#碧蓝航线MOD fire_concentration_BFL = { track = combat_support name = AZ_SUBDOCTRINE_FIRE_CONCENTRATION description = SUBDOCTRINE_FIRE_CONCENTRATION_DESC icon = GFX_doctrine_fire_concentration_medium xp_cost = 100 xp_type = army available = { shijianniangguojia_trigger = yes } ai_will_do = { base = 1 modifier = { factor = 1000 original_tag = BFL } modifier = { factor = 1000 original_tag = HUJ } modifier = { factor = 1000 original_tag = YUW } } # EFFECTS enable_tactic = tactic_overwhelming_fire artillery_brigade = { combat_width = -1.6 } category_line_artillery = { max_organisation = 10 } rewards = { BFL1 = { #1 army_artillery_defence_factor = 0.2 category_line_artillery = { defense = 0.3 } } BFL2 = { #2 army_artillery_attack_factor = 0.2 category_line_artillery = { soft_attack = 0.2 } } BFL3 = { #3 experience_gain_artillery_combat_factor = 0.25 category_line_artillery = { breakthrough = 0.3 defense = 0.2 } } BFL4 = { #4 category_anti_air = { max_strength = 4.4 soft_attack = 0.8 hard_attack = 0.2 air_attack = 0.5 breakthrough = 1 defense = 0.5 } } BFL5 = { #5 anti_tank_brigade = { ap_attack = 1 soft_attack = 0.2 hard_attack = 0.5 defense = 0.5 } artillery_brigade = { soft_attack = 0.2 hard_attack = 0.2 } } } } mobile_recon_and_assault_TIX = { track = combat_support name = AZ_SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT description = SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT_DESC icon = GFX_doctrine_mobile_recon_assault_medium xp_cost = 100 xp_type = army available = { shijianniangguojia_trigger = yes } ai_will_do = { base = 1 modifier = { factor = 1000 original_tag = TIX } modifier = { factor = 1000 original_tag = BYG } modifier = { factor = 0 is_major = no } } armored_car = { max_strength = 15 max_organisation = 10 } light_armor = { max_strength = 5 max_organisation = 10 } rewards = { TIX1 = { supply_node_range = 0.1 category_mobile_and_mobile_combat_sup = { maximum_speed = 0.2 default_morale = 0.3 } } TIX2 = { recon_factor = 0.5 category_recon = { maximum_speed = 0.25 } } TIX3 = { light_tank_recon = { battalion_mult = { category = category_all_armor breakthrough = 0.2 } } mot_artillery_brigade = { soft_attack = 0.2 } } TIX4 = { category_self_propelled_artillery = { soft_attack = 0.2 } category_self_propelled_anti_air= { air_attack = 0.3 soft_attack = 0.2 } category_tank_destroyers = { hard_attack = 0.2 ap_attack = 0.3 } armored_car = { breakthrough = 0.4 default_morale = 0.4 } } TIX5 = { recon_factor_while_entrenched = 0.5 category_recon = { maximum_speed = 0.25 } light_tank_recon = { recon = 0.4 breakthrough = 0.3 } } } } field_engineering_SAD = { track = combat_support name = AZ_SUBDOCTRINE_FIELD_ENGINEERING description = SUBDOCTRINE_FIELD_ENGINEERING_DESC icon = GFX_doctrine_field_engineering_medium xp_cost = 100 xp_type = army available = { shijianniangguojia_trigger = yes } ai_will_do = { base = 1 modifier = { factor = 1000 original_tag = SAD } modifier = { factor = 1000 original_tag = CHY } } engineer = { river = { movement = 0.2 } forest = { movement = 0.2 } } assault_engineer = { river = { movement = 0.2 } forest = { movement = 0.2 } } pioneer_support = { river = { movement = 0.2 } forest = { movement = 0.2 } } #TODO_JBE: replace with category of engineers rewards = { SAD1 = { engineer = { max_organisation = 10 battalion_mult = { category = category_all_infantry entrenchment = 0.05 } } maintenance_company = { max_organisation = 10 } } SAD2 = { engineer = { max_strength = 0.5 defense = 0.2 } maintenance_company = { max_strength = 0.5 } } SAD3 = { engineer = { battalion_mult = { category = category_artillery soft_attack = 0.2 hard_attack = 0.4 defense = 0.2 } } } SAD4 = { engineer = { breakthrough = 1 } maintenance_company = { supply_consumption = -0.02 battalion_mult = { category = category_tanks reliability = 0.1 max_strength = 0.05 } } } SAD5 = { engineer = { max_organisation = 10 soft_attack = 0.3 hard_attack = 2 } maintenance_company = { max_organisation = 10 } } } } flying_batteries_AZ = { track = combat_support name = AZ_SUBDOCTRINE_FLYING_BATTERIES description = SUBDOCTRINE_FLYING_BATTERIES_DESC icon = GFX_doctrine_flying_batteries_medium xp_cost = 100 xp_type = army available = { shijianniangguojia_trigger = yes } ai_will_do = { base = 1 modifier = { factor = 0 NOT = { has_tech = rocket_artillery } } } # EFFECTS effect = { add_tech_bonus = { bonus = 1 uses = 1 category = rocketry name = SUBDOCTRINE_FLYING_BATTERIES } } category_line_artillery = { soft_attack = 0.2 } rewards = { AZ1 = { mot_rocket_artillery_brigade = { maximum_speed = 0.2 max_organisation = 20 } motorized_rocket_brigade = { maximum_speed = 0.2 max_organisation = 20 } mot_artillery_brigade = { maximum_speed = 0.2 max_organisation = 20 } } AZ2 = { recon = { battalion_mult = { category = category_line_artillery #there should be a motorized arty only cat soft_attack = 0.15 defense = 0.2 } recon = 0.5 } } AZ3 = { armored_signal = { battalion_mult = { category = category_line_artillery initiative = 0.03 supply_consumption = -0.02 } } } AZ4 = { category_line_artillery = { default_morale = 0.1 breakthrough = 0.5 } } AZ5 = { mot_rocket_artillery_brigade = { max_strength = 5 max_organisation = 20 } motorized_rocket_brigade = { max_strength = 5 max_organisation = 20 } mot_artillery_brigade = { max_strength = 5 max_organisation = 20 } } } } #############################以下为原版############################## anti_tank_frontline = { track = combat_support name = SUBDOCTRINE_ANTI_TANK_FRONT description = SUBDOCTRINE_ANTI_TANK_FRONT_DESC icon = GFX_doctrine_antitank_frontline_medium xp_cost = 100 xp_type = army available = { always = yes } ai_will_do = { base = 0 } # EFFECTS engineer = { battalion_mult = { category = category_line_artillery entrenchment = 0.2 add = yes } } rewards = { pakfront = { #1 anti_tank_brigade = { defense = 0.2 ap_attack = 0.1 soft_attack = 0.2 } } emplacement_rotation = { #2 anti_tank_brigade = { max_organisation = 10 } } weakpoint_studies = { #3 anti_tank_brigade = { ap_attack = 0.1 hard_attack = 0.1 } } offensive_deployments = { #4 mot_anti_tank_brigade = { breakthrough = 0.2 ap_attack = 0.2 } } assault_anti_tank = { #5 mot_anti_tank_brigade = { soft_attack = 0.2 hard_attack = 0.2 } } } } air_cavalry = { track = combat_support name = SUBDOCTRINE_AIR_CAVALRY description = SUBDOCTRINE_AIR_CAVALRY_DESC icon = GFX_doctrine_air_cavalry_medium xp_cost = 100 xp_type = army available = { is_special_project_completed = sp:sp_air_helicopter } visible = { has_dlc = "Gotterdammerung" } ai_will_do = { base = 0 } # EFFECTS effect = { add_tech_bonus = { bonus = 0.5 uses = 2 category = helicopter_tech name = SUBDOCTRINE_AIR_CAVALRY } } rewards = { airborne_observers = { helicopter_recon = { battalion_mult = { category = category_artillery soft_attack = 0.1 } max_organisation = 10 } } service_and_support = { category_helicopter_support_companies = { max_strength = 0.03 } } rescue_liasions = { helicopter_field_hospital = { battalion_mult = { category = category_all_infantry max_strength = 0.05 default_morale = 0.05 } max_organisation = 5 casualty_trickleback = 0.05 } } transport_assault = { helicopter_transport = { battalion_mult = { category = category_light_infantry maximum_speed = 0.2 breakthrough = 0.05 } breakthrough = 0.05 max_organisation = 10 } } intervention_units = { helicopter_brigade = { battalion_mult = { category = category_all_infantry soft_attack = 0.1 } max_organisation = 10 } } } } mobile_recon_and_assault = { track = combat_support name = SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT description = SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT_DESC icon = GFX_doctrine_mobile_recon_assault_medium xp_cost = 100 xp_type = army available = { always = yes } visible = { has_dlc = "La Resistance" } ai_will_do = { base = 1 modifier = { factor = 75 original_tag = TIX } modifier = { factor = 75 original_tag = BYG } modifier = { factor = 0 is_major = no } } armored_car = { max_organisation = 3 } light_armor = { max_organisation = 5 } rewards = { motorization_support = { category_mobile_and_mobile_combat_sup = { maximum_speed = 0.1 default_morale = 0.2 } } long_range_reconnaissance = { category_recon = { maximum_speed = 0.15 } } mobile_operational_deployments = { light_tank_recon = { battalion_mult = { category = category_all_armor breakthrough = 0.1 } } mot_artillery_brigade = { soft_attack = 0.05 } } self_propelled_support_elements = { category_self_propelled_artillery = { soft_attack = 0.10 } category_self_propelled_anti_air= { air_attack = 0.15 soft_attack = 0.05 } category_tank_destroyers = { hard_attack = 0.1 ap_attack = 0.03 } armored_car = { breakthrough = 0.2 default_morale = 0.2 } } deep_reconnaissance_focus = { category_recon = { maximum_speed = 0.1 } light_tank_recon = { recon = 0.2 breakthrough = 0.1 } } } } mobile_recon_and_assault_no_lar = { track = combat_support name = SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT description = SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT_DESC icon = GFX_doctrine_mobile_recon_assault_medium xp_cost = 100 xp_type = army available = { always = yes } visible = { NOT = { has_dlc = "La Resistance" } } ai_will_do = { base = 1 modifier = { factor = 75 original_tag = TIX } modifier = { factor = 75 original_tag = BYG } modifier = { factor = 0 is_major = no } } light_armor = { max_organisation = 5 } rewards = { motorization_support = { category_mobile_and_mobile_combat_sup = { maximum_speed = 0.1 default_morale = 0.2 } } long_range_reconnaissance = { category_recon = { maximum_speed = 0.15 } } mobile_operational_deployments = { light_tank_recon = { battalion_mult = { category = category_all_armor breakthrough = 0.1 } } mot_artillery_brigade = { soft_attack = 0.05 } } self_propelled_support_elements = { category_self_propelled_artillery = { soft_attack = 0.10 } category_self_propelled_anti_air= { air_attack = 0.15 soft_attack = 0.05 } category_tank_destroyers = { hard_attack = 0.1 ap_attack = 0.03 } } deep_reconnaissance_focus = { category_recon = { maximum_speed = 0.1 } light_tank_recon = { recon = 0.2 breakthrough = 0.1 } } } } self_propelled_support = { track = combat_support name = SUBDOCTRINE_SELF_PROPELLED_SUPPORT description = SUBDOCTRINE_SELF_PROPELLED_SUPPORT_DESC icon = GFX_doctrine_self_propelled_support_medium xp_cost = 100 xp_type = army available = { } visible = { has_dlc = "No Compromise, No Surrender" } ai_will_do = { base = 0 } category_self_propelled_artillery = { soft_attack = 0.1 } category_self_propelled_anti_air= { air_attack = 0.1 } category_tank_destroyers = { hard_attack = 0.05 } rewards = { mobile_battery_management_platoons = { category_self_propelled_artillery = { max_organisation = 10 } category_self_propelled_anti_air= { max_organisation = 10 } category_tank_destroyers = { max_organisation = 10 } } screening_attacks = { recon = { battalion_mult = { category = category_self_propelled_artillery soft_attack = 0.1 default_morale = 0.2 } } mot_recon = { battalion_mult = { category = category_self_propelled_artillery soft_attack = 0.1 default_morale = 0.2 } } light_tank_recon = { battalion_mult = { category = category_self_propelled_artillery soft_attack = 0.1 default_morale = 0.2 } } } all_terrain_mobility = { category_self_propelled_artillery = { maximum_speed = 0.3 } category_self_propelled_anti_air= { maximum_speed = 0.3 } category_tank_destroyers = { maximum_speed = 0.3 } } multirole_support_vehicles = { category_self_propelled_artillery = { hard_attack = 0.05 } category_self_propelled_anti_air= { soft_attack = 0.1 hard_attack = 0.05 } category_tank_destroyers = { soft_attack = 0.1 } } shoot_and_scoot = { category_self_propelled_artillery = { max_organisation = 10 default_morale = 0.4 } category_self_propelled_anti_air= { max_organisation = 10 default_morale = 0.4 } category_tank_destroyers = { max_organisation = 10 default_morale = 0.4 } } } } siege_artillery = { track = combat_support name = SUBDOCTRINE_SIEGE_ARTILLERY description = SUBDOCTRINE_SIEGE_ARTILLERY_DESC icon = GFX_doctrine_siege_artillery_medium xp_cost = 100 xp_type = army available = { is_special_project_completed = sp:sp_land_super_heavy_howitzer } visible = { has_dlc = "Gotterdammerung" } ai_will_do = { base = 0 } super_heavy_artillery = { battalion_mult = { category = category_army soft_attack = 0.1 defense = 0.1 } } equipment_bonus = { railway_gun_equipment = { railway_gun_attack = 0.25 instant = yes } super_heavy_railway_gun_equipment = { railway_gun_attack = 0.25 instant = yes } } rewards = { fortress_busters = { super_heavy_artillery = { fort = { attack = 0.25 } } self_propelled_super_heavy_artillery = { fort = { attack = 0.25 } } } improved_transport_preparation = { category_line_artillery = { default_morale = 0.2 } super_heavy_artillery = { plains = { movement = 0.1 } } self_propelled_super_heavy_artillery = { plains = { movement = 0.1 } } equipment_bonus = { railway_gun_equipment = { railway_gun_hours_between_redistribution = -0.5 instant = yes } super_heavy_railway_gun_equipment = { railway_gun_hours_between_redistribution = -0.5 instant = yes } } } precomputed_firing_data = { super_heavy_artillery = { max_organisation = 10 defense = 0.2 } self_propelled_super_heavy_artillery = { max_organisation = 10 defense = 0.2 } } urban_strongpoint_sieges = { category_artillery = { soft_attack = 0.05 } super_heavy_artillery = { urban = { attack = 0.2 } } self_propelled_super_heavy_artillery = { urban = { attack = 0.2 } } } mobile_artillery_command = { category_support_artillery = { max_organisation = 10 } self_propelled_super_heavy_artillery = { max_organisation = 10 maximum_speed = 0.5 } equipment_bonus = { railway_gun_equipment = { maximum_speed = 1 instant = yes } super_heavy_railway_gun_equipment = { maximum_speed = 1 instant = yes } } } } } field_engineering = { track = combat_support name = SUBDOCTRINE_FIELD_ENGINEERING description = SUBDOCTRINE_FIELD_ENGINEERING_DESC icon = GFX_doctrine_field_engineering_medium xp_cost = 100 xp_type = army ai_will_do = { base = 1 modifier = { factor = 75 original_tag = SAD } modifier = { factor = 75 original_tag = CHY } } engineer = { river = { movement = 0.2 } forest = { movement = 0.2 } } assault_engineer = { river = { movement = 0.2 } forest = { movement = 0.2 } } pioneer_support = { river = { movement = 0.2 } forest = { movement = 0.2 } } #TODO_JBE: replace with category of engineers rewards = { rapid_fire_lane_clearance = { engineer = { max_organisation = 5 battalion_mult = { category = category_all_infantry entrenchment = 0.01 } } maintenance_company = { max_organisation = 5 } } sapper_fieldcraft = { engineer = { max_strength = 0.25 defense = 0.1 } maintenance_company = { max_strength = 0.25 } } engineerdug_gun_emplacements = { engineer = { battalion_mult = { category = category_artillery soft_attack = 0.1 defense = 0.1 } } } smoke_projector_training = { engineer = { breakthrough = 0.5 } maintenance_company = { supply_consumption = -0.01 battalion_mult = { category = category_tanks reliability = 0.05 strength = 0.05 } } } charge_and_flame = { engineer = { max_organisation = 5 soft_attack = 0.05 hard_attack = 1 } maintenance_company = { max_organisation = 5 } } } }