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vnr/src/common/doctrines/subdoctrines/sea/navy_capital_subdoctrines.txt
2026-02-18 04:03:58 +00:00

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