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azurlane-tj/src/common/doctrines/subdoctrines/land/combat_support_subdoctrines.txt
2025-11-22 04:03:03 +00:00

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#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
}
}
}
}