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azurlane-tj/src/common/doctrines/subdoctrines/land/operations_subdoctrines.txt
2025-12-11 04:03:48 +00:00

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#碧蓝航线MOD
mission_type_tactics_TIX = {
track = operations
name = AZ_SUBDOCTRINE_MISSION_TYPE_TACTICS
description = SUBDOCTRINE_MISSION_TYPE_TACTICS_DESC
icon = GFX_doctrine_mission_type_tactics_medium
xp_cost = 100
xp_type = army
ai_will_do = {
base = 1
modifier = {
factor = 1000
original_tag = TIX
}
modifier = {
factor = 0.5
is_major = no
}
}
available = {
shijianniangguojia_trigger = yes
has_doctrine = new_mobile_warfare
}
# EFFECTS
command_power_gain = 0.1
category_all_infantry = {
max_organisation = 20
}
rewards = {
TIX1 ={
#1
max_planning = 0.1
planning_speed = 0.1
category_all_infantry = {
default_morale = 0.3
initiative = 0.05
}
}
TIX2 = {
#2
org_loss_at_low_org_factor = -0.25
org_loss_when_moving = -0.25
}
TIX3 = {
#3
army_defence_factor = 0.1
army_morale_factor = 0.2
category_all_infantry= {
default_morale = 0.3
}
category_all_armor = {
maximum_speed = 0.2
}
}
TIX4 = {
#4
army_attack_factor = 0.2
army_breakthrough_against_major_factor = 0.1
category_all_infantry = {
breakthrough = 0.2
max_organisation = 20
}
}
TIX5 = {
#5
resistance_target = -0.2
max_planning = 0.1
planning_speed = 0.3
category_all_infantry = {
default_morale = 0.5
initiative = 0.05
}
category_tanks = {
default_morale = 0.5
}
}
}
}
deep_battle_BFL = {
track = operations
name = AZ_SUBDOCTRINE_DEEP_BATTLE
description = SUBDOCTRINE_DEEP_BATTLE_DESC
icon = GFX_doctrine_deep_battle_medium
xp_cost = 100
xp_type = army
available = {
shijianniangguojia_trigger = yes
has_doctrine = mass_assault
}
ai_will_do = {
base = 1
modifier = {
factor = 1000
original_tag = BFL
}
modifier = {
factor = 0.5
is_major = no
}
}
# EFFECTS
enable_tactic = tactic_backhand_blow
category_tanks = {
max_organisation = 5
}
rewards = {
BFL1 = {
#1
recon = {
battalion_mult = {
category = category_light_infantry
soft_attack = 0.2
defense = 0.2
}
}
mot_recon = {
battalion_mult = {
category = category_light_infantry
soft_attack = 0.2
defense = 0.2
}
}
light_tank_recon = {
battalion_mult = {
category = category_light_infantry
soft_attack = 0.2
defense = 0.2
}
}
category_vehicle_infantry = {
max_organisation = 5
}
}
BFL2 = {
#2
category_tanks = {
max_strength = 5
max_organisation = 10
}
armored_car = {
max_strength = 5
max_organisation = 10
}
land_reinforce_rate = 0.05
}
BFL3 = {
#3
army_intel_to_others = -20.0
airforce_intel_to_others = -10.0
army_intel_factor = 0.1
}
BFL4 = {
#4
breakthrough_factor = 0.1
org_loss_when_moving = -0.3
category_vehicle_infantry = {
max_organisation = 20
default_morale = 0.2
}
category_tanks = {
max_organisation = 5
}
category_all_armor = {
default_morale = 0.2
}
armored_car = {
max_organisation = 10
}
}
BFL5 = {
#5
army_attack_against_major_factor = 0.1
org_loss_when_moving = -0.2
land_reinforce_rate = 0.1
armored_car_recon = {
battalion_mult = {
category = category_light_infantry
max_organisation = 10
add = yes
}
}
light_tank_recon = {
battalion_mult = {
category = category_light_infantry
max_organisation = 10
add = yes
}
}
}
}
}
grand_assault_YUW = {
track = operations
name = AZ_SUBDOCTRINE_GRAND_ASSAULT
description = SUBDOCTRINE_GRAND_ASSAULT_DESC
icon = GFX_doctrine_grand_assault_medium
xp_cost = 100
xp_type = army
available = {
shijianniangguojia_trigger = yes
OR = {
has_doctrine = grand_battleplan
has_doctrine = superior_firepower
}
}
ai_will_do = {
base = 1
modifier = {
factor = 1000
OR = {
original_tag = HUJ
original_tag = YUW
original_tag = SAD
}
}
}
# EFFECTS
max_planning = 0.2
category_army = {
breakthrough = 0.15
soft_attack = 0.1
}
rewards = {
YUW1 = {
#1
max_command_power = 50
planning_speed = 0.2
max_planning = 0.1
logistics_company = {
battalion_mult = {
category = category_all_infantry
defense = 0.2
}
}
}
YUW2 = {
#2
coordination_bonus = 0.2
category_army = {
breakthrough = 0.2
}
}
YUW3 = {
#3
army_defence_factor = 0.1
army_bonus_air_superiority_factor = 0.1
coordination_bonus = 0.3
category_all_infantry = {
max_organisation = 10
}
category_tanks = {
max_organisation = 5
}
anti_air = {
air_attack = 0.3
}
}
YUW4 = {
#4
army_org_factor = 0.2
planning_speed = 0.3
logistics_company = {
battalion_mult = {
category = category_all_infantry
supply_consumption = -0.2
}
}
category_recon = {
recon = 0.3
}
}
YUW5 = {
#5
army_defence_factor = 0.1
max_planning = 0.2
category_all_infantry = {
max_organisation = 10
}
category_tanks = {
max_organisation = 5
}
}
}
}
rapid_domination_BYG = {
track = operations
name = AZ_SUBDOCTRINE_RAPID_DOMINATION
description = SUBDOCTRINE_RAPID_DOMINATION_DESC
icon = GFX_doctrine_shock_and_awe_medium
xp_cost = 100
xp_type = army
available = {
shijianniangguojia_trigger = yes
OR = {
has_doctrine = new_mobile_warfare
has_doctrine = superior_firepower
}
}
ai_will_do = {
base = 1
modifier = {
factor = 1000
original_tag = BYG
}
modifier = {
factor = 0.5
is_major = no
}
}
# EFFECTS
enable_tactic = tactic_breakthrough
land_reinforce_rate = 0.03
category_line_artillery = {
soft_attack = 0.2
}
rewards = {
BYG1 = {
#1
land_reinforce_rate = 0.03
category_recon = {
recon = 2
}
category_support_artillery = {
soft_attack = 0.2
}
}
BYG2 = {
#2
army_artillery_attack_factor = 0.2
army_artillery_defence_factor = 0.2
category_army = {
default_morale = 0.1
}
category_support_artillery = {
supply_consumption = -0.15
}
}
BYG3 = {
#3
army_artillery_attack_factor = 0.3
army_artillery_defence_factor = 0.3
signal_company = {
battalion_mult = {
category = category_artillery
soft_attack = 0.2
}
}
}
BYG4 = {
#4
category_support_battalions = {
max_organisation = 20
soft_attack = 0.5
}
}
BYG5 = {
#5
category_army = {
soft_attack = 0.1
}
category_all_infantry = {
soft_attack = 0.2
hard_attack = 0.1
}
army_bonus_air_superiority_factor = 0.2
}
}
}
infiltration_tactics_CHY = {
track = operations
name = AZ_SUBDOCTRINE_INFILTRATION_TACTICS
description = SUBDOCTRINE_INFILTRATION_TACTICS_DESC
icon = GFX_doctrine_infiltration_assault_medium
xp_cost = 100
xp_type = army
available = {
shijianniangguojia_trigger = yes
has_doctrine = grand_battleplan
}
ai_will_do = {
base = 1
modifier = {
factor = 1000
original_tag = CHY
}
}
# EFFECTS
enable_tactic = tactic_infantry_assault
planning_speed = 0.2
max_planning = 0.1
ai_will_do = { }
rewards = {
CHY1 = {
#1
planning_speed = 0.1
category_army = {
breakthrough = 0.15
max_organisation = 10
}
}
CHY2 = {
#2
max_planning = 0.1
land_night_attack = 0.35
}
CHY3 = {
#3
supply_consumption_factor = -0.2
command_power_gain = 0.25
category_tanks = {
max_organisation = 5
}
category_all_armor = {
default_morale = 0.2
}
}
CHY4 = {
#4
recon = {
battalion_mult = {
category = category_light_infantry
soft_attack = 0.2
}
battalion_mult = {
category = category_cavalry
soft_attack = 0.2
}
}
mot_recon = {
battalion_mult = {
category = category_light_infantry
soft_attack = 0.2
}
battalion_mult = {
category = category_cavalry
soft_attack = 0.2
}
}
light_tank_recon = {
battalion_mult = {
category = category_light_infantry
soft_attack = 0.2
}
battalion_mult = {
category = category_cavalry
soft_attack = 0.2
}
}
category_recon = {
recon = 2
}
}
CHY5 = {
#5
enable_tactic = tactic_infantry_charge_for_chy
intel_from_combat_factor = 0.5
land_reinforce_rate = 0.03
org_loss_when_moving = -0.25
}
}
}
last_stand_AZ = {
track = operations
name = AZ_SUBDOCTRINE_LAST_STAND
description = SUBDOCTRINE_LAST_STAND_DESC
icon = GFX_doctrine_last_stand_medium
#TODO: Add trigger tag for surrender progress
xp_cost = 100
xp_type = army
available = {
shijianniangguojia_trigger = yes
OR = {
has_doctrine = new_mobile_warfare
has_doctrine = mass_assault
}
}
# EFFECTS
conscription = 0.1
ai_will_do = {
base = 1
modifier = {
factor = 1000
original_tag = DOH
}
}
rewards = {
AZ1 = {
#1
resistance_target_on_our_occupied_states = 0.25
resistance_damage_to_garrison_on_our_occupied_states = 0.5
}
AZ2 = {
#2
army_core_defence_factor = 0.5
category_all_infantry = {
defense = 0.2
}
}
AZ3 = {
#3
max_dig_in_factor = 0.1
dig_in_speed_factor = 0.5
out_of_supply_factor = -0.4
category_all_infantry = {
entrenchment = 0.2
}
}
AZ4 = {
#4
attrition = -0.1
supply_consumption_factor = -0.1
no_supply_grace = 144 # more hours before supply penalty changes
}
AZ5 = {
#5
enable_tactic = tactic_guerrilla_tactics_for_doh
category_army = {
soft_attack = 0.2
hard_attack = 0.1
}
}
}
}
##################################以下为原版###################################
mission_type_tactics = {
track = operations
name = SUBDOCTRINE_MISSION_TYPE_TACTICS
description = SUBDOCTRINE_MISSION_TYPE_TACTICS_DESC
icon = GFX_doctrine_mission_type_tactics_medium
xp_cost = 100
xp_type = army
ai_will_do = {
base = 1
modifier = {
factor = 50
original_tag = GER
}
modifier = {
factor = 0.5
is_major = no
}
}
available = {
always = yes
}
# EFFECTS
command_power_gain = 0.02
category_all_infantry = {
max_organisation = 15
}
rewards = {
low_level_delegation ={
#1
category_all_infantry = {
default_morale = 0.2
}
}
flexible_command = {
#2
org_loss_when_moving = -0.15
}
maneouver_drills = {
#3
category_all_infantry= {
default_morale = 0.2
}
category_all_armor = {
maximum_speed = 0.1
}
}
flexible_combat_formations = {
#4
category_all_infantry = {
breakthrough = 0.1
max_organisation = 10
}
}
control_zone_responsibilities = {
#5
category_all_infantry = {
default_morale = 0.4
}
category_tanks = {
default_morale = 0.4
}
}
}
}
last_stand = {
track = operations
name = SUBDOCTRINE_LAST_STAND
description = SUBDOCTRINE_LAST_STAND_DESC
icon = GFX_doctrine_last_stand_medium
xp_cost = 100
xp_type = army
available = {
always = yes
}
# EFFECTS
conscription = 0.05
ai_will_do = {
base = 0
}
rewards = {
werwolf_groups = {
#1
resistance_damage_to_garrison_on_our_occupied_states = 0.25
}
pocket_consolidation = {
#2
category_all_infantry = {
defense = 0.1
}
}
digging_in = {
#3
out_of_supply_factor = -0.20
category_all_infantry = {
entrenchment = 0.1
}
}
stocking_up = {
#4
no_supply_grace = 72
}
breaking_out = {
#5
category_army = {
soft_attack = 0.2
}
}
}
}
infiltration_tactics = {
track = operations
name = SUBDOCTRINE_INFILTRATION_TACTICS
description = SUBDOCTRINE_INFILTRATION_TACTICS_DESC
icon = GFX_doctrine_infiltration_assault_medium
xp_cost = 100
xp_type = army
available = {
always = yes
}
ai_will_do = {
base = 1
modifier = {
factor = 50
original_tag = JAP
}
}
# EFFECTS
enable_tactic = tactic_infantry_assault
max_planning = 0.05
ai_will_do = { }
rewards = {
infiltration_assault = {
#1
category_army = {
breakthrough = 0.10
max_organisation = 5
}
}
nightly_assaults = {
#2
land_night_attack = 0.25
}
self_sustaining_infiltration_units = {
#3
supply_consumption_factor = -0.10
command_power_gain = 0.015
category_tanks = {
max_organisation = 2
}
category_all_armor = {
default_morale = 0.1
}
}
terrain_and_situation_assessment = {
#4
recon = {
battalion_mult = {
category = category_light_infantry
soft_attack = 0.1
}
battalion_mult = {
category = category_cavalry
soft_attack = 0.1
}
}
mot_recon = {
battalion_mult = {
category = category_light_infantry
soft_attack = 0.1
}
battalion_mult = {
category = category_cavalry
soft_attack = 0.1
}
}
light_tank_recon = {
battalion_mult = {
category = category_light_infantry
soft_attack = 0.1
}
battalion_mult = {
category = category_cavalry
soft_attack = 0.1
}
}
category_recon = {
recon = 1
}
}
infiltration_in_depth = {
#5
land_reinforce_rate = 0.02
org_loss_when_moving = -0.20
}
}
}
grand_assault = {
track = operations
name = SUBDOCTRINE_GRAND_ASSAULT
description = SUBDOCTRINE_GRAND_ASSAULT_DESC
icon = GFX_doctrine_grand_assault_medium
xp_cost = 100
xp_type = army
available = {
always = yes
}
ai_will_do = {
base = 1
modifier = {
factor = 50
OR = {
original_tag = ENG
original_tag = FRA
original_tag = ITA
}
}
}
# EFFECTS
max_planning = 0.1
category_army = {
breakthrough = 0.1
soft_attack = 0.05
}
ai_will_do = { }
rewards = {
central_planning = {
#1
max_command_power = 30
logistics_company = {
battalion_mult = {
category = category_all_infantry
defense = 0.05
}
}
}
multiple_attack_directions = {
#2
category_army = {
breakthrough = 0.15
}
}
combined_arms_integration = {
#3
army_bonus_air_superiority_factor = 0.05
coordination_bonus = 0.1
category_tanks = {
max_organisation = 4
}
anti_air = {
air_attack = 0.1
}
}
forward_command_posts = {
#4
logistics_company = {
battalion_mult = {
category = category_all_infantry
supply_consumption = -0.05
}
}
category_recon = {
recon = 0.1
}
}
c3i_theory = {
#5
max_planning = 0.1
category_all_infantry = {
max_organisation = 8
}
}
}
}
deep_battle = {
track = operations
name = SUBDOCTRINE_DEEP_BATTLE
description = SUBDOCTRINE_DEEP_BATTLE_DESC
icon = GFX_doctrine_deep_battle_medium
xp_cost = 100
xp_type = army
available = {
always = yes
}
visible = {
has_dlc = "La Resistance"
}
ai_will_do = {
base = 1
modifier = {
factor = 50
original_tag = SOV
}
modifier = {
factor = 0.5
is_major = no
}
}
# EFFECTS
enable_tactic = tactic_backhand_blow
category_tanks = {
max_organisation = 4
}
ai_will_do = { }
rewards = {
bounding_overwatch = {
#1
recon = {
battalion_mult = {
category = category_light_infantry
soft_attack = 0.05
defense = 0.05
}
}
mot_recon = {
battalion_mult = {
category = category_light_infantry
soft_attack = 0.05
defense = 0.05
}
}
light_tank_recon = {
battalion_mult = {
category = category_light_infantry
soft_attack = 0.05
defense = 0.05
}
}
category_vehicle_infantry = {
max_organisation = 2
}
}
operational_concentration = {
#2
category_tanks = {
max_organisation = 4
}
armored_car = {
max_organisation = 4
}
land_reinforce_rate = 0.05
}
maskirovka = {
#3
army_intel_to_others = -10.0
airforce_intel_to_others = -5.0
army_intel_factor = 0.05
}
breakthrough_priority = {
#4
org_loss_when_moving = -0.2
category_vehicle_infantry = {
max_organisation = 10
default_morale = 0.1
}
category_tanks = {
max_organisation = 2
}
category_all_armor = {
default_morale = 0.1
}
armored_car = {
max_organisation = 4
}
}
operational_depth_control = {
#5
org_loss_when_moving = -0.1
land_reinforce_rate = 0.05
armored_car_recon = {
battalion_mult = {
category = category_light_infantry
max_organisation = 10
add = yes
}
}
light_tank_recon = {
battalion_mult = {
category = category_light_infantry
max_organisation = 10
add = yes
}
}
}
}
}
deep_battle_no_lar = {
track = operations
name = SUBDOCTRINE_DEEP_BATTLE
description = SUBDOCTRINE_DEEP_BATTLE_DESC
icon = GFX_doctrine_deep_battle_medium
xp_cost = 100
xp_type = army
available = {
always = yes
}
visible = {
NOT = {
has_dlc = "La Resistance"
}
}
ai_will_do = {
base = 1
modifier = {
factor = 50
original_tag = SOV
}
modifier = {
factor = 0.5
is_major = no
}
}
# EFFECTS
enable_tactic = tactic_backhand_blow
category_tanks = {
max_organisation = 4
}
ai_will_do = { }
rewards = {
bounding_overwatch = {
#1
recon = {
battalion_mult = {
category = category_light_infantry
soft_attack = 0.05
defense = 0.05
}
}
mot_recon = {
battalion_mult = {
category = category_light_infantry
soft_attack = 0.05
defense = 0.05
}
}
light_tank_recon = {
battalion_mult = {
category = category_light_infantry
soft_attack = 0.05
defense = 0.05
}
}
category_vehicle_infantry = {
max_organisation = 2
}
}
operational_concentration = {
#2
category_tanks = {
max_organisation = 4
}
mechanized = {
max_organisation = 10
}
land_reinforce_rate = 0.05
}
maskirovka = {
#3
army_intel_to_others = -10.0
airforce_intel_to_others = -5.0
army_intel_factor = 0.05
}
breakthrough_priority = {
#4
org_loss_when_moving = -0.2
category_vehicle_infantry = {
max_organisation = 10
default_morale = 0.1
}
category_tanks = {
max_organisation = 2
}
category_all_armor = {
default_morale = 0.1
}
mechanized = {
breakthrough = 0.1
}
}
operational_depth_control = {
#5
org_loss_when_moving = -0.1
land_reinforce_rate = 0.05
recon = {
battalion_mult = {
category = category_light_infantry
max_organisation = 10
add = yes
}
}
light_tank_recon = {
battalion_mult = {
category = category_light_infantry
max_organisation = 10
add = yes
}
}
}
}
}
guerilla_war = {
track = operations
name = SUBDOCTRINE_GUERILLA_WAR
description = SUBDOCTRINE_GUERILLA_WAR_DESC
icon = GFX_doctrine_guerilla_warfare_medium
xp_cost = 100
xp_type = army
available = {
always = yes
}
visible = {
has_dlc = "No Compromise, No Surrender"
}
ai_will_do = {
base = 1
modifier = {
factor = 0
is_major = yes
}
modifier = {
factor = 2
is_major = no
}
modifier = {
factor = 0
NOT = {
OR = {
has_template_containing_unit = irregular_infantry
has_template_containing_unit = militia
}
}
}
}
# EFFECTS
enable_tactic = tactic_guerrilla_tactics
irregular_infantry = {
soft_attack = 0.1
defense = 0.2
}
militia = {
soft_attack = 0.1
defense = 0.2
}
rewards = {
catch_and_seize = {
#1
category_cavalry = {
equipment_capture_factor = 0.01
plains = {
movement = 0.1
}
}
category_light_infantry = {
equipment_capture_factor = 0.01
plains = {
movement = 0.1
}
}
pocket_penalty = -0.1
}
galvanize_support = {
#2
army_intel_to_others = -10.0
army_intel_factor = 0.05
war_support_factor = 0.1
political_power_factor = 0.1
mobilization_speed = 0.15
}
scorched_earth = {
#3
resistance_damage_to_garrison_on_our_occupied_states = 0.1
resistance_target_on_our_occupied_states = 0.1
category_army = {
defense = 0.1
}
}
urban_assaults = {
#4
militia = {
urban = {
attack = 0.10
defence = 0.10
}
}
infantry = {
urban = {
attack = 0.10
defence = 0.10
}
}
}
defense_of_gained_power = {
#5
stability_factor = 0.1
party_popularity_stability_factor = 0.05
category_army = {
defense = 0.1
}
}
}
}
#shock & awe or airland battle
rapid_domination = {
track = operations
name = SUBDOCTRINE_RAPID_DOMINATION
description = SUBDOCTRINE_RAPID_DOMINATION_DESC
icon = GFX_doctrine_shock_and_awe_medium
xp_cost = 100
xp_type = army
available = {
always = yes
}
ai_will_do = {
base = 1
modifier = {
factor = 50
original_tag = USA
}
modifier = {
factor = 0.5
is_major = no
}
}
# EFFECTS
enable_tactic = tactic_breakthrough
land_reinforce_rate = 0.02
category_all_infantry = {
soft_attack = 0.1
}
category_line_artillery = {
soft_attack = 0.1
}
ai_will_do = { }
rewards = {
forward_observers = {
#1
land_reinforce_rate = 0.02
category_recon = {
recon = 1
}
category_support_artillery = {
soft_attack = 0.05
}
}
advanced_firebases = {
#2
category_support_artillery = {
supply_consumption = -0.1
battalion_mult = {
category = category_army
default_morale = 0.1
add = yes
}
}
}
centralized_fire_control = {
#3
signal_company = {
battalion_mult = {
category = category_artillery
soft_attack = 0.1
}
}
}
regimental_combat_teams = {
#4
category_support_battalions = {
max_organisation = 10
soft_attack = 0.1
}
}
shock_and_awe = {
#5
category_army = {
soft_attack = 0.05
}
category_all_infantry = {
soft_attack = 0.1
hard_attack = 0.1
}
army_bonus_air_superiority_factor = 0.1
}
}
}
expeditionary_warfare = {
track = operations
name = SUBDOCTRINE_EXPEDITIONARY_WARFARE
description = SUBDOCTRINE_EXPEDITIONARY_WARFARE_DESC
icon = GFX_doctrine_expeditionary_warfare_medium
xp_cost = 100
xp_type = army
available = {
}
visible = {
has_dlc = "No Compromise, No Surrender"
}
ai_will_do = {
base = 0
}
# EFFECTS
send_volunteer_divisions_required = -0.5
send_volunteer_factor = 0.25
send_volunteers_tension = -0.1
ai_will_do = { }
rewards = {
staging_area_security = {
#1
dig_in_speed_factor = 0.05
out_of_supply_factor = -0.20
category_army = {
defense = 0.1
}
}
landing_operations = {
#2
naval_invasion_prep_speed = 0.2
naval_invasion_penalty = -0.15
naval_invasion_planning_bonus_speed = 0.2
category_army = {
soft_attack = 0.1
}
}
shore_fire_control_parties = {
#3
shore_bombardment_bonus = 0.25
}
breakout_emphasis = {
#4
no_supply_grace = 32
}
withdrawal_protocols = {
#5
org_loss_when_moving = -0.2
}
}
}