605 lines
15 KiB
Plaintext
Executable File
605 lines
15 KiB
Plaintext
Executable File
fast_battleship_primacy = {
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track = capital_ships
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name = SUBDOCTRINE_FAST_BATTLESHIP_PRIMACY
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description = SUBDOCTRINE_FAST_BATTLESHIP_PRIMACY_DESC
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icon = GFX_doctrine_fast_battleship_primacy_medium
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xp_cost = 100
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xp_type = navy
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available = {
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OR = {
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has_doctrine = new_fleet_in_being
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has_doctrine = new_base_strike
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}
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has_navy_size = {
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archetype = ship_hull_heavy
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size > 3
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}
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}
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ai_will_do = {
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base = 1
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modifier = {
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factor = 75
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OR = {
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original_tag = ENG
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original_tag = JAP
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original_tag = ITA
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original_tag = SOV
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}
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}
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}
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# EFFECTS
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strike_force_movement_org_loss = -0.1
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naval_enemy_retreat_chance = -0.1
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rewards = {
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fast_squad = {
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battleship = {
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max_organisation = 5
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naval_speed = 0.05
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}
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SH_battleship = {
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max_organisation = 5
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naval_speed = 0.05
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}
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heavy_cruiser = {
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max_organisation = 5
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naval_speed = 0.05
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}
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medium_cruiser = {
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max_organisation = 5
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naval_speed = 0.05
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}
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}
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formation_training = {
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modifier = {
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positioning = 0.1
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strike_force_movement_org_loss = -0.1
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}
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}
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blue_water_logistics = { #TODO see if these make sense
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battleship = {
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max_organisation = 10
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supply_consumption = -0.1
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}
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SH_battleship = {
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max_organisation = 10
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supply_consumption = -0.1
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}
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heavy_cruiser = {
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max_organisation = 10
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supply_consumption = -0.1
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}
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medium_cruiser = {
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max_organisation = 10
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supply_consumption = -0.1
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}
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}
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grand_fleet = {
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modifier = {
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naval_coordination = 0.1
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navy_capital_ship_defence_factor = 0.1
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ships_at_battle_start = 0.1
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}
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}
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decisive_battle = {
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battleship = {
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max_organisation = 10
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surface_detection = 0.1
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}
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SH_battleship = {
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max_organisation = 10
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surface_detection = 0.1
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}
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heavy_cruiser = {
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max_organisation = 10
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surface_detection = 0.1
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}
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medium_cruiser = {
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max_organisation = 10
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surface_detection = 0.1
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}
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modifier = {
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positioning = 0.1
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}
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}
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}
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}
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battlecruiser_supremacy = {
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track = capital_ships
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name = SUBDOCTRINE_BATTLECRUISER_SUPREMACY
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description = SUBDOCTRINE_BATTLECRUISER_SUPREMACY_DESC
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icon = GFX_doctrine_battlecruiser_supremacy_medium
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xp_cost = 100
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xp_type = navy
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available = {
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OR = {
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has_doctrine = new_fleet_in_being
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has_doctrine = new_convoy_raiding
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has_doctrine = new_base_strike
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}
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has_navy_size = {
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unit = battle_cruiser
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size > 1
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}
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has_navy_size = {
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unit = battleship
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size > 1
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}
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}
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ai_will_do = {
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base = 1
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modifier = {
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factor = 75
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original_tag = FRA
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}
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}
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# EFFECTS
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equipment_bonus = {
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capital_ship = {
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naval_range = 0.1
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instant = yes
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}
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}
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strike_force_movement_org_loss = -0.05
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rewards = {
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scouting_fleet = {
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SH_battleship = {
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max_organisation = 5
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}
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battleship = {
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max_organisation = 10
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}
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battle_cruiser= {
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max_organisation = 10
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}
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heavy_cruiser = {
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max_organisation = 10
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}
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medium_cruiser = {
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max_organisation = 10
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}
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}
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coordinated_communication = {
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SH_battleship = {
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naval_heavy_gun_hit_chance_factor = 0.05
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}
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battleship = {
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naval_heavy_gun_hit_chance_factor = 0.05
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}
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battle_cruiser = {
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surface_detection = 0.1
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}
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heavy_cruiser = {
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surface_detection = 0.1
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}
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medium_cruiser = {
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surface_detection = 0.1
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}
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}
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assualt_operation = {
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modifier = {
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ships_at_battle_start = 0.1
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naval_retreat_chance = 0.15
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naval_retreat_speed = 0.1
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}
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}
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ocean_raiding = {
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battle_cruiser = {
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convoy_raiding_coordination = 0.1
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}
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heavy_cruiser = {
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convoy_raiding_coordination = 0.1
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}
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medium_cruiser = {
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convoy_raiding_coordination = 0.1
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}
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modifier = {
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night_spotting_chance = 0.05
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strike_force_movement_org_loss = -0.05
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}
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}
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decoy_tactics = {
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SH_battleship = {
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max_organisation = 5
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}
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battleship = {
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max_organisation = 10
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}
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battle_cruiser = {
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max_organisation = 5
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surface_visibility = -0.05
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}
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heavy_cruiser = {
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max_organisation = 5
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surface_visibility = -0.05
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}
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medium_cruiser = {
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max_organisation = 5
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surface_visibility = -0.05
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}
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modifier = {
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positioning = 0.1
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}
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}
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}
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}
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armored_raiders = {
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track = capital_ships
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name = SUBDOCTRINE_ARMORED_RAIDERS
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description = SUBDOCTRINE_ARMORED_RAIDERS_DESC
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icon = GFX_doctrine_capital_ship_raiders_medium
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xp_cost = 100
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xp_type = navy
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available = {
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OR = {
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has_doctrine = new_convoy_raiding
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has_doctrine = new_littoral_defense
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}
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has_navy_size = {
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archetype = ship_hull_heavy
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size > 0
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}
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}
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ai_will_do = {
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base = 1
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modifier = {
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factor = 50
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original_tag = GER
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}
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}
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# EFFECTS
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screening_without_screens = 0.10
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ships_at_battle_start = -0.1
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effect = {
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add_tech_bonus = {
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bonus = 0.5
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uses = 1
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technology = panzerschiffe
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name = SUBDOCTRINE_ARMORED_RAIDERS
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}
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}
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rewards = {
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expert_reconnaissance = {
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battle_cruiser = {
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surface_detection = 0.1
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}
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battleship = {
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surface_detection = 0.1
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}
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heavy_cruiser = {
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surface_detection = 0.1
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}
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medium_cruiser = {
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surface_detection = 0.1
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}
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}
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speed_trials = {
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naval_retreat_chance = 0.1
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naval_retreat_speed = 0.05
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positioning = 0.05
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}
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modernized_officer_education = {
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battle_cruiser= {
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max_organisation = 5
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}
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battleship = {
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max_organisation = 5
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}
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heavy_cruiser = {
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max_organisation = 5
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}
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medium_cruiser = {
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max_organisation = 5
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}
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}
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capital_raiders = {
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battleship = {
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max_organisation = 5
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convoy_raiding_coordination = 0.1
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}
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battle_cruiser = {
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max_organisation = 5
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convoy_raiding_coordination = 0.1
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}
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heavy_cruiser = {
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max_organisation = 10
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convoy_raiding_coordination = 0.1
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}
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medium_cruiser = {
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max_organisation = 10
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convoy_raiding_coordination = 0.1
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}
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}
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trade_route_sabotage = {
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equipment_bonus = {
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capital_ship = {
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naval_range = 0.1
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instant = yes
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}
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}
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battleship = {
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convoy_raiding_coordination = 0.1
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}
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battle_cruiser = {
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convoy_raiding_coordination = 0.1
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}
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heavy_cruiser = {
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convoy_raiding_coordination = 0.1
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}
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medium_cruiser = {
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convoy_raiding_coordination = 0.1
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}
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}
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}
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}
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coastal_defence_fleet = {
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track = capital_ships
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name = SUBDOCTRINE_COASTAL_DEFENCE
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description = SUBDOCTRINE_COASTAL_DEFENCE_DESC
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icon = GFX_doctrine_floating_fortress_medium
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xp_cost = 50
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xp_type = navy
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available = {
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OR = {
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has_doctrine = new_fleet_in_being
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has_doctrine = new_littoral_defense
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has_doctrine = new_convoy_raiding
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}
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}
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ai_will_do = {
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factor = 0.5
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}
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naval_supply_consumption_factor = -0.15
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equipment_bonus = {
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capital_ship = {
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instant = yes
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naval_range = -0.15
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}
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}
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rewards = {
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mixed_squad = {
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modifier = {
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positioning = 0.05
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}
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}
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casemate_upgrades = {
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equipment_bonus = {
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vnr_ship_hull_cruiser_coastal_defense_ship = {
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anti_air_attack = 0.1
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lg_attack = 0.05
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instant = yes
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}
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}
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}
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escort_duties = {
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heavy_cruiser = {
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max_organisation = 10
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}
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medium_cruiser = {
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max_organisation = 10
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}
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modifier = {
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convoy_escort_efficiency = 0.1
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}
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}
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green_water_navy = {
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heavy_cruiser = {
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surface_visibility = -0.05
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}
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medium_cruiser = {
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surface_visibility = -0.05
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}
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modifier = {
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mines_planting_by_fleets_factor = 0.1
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screening_without_screens = 0.05
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}
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}
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spare_part_logistics = {
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modifier = {
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refit_ic_cost = -0.15
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repair_speed_factor = 0.1
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}
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}
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}
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}
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naval_gunfire_support = {
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track = capital_ships
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name = SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT
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description = SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT_DESC
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icon = GFX_doctrine_naval_gunfire_support_medium
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xp_cost = 75
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xp_type = navy
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visible = {
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has_dlc = "No Compromise, No Surrender"
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}
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available = {
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OR = {
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has_doctrine = new_fleet_in_being
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has_doctrine = new_littoral_defense
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}
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}
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ai_will_do = {
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factor = 0
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}
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shore_bombardment_bonus = 0.25
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navy_capital_ship_attack_factor = -0.1
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rewards = {
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landing_lane_clearance = {
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modifier = {
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naval_mine_hit_chance = -0.10
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mines_sweeping_by_fleets_factor = 0.10
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}
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}
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inshore_aa_screen = {
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heavy_cruiser = {
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anti_air_attack = 0.1
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}
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medium_cruiser = {
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anti_air_attack = 0.1
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}
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}
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joint_operations = {
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modifier = {
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naval_invasion_planning_bonus_speed = 0.20
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naval_general_support_value_factor = 0.10
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}
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}
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floating_base = {
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battleship = {
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max_organisation = 5
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}
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battle_cruiser = {
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max_organisation = 5
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}
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heavy_cruiser = {
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max_organisation = 5
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}
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medium_cruiser = {
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max_organisation = 5
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}
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modifier = {
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shore_bombardment_collateral_damage_factor = 0.15
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}
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}
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green_water_operations = {
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battleship = {
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surface_visibility = -0.10
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}
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battle_cruiser = {
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surface_visibility = -0.10
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}
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heavy_cruiser = {
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surface_visibility = -0.10
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}
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navy_capital_ship_defence_factor = -0.15
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}
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}
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}
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battleship_antiair_screen = {
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track = capital_ships
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name = SUBDOCTRINE_BATTLESHIP_ANTIAIR_SCREEN
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description = SUBDOCTRINE_BATTLESHIP_ANTIAIR_SCREEN_DESC
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icon = GFX_doctrine_battleship_antiair_screen_medium
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xp_cost = 100
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xp_type = navy
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available = {
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has_doctrine = new_base_strike
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has_navy_size = {
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archetype = ship_hull_heavy
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size > 3
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}
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has_tech = aviation_dawn
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}
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ai_will_do = {
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factor = 1
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modifier = {
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factor = 100
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original_tag = USA
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}
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}
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navy_anti_air_attack_factor = 0.1
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naval_retreat_chance_after_initial_combat = 0.1
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rewards = {
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guardian_squad = {
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battleship = {
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max_organisation = 5
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anti_air_attack = 0.05
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}
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heavy_cruiser = {
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max_organisation = 5
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anti_air_attack = 0.05
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}
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medium_cruiser = {
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max_organisation = 5
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anti_air_attack = 0.05
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}
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}
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flexible_dispatch = {
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modifier = {
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ships_at_battle_start = 0.05
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strike_force_movement_org_loss = -0.1
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positioning = 0.1
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}
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}
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broad_air_cover = {
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battleship = {
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max_organisation = 5
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surface_detection = 0.05
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}
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battle_cruiser = {
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max_organisation = 5
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surface_detection = 0.05
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}
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modifier = {
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navy_capital_ship_defence_factor = 0.1
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}
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}
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task_force_protector = {
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modifier = {
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positioning = 0.1
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naval_torpedo_enemy_critical_chance_factor = -0.15
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}
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}
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circle_formation = {
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battleship = {
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max_organisation = 10
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anti_air_attack = 0.1
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}
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heavy_cruiser = {
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max_organisation = 10
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anti_air_attack = 0.1
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}
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medium_cruiser = {
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max_organisation = 10
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anti_air_attack = 0.1
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}
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}
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}
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}
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