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vnr/src/common/technologies/naval_doctrine.txt
2025-08-03 04:03:13 +00:00

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technologies = {
fleet_in_being = {
doctrine_name = "TITLE_FLEET_IN_BEING"
#Fleet in being is mainly focused on Battleships (and Battlecrusiers/Heavy cruisers) and ASW with carriers and submarines being used to a lesser extent. The fleet may not have to do anything at all to be useful - simply having a powerful fleet in a protected port forces your enemies to keep a fleet of their own nearby in order you fight you if you emerge
#Bonus org for BB/BC/CA
# EFFECT #############
SH_battleship = {
max_organisation = 5
}
battleship = {
max_organisation = 5
}
battle_cruiser = {
max_organisation = 5
}
##! armored_cruiser = {
##! max_organisation = 5
##! }
heavy_cruiser = {
max_organisation = 5
}
medium_cruiser = {
max_organisation = 5
}
light_cruiser = {
surface_detection = 0.10
}
destroyer = {
surface_detection = 0.10
}
mines_planting_by_fleets_factor = 0.1
#####
xor = { trade_interdiction base_strike }
path = {
leads_to_tech = battlefleet_concentration
research_cost_coeff = 1
}
path = {
leads_to_tech = convoy_sailing
research_cost_coeff = 1
}
path = {
leads_to_tech = submarine_operations
research_cost_coeff = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
fleet_in_being_tree
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = 0 y = 0 }
}
ai_will_do = {
factor = 2
modifier = {
factor = 5
has_war = yes
}
modifier = {
factor = 2
has_navy_experience > 120
}
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.0
cruiser = 1.0
}
}
battlefleet_concentration = {
# EFFECT #############
SH_battleship = {
max_organisation = 10
}
battleship = {
max_organisation = 10
}
battle_cruiser = {
max_organisation = 10
}
##! armored_cruiser = {
##! max_organisation = 10
##! }
heavy_cruiser = {
max_organisation = 10
}
medium_cruiser = {
max_organisation = 10
}
strike_force_movement_org_loss = -0.1
positioning = 0.2
########
dependencies = {
basic_ship_hull_heavy = 1
basic_ship_hull_cruiser = 1
}
path = {
leads_to_tech = fast_battleship_primacy
research_cost_coeff = 1
}
path = {
leads_to_tech = scouting_fleet_primacy
research_cost_coeff = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
fleet_in_being_tree
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = -2 y = 2 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.0
cruiser = 1.5
}
}
fast_battleship_primacy = {
# EFFECT #############
SH_battleship = {
naval_speed = 0.05
max_organisation = 10
}
battleship = {
naval_speed = 0.05
max_organisation = 10
}
positioning = 0.1
strike_force_movement_org_loss = -0.1
########
path = {
leads_to_tech = hunter_killer_groups
research_cost_coeff = 1
}
dependencies = {
fuel_oil_boiler = 1
improved_conning_tower = 1
}
xor = { scouting_fleet_primacy }
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
fleet_in_being_tree
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = -1 y = 4 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.0
cruiser = 1.5
}
}
scouting_fleet_primacy = {
# EFFECT #############
battle_cruiser = {
max_organisation = 10
surface_detection = 0.05
}
##! armored_cruiser = {
##! surface_detection = 0.05
##! }
heavy_cruiser = {
surface_detection = 0.05
}
medium_cruiser = {
surface_detection = 0.05
}
SH_battleship = {
max_organisation = 5
}
battleship = {
max_organisation = 5
}
spotting_chance = 0.1
########
path = {
leads_to_tech = torpedo_groups
research_cost_coeff = 1
}
xor = { fast_battleship_primacy }
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
fleet_in_being_tree
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = -3 y = 4 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.0
cruiser = 1.5
}
}
hunter_killer_groups = {
#Groups of Destroyers (and CVEs should those ever be added) formed to hunt down enemy subs
# EFFECT #############
destroyer = {
max_organisation = 5
sub_detection = 0.1
sub_attack = 0.1
}
light_cruiser = {
max_organisation = 5
sub_detection = 0.1
sub_attack = 0.1
}
convoy_escort_efficiency = 0.1
########
path = {
leads_to_tech = subsidiary_carrier_role
research_cost_coeff = 1
}
dependencies = {
acoustic_signature = 1
sonar = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
fleet_in_being_tree
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = -1 y = 6 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.5
cruiser = 1.0
}
}
torpedo_groups = {
#Groups of Destroyers and Torpedo Ships formed to disturb enemy fleet formation
# EFFECT #############
destroyer = {
max_organisation = 10
}
light_cruiser = {
max_organisation = 10
}
naval_torpedo_cooldown_factor = -0.125
########
path = {
leads_to_tech = subsidiary_carrier_role
research_cost_coeff = 1
}
dependencies = {
improved_ship_torpedo_launcher = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
fleet_in_being_tree
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = -3 y = 6 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.5
cruiser = 1.0
}
}
subsidiary_carrier_role = {
#Carriers support the Battleships
# EFFECT #############
carrier = {
max_organisation = 10
}
sortie_efficiency = 0.1
########
path = {
leads_to_tech = decisive_battle
research_cost_coeff = 1
}
dependencies = {
improved_ship_hull_carrier = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
fleet_in_being_tree
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = -2 y = 8 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.0
carrier = 1.5
naval_air = 0.75
}
on_research_complete = {
add_vnr_exp_traits = yes
}
}
decisive_battle = {
allow = {
has_navy_size = {
type = capital_ship
size > 34
}
}
#Large, powerful gun armed ships are clearly the best ships
# EFFECT #############
battleship = {
max_organisation = 20
}
SH_battleship = {
max_organisation = 20
}
heavy_cruiser = {
max_organisation = 20
}
medium_cruiser = {
max_organisation = 20
}
##! armored_cruiser = {
##! max_organisation = 20
##! }
ships_at_battle_start = 0.1
positioning = 0.1
########
path = {
leads_to_tech = floating_airfield
research_cost_coeff = 1
}
path = {
leads_to_tech = grand_battlefleet
research_cost_coeff = 1
}
dependencies = {
improved_ship_hull_heavy = 1
improved_ship_hull_cruiser = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
fleet_in_being_tree
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = -2 y = 10 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 2.0
}
}
floating_airfield = {
#Non base strike trees get a late CV booster
# EFFECT #############
carrier = {
max_organisation = 20
}
sortie_efficiency = 0.2
########
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
dependencies = {
advanced_ship_hull_carrier = 1
}
categories = {
naval_doctrine
fleet_in_being_tree
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = 1 y = 12 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
carrier = 2.0
naval_air = 0.75
}
}
grand_battlefleet = {
#Top tech for the Battlefleet tree.
# EFFECT #############
battleship = {
max_organisation = 20
}
battle_cruiser = {
max_organisation = 20
}
##! armored_cruiser = {
##! max_organisation = 20
##! }
heavy_cruiser = {
max_organisation = 20
}
medium_cruiser = {
max_organisation = 20
}
SH_battleship = {
max_organisation = 20
}
dependencies = {
advanced_ship_hull_heavy = 1
advanced_ship_hull_cruiser = 1
}
navy_anti_air_attack_factor = 0.10
navy_capital_ship_attack_factor = 0.1
strike_force_movement_org_loss = -0.1
positioning = 0.1
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
fleet_in_being_tree
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = -1 y = 12 }
}
ai_will_do = {
factor = 1
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 2.0
}
on_research_complete = {
add_vnr_exp_traits = yes
}
}
convoy_sailing = {
#Convoy escort/ ASW branch
# EFFECT #############
destroyer = {
max_organisation = 5
sub_detection = 0.05
naval_range = 0.1
}
convoy_retreat_speed = 0.1
convoy_escort_efficiency = 0.05
#####
path = {
leads_to_tech = armed_merchantmen
research_cost_coeff = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
fleet_in_being_tree
convoy_defense_tree
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = 1 y = 2 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.0
naval_equipment = 1.0
}
}
armed_merchantmen = {
#Armed Merchantmen
# EFFECT #############
auxiliary_ship = {
max_organisation = 20
sub_detection = 0.1
}
navy_submarine_detection_factor = 0.1
convoy_escort_efficiency = 0.05
#####
path = {
leads_to_tech = convoy_escorts
research_cost_coeff = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
fleet_in_being_tree
convoy_defense_tree
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = 1 y = 4 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.0
naval_equipment = 1.0
}
}
convoy_escorts = {
#Assigning dedicated convoy escorts to keep them safe
# EFFECT #############
destroyer = {
max_organisation = 5
sub_detection = 0.05
}
convoy_escort_efficiency = 0.1
#####
path = {
leads_to_tech = escort_carriers
research_cost_coeff = 1
}
dependencies = {
escort_destroyer_trend = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
fleet_in_being_tree
convoy_defense_tree
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = 1 y = 6 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.5
naval_equipment = 1.0
}
}
escort_carriers = {
#Small carriers/converted merchant ships sail with convoys for increased defense against subs and raiders
# EFFECT #############
carrier = {
sub_detection = 0.2
}
convoy_escort_efficiency = 0.1
####
path = {
leads_to_tech = integrated_convoy_defence
research_cost_coeff = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
dependencies = {
escort_carriers_ship = 1
}
categories = {
naval_doctrine
fleet_in_being_tree
convoy_defense_tree
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = 1 y = 8 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.0
naval_equipment = 1.5
}
}
integrated_convoy_defence = {
#The top convoy tech, basically now all the earlier concepts are working well with each other for maximum effect
# EFFECT #############
destroyer = {
max_organisation = 5
sub_detection = 0.1
}
light_cruiser = {
max_organisation = 10
sub_detection = 0.1
}
carrier = {
sub_detection = 0.2
}
convoy_escort_efficiency = 0.1
#####
path = {
leads_to_tech = floating_airfield
research_cost_coeff = 1
}
path = {
leads_to_tech = grand_battlefleet
research_cost_coeff = 1
}
dependencies = {
improved_ship_hull_light = 1
improved_sonar = 1
improved_airplane_launcher = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
fleet_in_being_tree
convoy_defense_tree
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = 1 y = 10 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.0
naval_equipment = 1.0
}
}
submarine_operations = {
# Basic sub-boosting tree, not as good as Trade Interdiction's
# EFFECT ##############
submarine = {
max_organisation = 10
}
naval_torpedo_reveal_chance_factor = -0.05
#######
path = {
leads_to_tech = undersea_blockade
research_cost_coeff = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
fleet_in_being_tree
submarine_doctrine
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = 3 y = 2 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
submarine = 2.0
}
}
undersea_blockade = {
# Sub boost
# EFFECT ##############
submarine = {
max_organisation = 10
convoy_raiding_coordination = 0.1
}
naval_torpedo_cooldown_factor = -0.125
#######
path = {
leads_to_tech = submarine_picket
research_cost_coeff = 1
}
dependencies = {
basic_ship_hull_submarine = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
fleet_in_being_tree
submarine_doctrine
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = 3 y = 4 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
submarine = 2.0
}
}
submarine_picket = {
# Sub boost
# EFFECT ##############
submarine = {
surface_detection = 0.1
naval_torpedo_hit_chance_factor = 0.05
}
night_spotting_chance = 0.1
#######
path = {
leads_to_tech = convoy_interdiction
research_cost_coeff = 1
}
dependencies = {
advanced_periscope = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
fleet_in_being_tree
submarine_doctrine
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = 3 y = 6 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
submarine = 2.0
}
}
convoy_interdiction = {
# Sub boost
# EFFECT ##############
submarine = {
max_organisation = 10
convoy_raiding_coordination = 0.1
}
naval_torpedo_reveal_chance_factor = -0.10
#######
path = {
leads_to_tech = submarine_offensive
research_cost_coeff = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
fleet_in_being_tree
submarine_doctrine
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = 3 y = 8 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
submarine = 2.0
}
}
submarine_offensive = {
# Sub boost
# EFFECT ##############
submarine = {
max_organisation = 10
surface_detection = 0.05
torpedo_attack = 0.1
}
#######
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
dependencies = {
advanced_ship_hull_submarine = 1
}
categories = {
naval_doctrine
fleet_in_being_tree
submarine_doctrine
cat_fleet_in_being
}
folder = {
name = naval_doctrine_folder
position = { x = 3 y = 10 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
submarine = 2.0
}
}
trade_interdiction = {
doctrine_name = "TITLE_TRADE_INTERDICTION"
# This tree is focused on sinking convoys, and boosting Subs and all types of Cruiser. It has some boosts for CVs and Battleships, but the CVs should be a bit worse and the BBs a lot worse than Fleet in being's.
# EFFECT ##############
submarine = {
max_organisation = 10
surface_detection = 0.05
}
light_cruiser = {
max_organisation = 10
surface_detection = 0.05
}
heavy_cruiser = {
max_organisation = 10
surface_detection = 0.05
}
medium_cruiser = {
max_organisation = 10
surface_detection = 0.05
}
#######
xor = { fleet_in_being base_strike }
path = {
leads_to_tech = coastal_operations
research_cost_coeff = 1
}
path = {
leads_to_tech = convoy_interdiction_ti
research_cost_coeff = 1
}
path = {
leads_to_tech = raider_patrols
research_cost_coeff = 1
}
path = {
leads_to_tech = adjacent_projection
research_cost_coeff = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
trade_interdiction_tree
submarine_doctrine
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = 0 y = 0 }
}
ai_will_do = {
factor = 1
modifier = {
factor = 5
has_war = yes
}
modifier = {
factor = 2
has_navy_experience > 120
}
}
ai_research_weights = {
naval_doctrine = -1.0
submarine = 1.0
cruiser = 1.0
}
}
coastal_operations = {
# use submarine to defend coastline
# EFFECT ##############
submarine = {
max_organisation = 10
surface_detection = 0.1
}
naval_torpedo_reveal_chance_factor = -0.10
naval_torpedo_cooldown_factor = -0.125
#######
path = {
leads_to_tech = ambush_tactics
research_cost_coeff = 1
}
dependencies = {
midget_submarines = 1
}
xor = { convoy_interdiction_ti }
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
trade_interdiction_tree
submarine_doctrine
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = 1 y = 2 }
}
ai_will_do = {
factor = 0
}
ai_research_weights = {
naval_doctrine = -1.0
submarine = 2.0
}
}
convoy_interdiction_ti = {
# same as convoy interdiction
# EFFECT ##############
submarine = {
max_organisation = 10
surface_detection = 0.05
convoy_raiding_coordination = 0.1
}
naval_torpedo_cooldown_factor = -0.125
#######
path = {
leads_to_tech = unrestricted_submarine_warfare
research_cost_coeff = 1
}
xor = { coastal_operations }
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
trade_interdiction_tree
submarine_doctrine
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = 3 y = 2 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
submarine = 2.0
}
}
ambush_tactics = {
#Nice bonus for subs vs fleet
# EFFECT ##############
submarine = {
max_organisation = 10
sub_visibility = -0.05
naval_torpedo_hit_chance_factor = 0.1
}
mines_planting_by_fleets_factor = 0.15
#######
path = {
leads_to_tech = wolfpacks
research_cost_coeff = 1
}
dependencies = {
electric_torpedo = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
trade_interdiction_tree
submarine_doctrine
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = 1 y = 6 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
submarine = 2.0
}
}
unrestricted_submarine_warfare = {
#Nice bonus for subs vs convoys
# EFFECT ##############
submarine = {
surface_detection = 0.05
convoy_raiding_coordination = 0.1
}
navy_submarine_attack_factor = 0.1
#######
path = {
leads_to_tech = tonnage_war
research_cost_coeff = 1
}
dependencies = {
basic_ship_hull_submarine = 1
acoustic_signature = 1
improved_periscope = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
trade_interdiction_tree
submarine_doctrine
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = 3 y = 4 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
submarine = 2.0
}
}
tonnage_war = {
# EFFECT ##############
submarine = {
max_organisation = 10
naval_range = 0.3
fuel_consumption = -0.25
}
naval_torpedo_cooldown_factor = -0.25
#######
path = {
leads_to_tech = wolfpacks
research_cost_coeff = 1
}
dependencies = {
improved_ship_hull_submarine = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
trade_interdiction_tree
submarine_doctrine
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = 3 y = 6 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
submarine = 2.0
}
}
wolfpacks = {
# More sub bonuses - subs operate in groups to sink convoys
# EFFECT ##############
submarine = {
max_organisation = 10
convoy_raiding_coordination = 0.15
surface_detection = 0.10
}
night_spotting_chance = 0.1
sub_retreat_speed = 0.15
naval_torpedo_reveal_chance_factor = -0.10
#######
path = {
leads_to_tech = advanced_submarine_warfare
research_cost_coeff = 1
}
dependencies = {
advanced_periscope = 1
advanced_ship_torpedo_launcher = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
trade_interdiction_tree
submarine_doctrine
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = 2 y = 8 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
submarine = 2.0
}
on_research_complete = {
add_vnr_exp_traits = yes
}
}
advanced_submarine_warfare = {
# More sub bonuses - subs are deployed in numbers and the navy is better at putting them in the right places
# EFFECT ##############
submarine = {
max_organisation = 10
convoy_raiding_coordination = 0.2
}
navy_submarine_attack_factor = 0.1
navy_submarine_defence_factor = 0.1
path = {
leads_to_tech = combined_operations_raiding
research_cost_coeff = 1
}
dependencies = {
basic_submarine_snorkel = 1
advanced_torpedo_ballistics = 1
submarine_mass_production = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
trade_interdiction_tree
submarine_doctrine
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = 2 y = 10 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
submarine = 2.0
}
}
combined_operations_raiding = {
#top raiding idea - subs and surface raiders act in harmony to destroy convoys
# EFFECT ##############
submarine = {
max_organisation = 10
convoy_raiding_coordination = 0.15
surface_detection = 0.1
}
light_cruiser = {
max_organisation = 10
convoy_raiding_coordination = 0.15
surface_detection = 0.15
}
heavy_cruiser = {
max_organisation = 10
convoy_raiding_coordination = 0.15
surface_detection = 0.15
}
medium_cruiser = {
max_organisation = 10
convoy_raiding_coordination = 0.15
surface_detection = 0.15
}
##! armored_cruiser = {
##! max_organisation = 10
##! convoy_raiding_coordination = 0.15
##! surface_detection = 0.15
##! }
battle_cruiser = {
max_organisation = 10
convoy_raiding_coordination = 0.15
surface_detection = 0.15
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
dependencies = {
naval_radio_guiding_system = 1
advanced_ship_hull_submarine = 1
}
categories = {
naval_doctrine
trade_interdiction_tree
submarine_doctrine
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = 1 y = 12 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
cruiser = 1.5
submarine = 1.0
}
on_research_complete = {
add_vnr_exp_traits = yes
}
}
raider_patrols = {
#Surface raiding Branch + some boosts for Battleships
# EFFECT ##############
light_cruiser = {
max_organisation = 10
convoy_raiding_coordination = 0.1
surface_detection = 0.10
}
heavy_cruiser = {
max_organisation = 10
convoy_raiding_coordination = 0.1
surface_detection = 0.10
}
medium_cruiser = {
max_organisation = 10
convoy_raiding_coordination = 0.1
surface_detection = 0.10
}
#######
path = {
leads_to_tech = capital_ship_raiders
research_cost_coeff = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
trade_interdiction_tree
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = -1 y = 2 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
cruiser = 1.5
battleship = 1.0
}
}
capital_ship_raiders = {
#Battleships/Battlecrusiers are used as raiders rather than in the line of battle in a fleet
# EFFECT ##############
battle_cruiser = {
max_organisation = 10
convoy_raiding_coordination = 0.15
surface_detection = 0.15
}
battleship = {
max_organisation = 10
convoy_raiding_coordination = 0.1
surface_detection = 0.15
}
##! armored_cruiser = {
##! max_organisation = 10
##! convoy_raiding_coordination = 0.15
##! surface_detection = 0.15
##! }
screening_without_screens = 0.1
#######
path = {
leads_to_tech = guerrilla_tactics
research_cost_coeff = 1
}
dependencies = {
interwar_ship_hull_heavy = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
trade_interdiction_tree
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = -1 y = 4 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.0
cruiser = 1.0
}
}
guerrilla_tactics = {
#Bonus retreat speed
# EFFECT ##############
battle_cruiser = {
surface_visibility = -0.1
}
battleship = {
surface_visibility = -0.1
}
heavy_cruiser = {
surface_visibility = -0.1
}
medium_cruiser = {
surface_visibility = -0.1
}
##! armored_cruiser = {
##! surface_visibility = -0.1
##! }
submarine = {
sub_visibility = -0.1
}
naval_retreat_speed = 0.1
naval_retreat_chance_after_initial_combat = 0.35
#######
path = {
leads_to_tech = battlefleet_concentration_ti
research_cost_coeff = 1
}
dependencies = {
cruiser_gun_upgrade = 1
large_destroyer_trend = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
trade_interdiction_tree
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = -1 y = 6 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.0
cruiser = 1.0
}
}
battlefleet_concentration_ti = {
#same as battlefleet_concentration
# EFFECT #############
SH_battleship = {
max_organisation = 10
}
battleship = {
max_organisation = 10
}
battle_cruiser = {
max_organisation = 10
}
##! armored_cruiser = {
##! max_organisation = 10
##! }
heavy_cruiser = {
max_organisation = 10
}
medium_cruiser = {
max_organisation = 10
}
strike_force_movement_org_loss = -0.1
positioning = 0.2
########
path = {
leads_to_tech = floating_fortress_ti
research_cost_coeff = 1
}
dependencies = {
improved_ship_hull_heavy = 1
improved_ship_hull_cruiser = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
trade_interdiction_tree
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = -1 y = 8 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 2.0
}
}
floating_fortress_ti = {
#same as floating_fortress
# EFFECT #############
SH_battleship = {
max_organisation = 20
}
battleship = {
max_organisation = 20
}
navy_capital_ship_defence_factor = 0.10
########
path = {
leads_to_tech = floating_airfield_ti
research_cost_coeff = 1
}
path = {
leads_to_tech = combined_operations_raiding
research_cost_coeff = 1
}
dependencies = {
homogeneous_krupp_steel = 1
advanced_heavy_armor = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
trade_interdiction_tree
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = -1 y = 10 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 2.0
}
}
floating_airfield_ti = {
#same as floating_airfield
# EFFECT #############
carrier = {
max_organisation = 20
}
sortie_efficiency = 0.2
########
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
dependencies = {
advanced_ship_hull_carrier = 1
}
categories = {
naval_doctrine
trade_interdiction_tree
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = -2 y = 12 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
carrier = 2.0
naval_air = 0.75
}
}
adjacent_projection = {
# defend our backyard
# EFFECT #############
destroyer = {
max_organisation = 5
max_strength = 0.1
}
light_cruiser = {
max_organisation = 5
max_strength = 0.1
}
naval_mines_damage_factor = 0.1
########
path = {
leads_to_tech = convoy_sailing_ti
research_cost_coeff = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
trade_interdiction_tree
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = -3 y = 2 }
}
ai_will_do = {
factor = 1
modifier = {
has_navy_size = {
type = carrier
size < 1
}
factor = 0
}
}
ai_research_weights = {
naval_doctrine = -1.0
carrier = 2.0
naval_air = 0.75
}
}
convoy_sailing_ti = {
#same as convoy_sailing
# EFFECT #############
destroyer = {
max_organisation = 5
naval_range = 0.1
}
convoy_retreat_speed = 0.1
convoy_escort_efficiency = 0.1
#####
path = {
leads_to_tech = naval_concealment
research_cost_coeff = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
trade_interdiction_tree
convoy_defense_tree
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = -3 y = 4 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.0
naval_equipment = 1.0
}
}
naval_concealment = {
# EFFECT #############
destroyer = {
max_organisation = 10
surface_visibility = -0.05
}
light_cruiser = {
max_organisation = 10
surface_visibility = -0.1
}
naval_night_attack = 0.1
naval_enemy_fleet_size_ratio_penalty_factor = 0.15
#####
path = {
leads_to_tech = subsidiary_carrier_role_ti
research_cost_coeff = 1
}
dependencies = {
improved_ship_hull_light = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
trade_interdiction_tree
convoy_defense_tree
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = -3 y = 6 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.0
naval_equipment = 1.0
}
}
subsidiary_carrier_role_ti = {
#same as subsidiary_carrier_role
# EFFECT #############
carrier = {
max_organisation = 10
}
sortie_efficiency = 0.1
########
path = {
leads_to_tech = naval_air_operations
research_cost_coeff = 1
}
dependencies = {
improved_ship_hull_carrier = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
trade_interdiction_tree
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = -3 y = 8 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
carrier = 2.0
naval_air = 0.75
}
}
naval_air_operations = {
# slightly improved CV operation
# EFFECT #############
carrier = {
max_organisation = 10
}
modifier = {
naval_strike_targetting_factor = 0.1
}
########
path = {
leads_to_tech = floating_airfield_ti
research_cost_coeff = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
trade_interdiction_tree
cat_trade_interdiction
}
folder = {
name = naval_doctrine_folder
position = { x = -3 y = 10 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
carrier = 2.0
naval_air = 0.75
}
}
base_strike = {
doctrine_name = "TITLE_BASE_STRIKE"
#This tree is primarily focused on Carriers. It should have the best Carriers, Battleships that are better than Trade interdiction but worse than Fleet in being, and has the same Sub tree as FiB. Convoy defense is better than TI but worse than FiB
# EFFECT ##############
carrier = {
max_organisation = 5
}
port_strike = 0.25
#####
xor = { fleet_in_being trade_interdiction }
path = {
leads_to_tech = carrier_primacy
research_cost_coeff = 1
}
path = {
leads_to_tech = submarine_operations_bs
research_cost_coeff = 1
}
path = {
leads_to_tech = convoy_escorts_bs
research_cost_coeff = 1
}
dependencies = {
aviation_dawn = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
cat_base_strike
}
folder = {
name = naval_doctrine_folder
position = { x = 0 y = 0 }
}
ai_will_do = {
factor = 1
modifier = {
factor = 2
has_war = yes
}
modifier = {
factor = 2
has_navy_experience > 120
}
}
ai_research_weights = {
naval_doctrine = -1.0
carrier = 2.0
naval_air = 0.75
}
}
carrier_primacy = {
#The idea that the carrier is the primary naval weapon and that other ships, even the BB, exist to support them
# EFFECT ##############
carrier = {
max_organisation = 10
}
sortie_efficiency = 0.1
modifier = {
naval_strike_targetting_factor = 0.1
}
#############
path = {
leads_to_tech = carrier_task_forces
research_cost_coeff = 1
}
path = {
leads_to_tech = naval_air_force
research_cost_coeff = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
base_strike_main
cat_base_strike
}
folder = {
name = naval_doctrine_folder
position = { x = 2 y = 2 }
}
ai_will_do = {
factor = 1.25
modifier = {
has_war = yes
factor = 2
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
carrier = 2.5
naval_air = 1.0
}
}
carrier_task_forces = {
#Task forces are based around carrier flagship
# EFFECT ##############
carrier = {
max_organisation = 10
surface_detection = 0.1
}
battleship = {
max_organisation = 5
anti_air_attack = 0.05
}
battle_cruiser = {
max_organisation = 5
anti_air_attack = 0.05
}
heavy_cruiser = {
max_organisation = 10
anti_air_attack = 0.05
}
medium_cruiser = {
max_organisation = 10
anti_air_attack = 0.05
}
light_cruiser = {
max_organisation = 10
surface_detection = 0.1
}
strike_force_movement_org_loss = -0.1
positioning = 0.1
##########
path = {
leads_to_tech = frequent_air_raid
research_cost_coeff = 1
}
dependencies = {
cruiser_aa_upgrade = 1
large_destroyer_trend = 1
improved_ship_hull_carrier = 1
}
xor = { naval_air_force }
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
base_strike_main
cat_base_strike
}
folder = {
name = naval_doctrine_folder
position = { x = 1 y = 4 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 2
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
carrier = 1.0
naval_air = 0.75
cruiser = 1.0
}
}
naval_air_force = {
#Ground based bombers
# EFFECT ##############
nav_bomber = {
air_range = 0.2
}
cas = {
air_range = 0.2
}
modifier = {
naval_strike_targetting_factor = 0.15
naval_strike_attack_factor = 0.15
}
##########
path = {
leads_to_tech = mass_air_raid
research_cost_coeff = 1
}
xor = { carrier_task_forces }
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
base_strike_main
cat_base_strike
}
folder = {
name = naval_doctrine_folder
position = { x = 3 y = 4 }
}
ai_will_do = {
factor = 0
}
ai_research_weights = {
naval_doctrine = -1.0
carrier = 1.0
naval_air = 0.75
cruiser = 1.0
}
}
frequent_air_raid = {
# EFFECT #############
carrier = {
anti_air_attack = 0.1
surface_visibility = -0.1
surface_detection = 0.1
}
navy_carrier_air_attack_factor = 0.1
sortie_efficiency = 0.1
########
path = {
leads_to_tech = floating_fortress_bs
research_cost_coeff = 1
}
dependencies = {
dive_bomber_study = 1
air_fuel_storage = 1
folding_wing = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
base_strike_main
cat_base_strike
}
folder = {
name = naval_doctrine_folder
position = { x = 1 y = 6 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 2
}
modifier = {
has_navy_experience > 120
factor = 4
}
}
ai_research_weights = {
naval_doctrine = -1.0
carrier = 2.0
naval_air = 0.75
}
}
mass_air_raid = {
# EFFECT #############
naval_strike_targetting_factor = 0.15
naval_strike_attack_factor = 0.15
port_strike = 0.35
########
path = {
leads_to_tech = floating_fortress_bs
research_cost_coeff = 1
}
dependencies = {
armor_piercing_bombs = 1
air_torpedoe_2 = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
base_strike_main
cat_base_strike
}
folder = {
name = naval_doctrine_folder
position = { x = 3 y = 6 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 2
}
modifier = {
has_navy_experience > 120
factor = 4
}
}
ai_research_weights = {
naval_doctrine = -1.0
carrier = 2.0
naval_air = 0.75
}
}
floating_airfield_bs = {
#same as floating_airfield
# EFFECT #############
carrier = {
max_organisation = 20
}
sortie_efficiency = 0.2
########
path = {
leads_to_tech = carrier_battlegroups
research_cost_coeff = 1
}
path = {
leads_to_tech = flight_deck_management
research_cost_coeff = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
base_strike_main
cat_base_strike
}
folder = {
name = naval_doctrine_folder
position = { x = 2 y = 10 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 2
}
modifier = {
has_navy_experience > 120
factor = 4
}
}
ai_research_weights = {
naval_doctrine = -1.0
carrier = 2.0
naval_air = 0.75
}
}
flight_deck_management = {
#CAGs are larger and more effort is made to have all planes arrive at the target at the same time, even when launched from multiple CVs
# EFFECT #############
carrier = {
max_organisation = 10
}
carrier_capacity_penalty_reduction = -0.2
sortie_efficiency = 0.2
modifier = {
naval_strike_targetting_factor = 0.2
}
########
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
dependencies = {
advanced_ship_hull_carrier = 1
}
categories = {
naval_doctrine
base_strike_main
cat_base_strike
}
folder = {
name = naval_doctrine_folder
position = { x = 2 y = 12 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 2
}
modifier = {
has_navy_experience > 120
factor = 4
}
}
ai_research_weights = {
naval_doctrine = -1.0
carrier = 2.0
naval_air = 0.75
}
}
floating_fortress_bs = {
#same as floating_fortress
# EFFECT #############
battle_cruiser = {
max_organisation = 20
}
battleship = {
max_organisation = 20
}
SH_battleship = {
max_organisation = 20
}
navy_capital_ship_defence_factor = 0.10
########
path = {
leads_to_tech = floating_airfield_bs
research_cost_coeff = 1
}
dependencies = {
battleship_aa_upgrade = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
base_strike_main
cat_base_strike
}
folder = {
name = naval_doctrine_folder
position = { x = 2 y = 8 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 2.0
}
on_research_complete = {
add_vnr_exp_traits = yes
}
}
carrier_battlegroups = {
#Larger carrier-lead fleets
# EFFECT ##############
carrier = {
max_organisation = 20
surface_detection = 0.1
}
light_cruiser = {
max_organisation = 20
surface_detection = 0.1
}
heavy_cruiser = {
max_organisation = 10
surface_detection = 0.1
}
medium_cruiser = {
max_organisation = 10
surface_detection = 0.1
}
battle_cruiser = {
max_organisation = 10
surface_detection = 0.1
}
battleship = {
max_organisation = 10
surface_detection = 0.1
}
SH_battleship = {
max_organisation = 10
surface_detection = 0.1
}
naval_critical_score_chance_factor = 0.10
strike_force_movement_org_loss = -0.1
positioning = 0.2
###########
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
dependencies = {
advanced_ship_hull_carrier = 1
advanced_ship_hull_heavy = 1
advanced_ship_hull_cruiser = 1
}
categories = {
naval_doctrine
base_strike_main
cat_base_strike
}
folder = {
name = naval_doctrine_folder
position = { x = 0 y = 12 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 2
}
modifier = {
has_navy_experience > 120
factor = 4
}
}
ai_research_weights = {
naval_doctrine = -1.0
carrier = 1.5
naval_air = 0.75
naval_equipment = 1.0
}
on_research_complete = {
add_vnr_exp_traits = yes
}
}
submarine_operations_bs = {
# same as submarine_operations
# EFFECT ##############
submarine = {
max_organisation = 10
}
naval_torpedo_reveal_chance_factor = -0.05
#######
path = {
leads_to_tech = undersea_blockade_bs
research_cost_coeff = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
cat_base_strike
submarine_doctrine
}
folder = {
name = naval_doctrine_folder
position = { x = -3 y = 2 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
submarine = 2.0
}
}
undersea_blockade_bs = {
# same as undersea_blockade
# EFFECT ##############
submarine = {
max_organisation = 10
convoy_raiding_coordination = 0.1
}
naval_torpedo_cooldown_factor = -0.125
#######
path = {
leads_to_tech = submarine_picket_bs
research_cost_coeff = 1
}
dependencies = {
basic_ship_hull_submarine = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
cat_base_strike
submarine_doctrine
}
folder = {
name = naval_doctrine_folder
position = { x = -3 y = 4 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
submarine = 2.0
}
}
submarine_picket_bs = {
# Sub boost
# EFFECT ##############
submarine = {
surface_detection = 0.1
naval_torpedo_hit_chance_factor = 0.05
}
night_spotting_chance = 0.1
#######
path = {
leads_to_tech = convoy_interdiction_bs
research_cost_coeff = 1
}
dependencies = {
advanced_periscope = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
cat_base_strike
submarine_doctrine
}
folder = {
name = naval_doctrine_folder
position = { x = -3 y = 6 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
submarine = 2.0
}
}
convoy_interdiction_bs = {
# same as convoy_interdiction
# EFFECT ##############
submarine = {
max_organisation = 10
convoy_raiding_coordination = 0.1
}
naval_torpedo_reveal_chance_factor = -0.10
#######
path = {
leads_to_tech = submarine_offensive_bs
research_cost_coeff = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
cat_base_strike
submarine_doctrine
}
folder = {
name = naval_doctrine_folder
position = { x = -3 y = 8 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
submarine = 2.0
}
}
submarine_offensive_bs = {
# same as submarine_offensive
# EFFECT ##############
submarine = {
max_organisation = 10
surface_detection = 0.05
torpedo_attack = 0.10
}
#######
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
dependencies = {
advanced_ship_hull_submarine = 1
}
categories = {
naval_doctrine
cat_base_strike
submarine_doctrine
}
folder = {
name = naval_doctrine_folder
position = { x = -3 y = 10 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
submarine = 2.0
}
}
convoy_escorts_bs = {
#same as convoy_escorts
# EFFECT #############
destroyer = {
max_organisation = 5
sub_detection = 0.05
}
convoy_escort_efficiency = 0.1
#####
path = {
leads_to_tech = escort_patrols
research_cost_coeff = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
convoy_defense_tree
cat_base_strike
}
folder = {
name = naval_doctrine_folder
position = { x = -1 y = 2 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.0
naval_equipment = 1.0
}
}
escort_patrols = {
# Lesser version of hunter-killer groups
# EFFECT ##############
destroyer = {
max_organisation = 5
sub_detection = 0.05
}
light_cruiser = {
max_organisation = 5
sub_detection = 0.1
}
convoy_escort_efficiency = 0.05
path = {
leads_to_tech = convoy_sailing_bs
research_cost_coeff = 1
}
dependencies = {
escort_destroyer_trend = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
convoy_defense_tree
cat_base_strike
}
folder = {
name = naval_doctrine_folder
position = { x = -1 y = 4 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.0
naval_equipment = 1.0
}
}
convoy_sailing_bs = {
#same as convoy_sailing
# EFFECT #############
destroyer = {
max_organisation = 5
naval_range = 0.1
}
convoy_retreat_speed = 0.1
convoy_escort_efficiency = 0.05
#####
path = {
leads_to_tech = integrated_convoy_defence_bs
research_cost_coeff = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
convoy_defense_tree
cat_base_strike
}
folder = {
name = naval_doctrine_folder
position = { x = -1 y = 6 }
}
ai_will_do = {
factor = 1
modifier = {
has_war = yes
factor = 5
}
modifier = {
has_navy_experience > 120
factor = 2
}
}
ai_research_weights = {
naval_doctrine = -1.0
battleship = 1.0
naval_equipment = 1.0
}
}
integrated_convoy_defence_bs = {
#same as integrated_convoy_defence
# EFFECT #############
destroyer = {
max_organisation = 5
sub_detection = 0.10
}
light_cruiser = {
max_organisation = 5
sub_detection = 0.15
}
carrier = {
sub_detection = 0.25
}
convoy_escort_efficiency = 0.1
#####
path = {
leads_to_tech = circle_formation
research_cost_coeff = 1
}
dependencies = {
escort_carriers_ship = 1
improved_ship_hull_light = 1
improved_sonar = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
convoy_defense_tree
cat_base_strike
}
folder = {
name = naval_doctrine_folder
position = { x = -1 y = 8 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
naval_equipment = 1.0
battleship = 1.0
}
}
circle_formation = {
#same as integrated_convoy_defence
# EFFECT #############
destroyer = {
max_organisation = 5
}
light_cruiser = {
max_organisation = 5
}
heavy_cruiser = {
max_organisation = 10
}
medium_cruiser = {
max_organisation = 10
}
##! armored_cruiser = {
##! max_organisation = 10
##! }
battle_cruiser = {
max_organisation = 10
}
battleship = {
max_organisation = 10
}
SH_battleship = {
max_organisation = 10
}
navy_anti_air_attack_factor = 0.15
positioning = 0.2
#####
path = {
leads_to_tech = carrier_battlegroups
research_cost_coeff = 1
}
dependencies = {
battleship_aa_upgrade = 1
cruiser_aa_upgrade = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
research_cost = 3
categories = {
naval_doctrine
convoy_defense_tree
cat_base_strike
}
folder = {
name = naval_doctrine_folder
position = { x = -1 y = 10 }
}
ai_will_do = {
factor = 1
}
ai_research_weights = {
naval_doctrine = -1.0
naval_equipment = 1.0
battleship = 1.0
}
}
}