AD_44_3_NAME type = piloting difficulty = 4 }  # Bomber Stream Practise  component = { id = 9444 name = TECH_CMP_AD_44_4_NAME type = aircraft_testing

     difficulty = 4 }  # Massed Bomber Tactics  component = { id = 9445 name = TECH_CMP_AD_44_5_NAME type = bomber_tactics difficulty = 4 }  required = { 9430 }  effects =  { command = { type = max_organization which = strategic_bomber value = 10 }  command = { type = morale which = strategic_bomber value = 10 }  command = { type = morale which = transport_plane value = 10 }  command = { type = build_cost which = strategic_bomber when = now value =

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    -10 where = relative }  command = { type = build_cost which = escort when = now value = -10 where= relative }  }  }  # Carpet Bombing Doctrine  application =  { id = 9450  name = TECH_APP_AD_45_NAME  desc = TECH_APP_AD_45_DESC  position = { x = 216 y = 312 }  year = 1942  # Bomber Stream Tactics  component = { id = 9451 name = TECH_CMP_AD_45_1_NAME type = bomber_tactics difficulty = 4 }  # Massed Bombruns  component = { id = 9452 name = TECH_CMP_AD_45_2_NAME type = bomber_tactics difficulty = 4 }  # Area Carpet Bombing  component = { id = 9453 name = TECH_CMP_AD_45_3_NAME type = aircraft_testing difficulty = 4 }  # Large Unit Training  component = { id = 9454 name = TECH_CMP_AD_45_4_NAME type = aircraft_testing difficulty = 4 }

      # Refined Defensive Bomber Coordination  component = { id = 9455 name = TECH_CMP_AD_45_5_NAME type = piloting difficulty = 4 }  required = { 9430 }  effects =  { command = { type = max_organization which = strategic_bomber value = 10 }  command = { type = morale which = strategic_bomber value = 10 }  command = { type = morale which = transport_plane value = 10 }  command = { type = build_cost which = strategic_bomber when = now value =-10 where = relative }  }  }  # Flying Armada Doctrine

      application =  { id = 9460  name = TECH_APP_AD_46_NAME  desc = TECH_APP_AD_46_DESC  position = { x = 216 y = 328 }  year = 1943  # Invincible Superiority Spirit  component = { id = 9461 name = TECH_CMP_AD_46_1_NAME type = piloting difficulty = 4 }  # Massed Defensive Armaments  component = { id = 9462 name = TECH_CMP_AD_46_2_NAME type = artillery difficulty = 4 }  # Massed Bomber Campaigns

      component = { id = 9463 name = TECH_CMP_AD_46_3_NAME type = bomber_tactics difficulty = 4 }  # Bomber Stream Tactics  component = { id = 9464 name = TECH_CMP_AD_46_4_NAME type = bomber_tactics difficulty = 4 }  # Bomber Command HQ  component = { id = 9465 name = TECH_CMP_AD_46_5_NAME type = centralized_execution difficulty = 4 }  required = { 9430 }  effects =

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      { command = { type = max_organization which = strategic_bomber value = 10 }  command = { type = morale which = strategic_bomber value = 10 }  command = { type = morale which = transport_plane value = 10 }  command = { type = build_cost which = strategic_bomber when = now value =-10 where = relative }  }  }  # Integrated offensive doctrine  application =  { id = 17000  name = TECH_APP_AD_100_NAME  desc = TECH_APP_AD_100_DESC  position = { x = 214 y = 344 }  year = 1947  # Compnent

    component = { id = 17001 name = TECH_CMP_AD_100_1_NAME type = piloting difficulty = 4 }  # ?  component = { id = 17002 name = TECH_CMP_AD_100_2_NAME type = training difficulty = 4 }  # ?  component = { id = 17003 name = TECH_CMP_AD_100_3_NAME type = bomber_tactics difficulty = 4 }  # ?

      component = { id = 17004 name = TECH_CMP_AD_100_4_NAME type = fighter_tactics difficulty = 4 }  # ?  component = { id = 17005 name = TECH_CMP_AD_100_5_NAME type = centralized_execution difficulty = 4 }  required = { 9460 }  effects =  { command = { type = max_organization which = strategic_bomber value = 10 }  command = { type = morale which = strategic_bomber value = 10 }  }  }  # Theater Organization Doctrine  application =

      { id = 17010  name = TECH_APP_AD_101_NAME  desc = TECH_APP_AD_101_DESC  position = { x = 213 y = 248 }  year = 1952  # ?  component = { id = 17011 name = TECH_CMP_AD_101_1_NAME type = piloting difficulty = 4 }  # ?  component = { id = 17012 name = TECH_CMP_AD_101_2_NAME type = artillery difficulty = 4 }  # ?  component = { id = 17013 name = TECH_CMP_AD_101_3_NAME type = bomber_tactics

     difficulty = 4 }  # ?  component = { id = 17014 name = TECH_CMP_AD_101_4_NAME type = carrier_tactics difficulty = 4 }  # ?  component = { id = 17015 name = TECH_CMP_AD_101_5_NAME type = centralized_execution difficulty = 4 }  required = { 9380 }  effects =  { command = { type = task_efficiency which = ground_attack value = 0.3 }

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