Air Doctrines Tech
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01-Jun-2018 -
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Transcript of Air Doctrines Tech
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# ###################################### AIR DOCTRINE ## #####################################technology ={ id = 9 category = air_doctrines name = TECH_AD_NAME # Localized name desc = TECH_AD_DESC # Localized description # Air Superiority Doctrine application = { id = 9010 name = TECH_APP_AD_1_NAME desc = TECH_APP_AD_1_DESC position = { x = 40 y = 24 } year = 1936 # Tactical Unit - Wing component = { id = 9011 name = TECH_CMP_AD_1_1_NAME type = aircraft_testingdifficulty = 5 } # Combat Air Patrol component = { id = 9012 name = TECH_CMP_AD_1_2_NAME type = aircraft_testingdifficulty = 5 } # Bombrun Testing component = { id = 9013 name = TECH_CMP_AD_1_3_NAME type = aircraft_testingdifficulty = 5 }
# Army Air Support component = { id = 9014 name = TECH_CMP_AD_1_4_NAME type = combined_arms_focus difficulty = 5 } # Counter-Air Tactics component = { id = 9015 name = TECH_CMP_AD_1_5_NAME type = aircraft_testingdifficulty = 5 } required = { } effects = { command = { type = max_organization which = interceptor value = 2 } command = { type = morale which = interceptor value = 2 } command = { type = max_organization which = multi_role value = 2 } command = { type = morale which = multi_role value = 2 } command = { type = max_organization which = cag value = 2 }
command = { type = morale which = cag value = 2 } command = { type = enable_task which = ground_attack } command = { type = enable_task which = interdiction } command = { type = enable_task which = naval_strike } command = { type = enable_task which = logistical_strike } command = { type = enable_task which = strategic_bombardment } command = { type = enable_task which = port_strike } command = { type = enable_task which = installation_strike } command = { type = enable_task which = runway_cratering } command = { type = enable_task which = convoy_air_raiding } } } # Flying Circus Doctrine
application = { id = 9020 name = TECH_APP_AD_2_NAME desc = TECH_APP_AD_2_DESC position = { x = 168 y = 16 } year = 1936 # All-metal airframes component = { id = 9021 name = TECH_CMP_AD_2_1_NAME type = aeronautics difficulty = 5 } # Peacetime training
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component = { id = 9022 name = TECH_CMP_AD_2_2_NAME type = aircraft_testingdifficulty = 5 } # Extensive performance testing component = { id = 9023 name = TECH_CMP_AD_2_3_NAME type = aircraft_testingdifficulty = 5 } # Small unit training component = { id = 9024 name = TECH_CMP_AD_2_4_NAME type = fighter_tactics difficulty = 5 } # Superiority spirit component = { id = 9025 name = TECH_CMP_AD_2_5_NAME type = piloting difficulty = 5 } required = { 9010 } effects = { command = { type = max_organization which = interceptor value = 2 } command = { type = morale which = interceptor value = 2 } command = { type = max_organization which = multi_role value = 2 } command = { type = morale which = multi_role value = 2 } command = { type = max_organization which = cag value = 2 } command = { type = morale which = cag value = 2 } } } # Force Substitution Doctrine application = { id = 9030
name = TECH_APP_AD_3_NAME desc = TECH_APP_AD_3_DESC position = { x = 168 y = 32 } year = 1936 # Tactical Unit - Flight component = { id = 9031 name = TECH_CMP_AD_3_1_NAME type = aircraft_testingdifficulty = 5 } # Fighter tactics component = { id = 9032 name = TECH_CMP_AD_3_2_NAME type = fighter_tactics difficulty = 5 } # Specialized gunsights component = { id = 9033 name = TECH_CMP_AD_3_3_NAME type = mechanics difficulty = 5 }
# Air superiority spirit component = { id = 9034 name = TECH_CMP_AD_3_4_NAME type = piloting difficulty = 5 } # Fighter specialisation component = { id = 9035 name = TECH_CMP_AD_3_5_NAME type = aircraft_testingdifficulty = 5 } required = { 9010 } effects = { command = { type = max_organization which = interceptor value = 2 } command = { type = morale which = interceptor value = 2 } command = { type = max_organization which = multi_role value = 2 } command = { type = morale which = multi_role value = 2 } command = { type = max_organization which = cag value = 2 }
command = { type = morale which = cag value = 2 } } } # Battlefield Destruction Doctrine application = { id = 9040 name = TECH_APP_AD_4_NAME desc = TECH_APP_AD_4_DESC position = { x = 40 y = 72 } year = 1936
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# Small Bomb Bays component = { id = 9041 name = TECH_CMP_AD_4_1_NAME type = aeronautics difficulty = 3 } # Tank-Buster Bombs component = { id = 9042 name = TECH_CMP_AD_4_2_NAME type = general_equipment difficulty = 3 } # Forward air controllers component = { id = 9043 name = TECH_CMP_AD_4_3_NAME type = combined_arms_focus difficulty = 3 } # Battlefield Air support component = { id = 9044 name = TECH_CMP_AD_4_4_NAME type = aircraft_testingdifficulty = 3 } # "Fire-Brigade" Spirit component = { id = 9045 name = TECH_CMP_AD_4_5_NAME type = piloting difficulty = 3 } required = { 9020 9030 } effects = { command = { type = max_organization which = cas value = 10 } command = { type = morale which = cas value = 10 } command = { type = task_efficiency which = ground_attack value = 0.5 } } } # Dive Bombing Doctrine application =
{ id = 9050 name = TECH_APP_AD_5_NAME desc = TECH_APP_AD_5_DESC position = { x = 56 y = 88 } year = 1937 # Early Precision Bombruns component = { id = 9051 name = TECH_CMP_AD_5_1_NAME type = aircraft_testingdifficulty = 3 } # Offensive Air support component = { id = 9052 name = TECH_CMP_AD_5_2_NAME type = combined_arms_focus difficulty = 3 } # Diving ability component = { id = 9053 name = TECH_CMP_AD_5_3_NAME type = aeronautics diffi
culty = 3 } # Diving training component = { id = 9054 name = TECH_CMP_AD_5_4_NAME type = aircraft_testingdifficulty = 3 } # CAS Spirit component = { id = 9055 name = TECH_CMP_AD_5_5_NAME type = piloting difficulty = 3 } required = { 9040 } effects = { command = { type = max_organization which = cas value = 5 } command = { type = morale which = cas value = 5 } } }
# Direct Ground Support Doctrine application = { id = 9060 name = TECH_APP_AD_6_NAME desc = TECH_APP_AD_6_DESC position = { x = 56 y = 104 } year = 1938 # Frontline air controllers component = { id = 9061 name = TECH_CMP_AD_6_1_NAME type = combined_arms_focus difficulty = 3 }
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# Combat support patrols component = { id = 9062 name = TECH_CMP_AD_6_2_NAME type = bomber_tactics difficulty = 3 } # "Fire-Brigade" spirit component = { id = 9063 name = TECH_CMP_AD_6_3_NAME type = piloting difficulty = 3 } # Specialized bombing sights component = { id = 9064 name = TECH_CMP_AD_6_4_NAME type = mechanics difficulty = 3 } # Basic Ground Attack Ordnance component = { id = 9065 name = TECH_CMP_AD_6_5_NAME type = general_equipment difficulty = 3 } required = { 9040 } effects = { command = { type = max_organization which = cas value = 5 } command = { type = morale which = cas value = 5 } } } # Bomber Veteran Initiative application = { id = 9070 name = TECH_APP_AD_7_NAME desc = TECH_APP_AD_7_DESC position = { x = 56 y = 120 }
year = 1938 # Moral superiority spirit component = { id = 9071 name = TECH_CMP_AD_7_1_NAME type = piloting difficulty = 3 } # Bad weather adaptation component = { id = 9072 name = TECH_CMP_AD_7_2_NAME type = aeronautics difficulty = 3 } # Specialized bombing training component = { id = 9073 name = TECH_CMP_AD_7_3_NAME type = aircraft_testingdifficulty = 3 } # Individual aircraft adaptation component = { id = 9074 name = TECH_CMP_AD_7_4_NAME type = aircraft_testingdifficulty = 3 }
# Ground attack tactics component = { id = 9075 name = TECH_CMP_AD_7_5_NAME type = aircraft_testingdifficulty = 3 } required = { 9040 } effects = { command = { type = max_organization which = cas value = 5 } command = { type = morale which = cas value = 5 } command = { type = snow_attack which = cas value = 10 } command = { type = rain_attack which = cas value = 10 } command = { type = snow_attack which = cag value = 10 } command = { type = rain_attack which = cag value = 10 } } }
# Night Strikes Doctrine application = { id = 9080 name = TECH_APP_AD_8_NAME desc = TECH_APP_AD_8_DESC position = { x = 72 y = 144 } year = 1939 # Bombing illuminators component = { id = 9081 name = TECH_CMP_AD_8_1_NAME type = chemistry difficulty = 3 }
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# Night bombing sights component = { id = 9082 name = TECH_CMP_AD_8_2_NAME type = mechanics difficulty = 3 } # Night flying training component = { id = 9083 name = TECH_CMP_AD_8_3_NAME type = aircraft_testingdifficulty = 3 } # Superiority spirit component = { id = 9084 name = TECH_CMP_AD_8_4_NAME type = piloting difficulty = 3 } # Small unit tactics component = { id = 9085 name = TECH_CMP_AD_8_5_NAME type = bomber_tactics difficulty = 3 } required = { 9050 9060 9070 } effects = { command = { type = night_attack which = cas value = 10 } command = { type = night_defense which = cas value = 50 } command = { type = max_organization which = cas value = 5 } command = { type = morale which = cas value = 5 } } } # Operational Destruction Doctrine application = { id = 9090 name = TECH_APP_AD_9_NAME
desc = TECH_APP_AD_9_DESC position = { x = 40 y = 168 } year = 1937 # Armor-penetration bombs component = { id = 9091 name = TECH_CMP_AD_9_1_NAME type = general_equipment difficulty = 3 } # Carpet-Bombing component = { id = 9092 name = TECH_CMP_AD_9_2_NAME type = bomber_tactics difficulty = 3 } # Bombing practise component = { id = 9093 name = TECH_CMP_AD_9_3_NAME type = aircraft_testingdifficulty = 3 } # Air campaign management
component = { id = 9094 name = TECH_CMP_AD_9_4_NAME type = centralized_execution difficulty = 3 } # Large bomb bays component = { id = 9095 name = TECH_CMP_AD_9_5_NAME type = aeronautics difficulty = 3 } required = { 9020 9030 } effects = { command = { type = max_organization which = tactical_bomber value = 10 } command = { type = morale which = tactical_bomber value = 10 } command = { type = max_organization which = naval_bomber value = 10 } command = { type = morale which = naval_bomber value = 10 } } }
# Battlefield Interdiction Doctrine application = { id = 9100 name = TECH_APP_AD_10_NAME desc = TECH_APP_AD_10_DESC position = { x = 56 y = 184 } year = 1938 # Target of opportunity strike component = { id = 9101 name = TECH_CMP_AD_10_1_NAME type = decentralized_execution difficulty = 3 }
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# Interdiction patrols component = { id = 9102 name = TECH_CMP_AD_10_2_NAME type = aircraft_testing difficulty = 3 } # Airborne assault tactics component = { id = 9103 name = TECH_CMP_AD_10_3_NAME type = aircraft_testing difficulty = 3 } # Airborne landing techniques component = { id = 9104 name = TECH_CMP_AD_10_4_NAME type = combined_arms_focus difficulty = 3 } # Logistical strike tactics component = { id = 9105 name = TECH_CMP_AD_10_5_NAME type = bomber_tactics difficulty = 3 } required = { 9090 } effects = { command = { type = max_organization which = tactical_bomber value = 5 } command = { type = morale which = tactical_bomber value = 5 } command = { type = max_organization which = naval_bomber value = 5 } command = { type = morale which = naval_bomber value = 5 } command = { type = enable_task which = airborne_assault } command = { type = task_efficiency which = airborne_assault value = 0.3 } } } # Strafing Doctrine application =
{ id = 9110 name = TECH_APP_AD_11_NAME desc = TECH_APP_AD_11_DESC position = { x = 56 y = 200 } year = 1938 # Armor penetration ammunition component = { id = 9111 name = TECH_CMP_AD_11_1_NAME type = general_equipment difficulty = 3 } # Large ammunition storage component = { id = 9112 name = TECH_CMP_AD_11_2_NAME type = aeronautics difficulty = 3 } # Strafing training component = { id = 9113 name = TECH_CMP_AD_11_3_NAME type = aircraft_testing
difficulty = 3 } # Armored fuselage component = { id = 9114 name = TECH_CMP_AD_11_4_NAME type = aeronautics difficulty = 3 } # Multiple bombing runs component = { id = 9115 name = TECH_CMP_AD_11_5_NAME type = piloting difficulty = 3 } required = { 9090 } effects = { command = { type = max_organization which = tactical_bomber value = 5 } command = { type = morale which = tactical_bomber value = 5 } command = { type = max_organization which = naval_bomber value = 5 } command = { type = morale which = naval_bomber value = 5 }
command = { type = task_efficiency which = interdiction value = 0.5 } command = { type = task_efficiency which = naval_strike value = 0.5 } command = { type = task_efficiency which = convoy_air_raiding value = 0.5} } } # Logistical Strike Doctrine application = { id = 9120 name = TECH_APP_AD_12_NAME
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desc = TECH_APP_AD_12_DESC position = { x = 56 y = 216 } year = 1938 # Logistical Hub Bombing component = { id = 9121 name = TECH_CMP_AD_12_1_NAME type = bomber_tactics difficulty = 3 } # Line of communication interdiction component = { id = 9122 name = TECH_CMP_AD_12_2_NAME type = centralized_execution difficulty = 3 } # Precision bombing training component = { id = 9123 name = TECH_CMP_AD_12_3_NAME type = aircraft_testing difficulty = 3 } # Airdroped mines component = { id = 9124 name = TECH_CMP_AD_12_4_NAME type = general_equipment difficulty = 3 } # Area interdiction component = { id = 9125 name = TECH_CMP_AD_12_5_NAME type = piloting difficulty = 3 } required = { 9090 } effects = { command = { type = max_organization which = tactical_bomber value = 5 } command = { type = morale which = tactical_bomber value = 5 } command = { type = max_organization which = naval_bomber value = 5 } command = { type = morale which = naval_bomber value = 5 }
command = { type = task_efficiency which = logistical_strike value = 0.5 } } } # Night Strafing Doctrine application = { id = 9130 name = TECH_APP_AD_13_NAME desc = TECH_APP_AD_13_DESC position = { x = 72 y = 240 } year = 1939 # Night Gunsight component = { id = 9131 name = TECH_CMP_AD_13_1_NAME type = mechanics difficulty = 3 }
# Ground illumination component = { id = 9132 name = TECH_CMP_AD_13_2_NAME type = chemistry difficulty = 3 } # Night strafing training component = { id = 9133 name = TECH_CMP_AD_13_3_NAME type = aircraft_testing difficulty = 3 } # Tracer ammunition component = { id = 9134 name = TECH_CMP_AD_13_4_NAME type = general_equipment difficulty = 3 } # Night air superiority spirit component = { id = 9135 name = TECH_CMP_AD_13_5_NAME type = piloting difficulty = 3 } required = { 9100 9110 9120 }
effects = { command = { type = night_attack which = tactical_bomber value = 10 } command = { type = night_defense which = tactical_bomber value = 50 } command = { type = night_attack which = naval_bomber value = 10 } command = { type = night_defense which = naval_bomber value = 50 } command = { type = max_organization which = tactical_bomber value = 5 } command = { type = morale which = tactical_bomber value = 5 } command = { type = max_organization which = naval_bomber value = 5 } command = { type = morale which = naval_bomber value = 5 } }
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} # Strategic Destruction Doctrine application = { id = 9140 name = TECH_APP_AD_14_NAME desc = TECH_APP_AD_14_DESC position = { x = 40 y = 264 } year = 1937 # Massed Bombing Run tactics component = { id = 9141 name = TECH_CMP_AD_14_1_NAME type = bomber_tactics difficulty = 3 } # Bomber formations component = { id = 9142 name = TECH_CMP_AD_14_2_NAME type = aircraft_testing difficulty = 3 } # High altitude bombsights component = { id = 9143 name = TECH_CMP_AD_14_3_NAME type = mechanics difficulty = 3 } # Large bomb bays component = { id = 9144 name = TECH_CMP_AD_14_4_NAME type = aeronautics difficulty = 3 } # Area Target Bombing component = { id = 9145 name = TECH_CMP_AD_14_5_NAME type = aircraft_testing difficulty = 3 } required = { 9020 9030 }
effects = { command = { type = max_organization which = strategic_bomber value = 10 } command = { type = morale which = strategic_bomber value = 10 } command = { type = morale which = transport_plane value = 10 } command = { type = task_efficiency which = strategic_bombardment value = 0.5 } } } # Escort Box System Doctrine application = { id = 9150 name = TECH_APP_AD_15_NAME desc = TECH_APP_AD_15_DESC
position = { x = 56 y = 280 } year = 1938 # Bomber Escort Tactics component = { id = 9151 name = TECH_CMP_AD_15_1_NAME type = bomber_tactics difficulty = 3 } # Escort Tactics Training component = { id = 9152 name = TECH_CMP_AD_15_2_NAME type = fighter_tacticsdifficulty = 3 } # External Fuel Tanks component = { id = 9153 name = TECH_CMP_AD_15_3_NAME type = aeronautics difficulty = 3 } # Fighter Suppression Spirit component = { id = 9154 name = TECH_CMP_AD_15_4_NAME type = piloting difficu
lty = 3 } # Bomber-Escort Coordination component = { id = 9155 name = TECH_CMP_AD_15_5_NAME type = centralized_execution difficulty = 3 } required = { 9140 } effects = { command = { type = max_organization which = strategic_bomber value = 5 } command = { type = morale which = strategic_bomber value = 5 } command = { type = morale which = transport_plane value = 5 } command = { type = build_cost which = escort when = now value = -2 where =
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relative } } } # Combat-Bombardment Groups Doctrine application = { id = 9160 name = TECH_APP_AD_16_NAME desc = TECH_APP_AD_16_DESC position = { x = 56 y = 296 } year = 1939 # Combined Command Net component = { id = 9161 name = TECH_CMP_AD_16_1_NAME type = combined_arms_focus difficulty = 3 } # Carpet Bombing Tactics component = { id = 9162 name = TECH_CMP_AD_16_2_NAME type = bomber_tactics difficulty = 3 } # Low-altitud Bombsights component = { id = 9163 name = TECH_CMP_AD_16_3_NAME type = mechanics difficulty = 3 } # Early AA Suppression component = { id = 9164 name = TECH_CMP_AD_16_4_NAME type = aircraft_testing difficulty = 3 } # Combat Bombing Spirit component = { id = 9165 name = TECH_CMP_AD_16_5_NAME type = piloting difficu
lty = 3 } required = { 9140 } effects = { command = { type = max_organization which = strategic_bomber value = 5 } command = { type = morale which = strategic_bomber value = 5 } command = { type = morale which = transport_plane value = 5 } } } # Dead Reckoning Bombardment Doctrine application = { id = 9170 name = TECH_APP_AD_17_NAME desc = TECH_APP_AD_17_DESC
position = { x = 56 y = 312 } year = 1939 # Precise Navigation Instruments component = { id = 9171 name = TECH_CMP_AD_17_1_NAME type = electronics difficulty = 3 } # Navigator Training component = { id = 9172 name = TECH_CMP_AD_17_2_NAME type = aircraft_testing difficulty = 3 } # Preset Coordinate Bombing component = { id = 9173 name = TECH_CMP_AD_17_3_NAME type = centralized_execution difficulty = 3 } # Early AA Evasion component = { id = 9174 name = TECH_CMP_AD_17_4_NAME type = aircraft_testing
difficulty = 3 } # Tactical Unit - Bomber Flight component = { id = 9175 name = TECH_CMP_AD_17_5_NAME type = bomber_tactics difficulty = 3 } required = { 9140 } effects = { command = { type = max_organization which = strategic_bomber value = 5 } command = { type = morale which = strategic_bomber value = 5 } command = { type = morale which = transport_plane value = 5 } }
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} # Night Bombardment Doctrine application = { id = 9180 name = TECH_APP_AD_18_NAME desc = TECH_APP_AD_18_DESC position = { x = 72 y = 336 } year = 1939 # Night Bombsights component = { id = 9181 name = TECH_CMP_AD_18_1_NAME type = mechanics difficulty = 3 } # Pathfinder Planes component = { id = 9182 name = TECH_CMP_AD_18_2_NAME type = aeronautics difficulty = 3 } # Ground Illuminators component = { id = 9183 name = TECH_CMP_AD_18_3_NAME type = chemistry difficulty = 3 } # Night Bombing Training component = { id = 9184 name = TECH_CMP_AD_18_4_NAME type = aircraft_testing difficulty = 3 } # Preplanned Bombruns component = { id = 9185 name = TECH_CMP_AD_18_5_NAME type = centralized_execution difficulty = 3 } required = { 9150 9160 9170 }
effects = { command = { type = night_attack which = strategic_bomber value = 10 } command = { type = night_defense which = strategic_bomber value = 50 } command = { type = max_organization which = strategic_bomber value = 5 } command = { type = morale which = strategic_bomber value = 5 } command = { type = morale which = transport_plane value = 5 } } } # First Strike Doctrine application = { id = 9190 name = TECH_APP_AD_19_NAME desc = TECH_APP_AD_19_DESC
position = { x = 392 y = 24 } year = 1939 # Enemy Air Force Suppression Tactics component = { id = 9191 name = TECH_CMP_AD_19_1_NAME type = centralized_execution difficulty = 4 } # Frontline Airspace Domination component = { id = 9192 name = TECH_CMP_AD_19_2_NAME type = centralized_execution difficulty = 4 } # Fighter Rader Guidance component = { id = 9193 name = TECH_CMP_AD_19_3_NAME type = electronics difficulty = 4 } # Fighter Patrols component = { id = 9194 name = TECH_CMP_AD_19_4_NAME type = fighter_tactic
s difficulty = 4 } # Unimpeded Air Superiority Spirit component = { id = 9195 name = TECH_CMP_AD_19_5_NAME type = piloting difficulty = 4 } OR_required = { 9080 9130 } required = { } effects = { command = { type = night_attack which = interceptor value = 10 } command = { type = night_attack which = multi_role value = 5 } command = { type = max_organization which = interceptor value = 3 }
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command = { type = morale which = interceptor value = 3 } command = { type = max_organization which = multi_role value = 3 } command = { type = morale which = multi_role value = 3 } command = { type = max_organization which = cag value = 3 } command = { type = morale which = cag value = 3 } } } # Dispersed Fighting Doctrine application = { id = 9200 name = TECH_APP_AD_20_NAME desc = TECH_APP_AD_20_DESC position = { x = 408 y = 40 } year = 1939 # Regional Air Commands component = { id = 9201 name = TECH_CMP_AD_20_1_NAME type = decentralized_execution difficulty = 4 } # Individual Fighter Sweeps component = { id = 9202 name = TECH_CMP_AD_20_2_NAME type = fighter_tacticsdifficulty = 4 } # Frontline Field Sirbase Use component = { id = 9203 name = TECH_CMP_AD_20_3_NAME type = aircraft_testing difficulty = 4 } # Rough Landing and Take-off Capability
component = { id = 9204 name = TECH_CMP_AD_20_4_NAME type = aeronautics difficulty = 4 } # Dispersed Fighting Training component = { id = 9205 name = TECH_CMP_AD_20_5_NAME type = aircraft_testing difficulty = 4 } required = { 9190 } effects = { command = { type = max_organization which = interceptor value = 3 } command = { type = morale which = interceptor value = 3 } command = { type = max_organization which = multi_role value = 3 } command = { type = morale which = multi_role value = 3 } command = { type = max_organization which = cag value = 3 } command = { type = morale which = cag value = 3 }
} } # Frontal Missions Doctrine application = { id = 9210 name = TECH_APP_AD_21_NAME desc = TECH_APP_AD_21_DESC position = { x = 408 y = 56 } year = 1939 # Frontline Air Patrols component = { id = 9211 name = TECH_CMP_AD_21_1_NAME type = fighter_tacticsdifficulty = 4 } # Army-Airforce Radionet
component = { id = 9212 name = TECH_CMP_AD_21_2_NAME type = electronics difficulty = 4 } # On-call Fighter Flights component = { id = 9213 name = TECH_CMP_AD_21_3_NAME type = aircraft_testing difficulty = 4 } # Close Fighter Cover component = { id = 9214 name = TECH_CMP_AD_21_4_NAME type = combined_arms_focus difficulty = 4 } # Fighter Sweep Training component = { id = 9215 name = TECH_CMP_AD_21_5_NAME type = fighter_tactics
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difficulty = 4 } required = { 9190 } effects = { command = { type = max_organization which = interceptor value = 3 } command = { type = morale which = interceptor value = 3 } command = { type = max_organization which = multi_role value = 3 } command = { type = morale which = multi_role value = 3 } command = { type = max_organization which = cag value = 3 } command = { type = morale which = cag value = 3 } } } # Fighter Veteran Initiative application = { id = 9220 name = TECH_APP_AD_22_NAME desc = TECH_APP_AD_22_DESC position = { x = 406 y = 72 } year = 1939 # Rough Weather Capability component = { id = 9221 name = TECH_CMP_AD_22_1_NAME type = aeronautics difficulty = 4 } # Rough Weather Training component = { id = 9222 name = TECH_CMP_AD_22_2_NAME type = aircraft_testing difficulty = 4 }
# Individual Training Spirit component = { id = 9223 name = TECH_CMP_AD_22_3_NAME type = piloting difficulty = 4 } # Fighter Unit Specialization component = { id = 9224 name = TECH_CMP_AD_22_4_NAME type = aircraft_testing difficulty = 4 } # All-weather Gunsights component = { id = 9225 name = TECH_CMP_AD_22_5_NAME type = mechanics difficulty = 4 } required = { 9190 } effects = { command = { type = max_organization which = interceptor value = 3 } command = { type = morale which = interceptor value = 3 }
command = { type = max_organization which = multi_role value = 3 } command = { type = morale which = multi_role value = 3 } command = { type = max_organization which = cag value = 3 } command = { type = morale which = cag value = 3 } command = { type = snow_attack which = interceptor value = 5 } command = { type = rain_attack which = interceptor value = 5 } command = { type = snow_attack which = multi_role value = 10 } command = { type = rain_attack which = multi_role value = 10 } command = { type = snow_attack which = cag value = 10 } command = { type = rain_attack which = cag value = 10 } } } # Perimeter Defence Doctrine
application = { id = 9230 name = TECH_APP_AD_23_NAME desc = TECH_APP_AD_23_DESC position = { x = 392 y = 184 } year = 1939 # Preset Rader Fighter Guidance component = { id = 9231 name = TECH_CMP_AD_23_1_NAME type = electronics difficulty = 4 } # Forward Air Controller Training
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component = { id = 9232 name = TECH_CMP_AD_23_2_NAME type = aircraft_testing difficulty = 4 } # Individual Fighter Guidance component = { id = 9233 name = TECH_CMP_AD_23_3_NAME type = fighter_tactics difficulty = 4 } # Specialized Area Defense Tactics component = { id = 9234 name = TECH_CMP_AD_23_4_NAME type = decentralized_ execution difficulty = 4 } # Fighter Unit Coordination Training component = { id = 9235 name = TECH_CMP_AD_23_5_NAME type = aircraft_testing difficulty = 4 } OR_required = { 9130 9180 } required = { } effects = { command = { type = night_defense which = escort value = 50 } command = { type = night_defense which = multi_role value = 25 } command = { type = max_organization which = interceptor value = 3 } command = { type = morale which = interceptor value = 3 } command = { type = max_organization which = multi_role value = 3 } command = { type = morale which = multi_role value = 3 } command = { type = max_organization which = cag value = 3 } command = { type = morale which = cag value = 3 } } }
# Formation Fighting Doctrine application = { id = 9240 name = TECH_APP_AD_24_NAME desc = TECH_APP_AD_24_DESC position = { x = 408 y = 200 } year = 1939 # Close Escort Tactics component = { id = 9241 name = TECH_CMP_AD_24_1_NAME type = large_unit_tactics difficulty = 4 } # Multiple Wing Coordination component = { id = 9242 name = TECH_CMP_AD_24_2_NAME type = fighter_tacticsdifficulty = 4 }
# Preplanned Air Missions component = { id = 9243 name = TECH_CMP_AD_24_3_NAME type = centralized_execution difficulty = 4 } # Formation Flying component = { id = 9244 name = TECH_CMP_AD_24_4_NAME type = aircraft_testing difficulty = 4 } # Extensive Flying Testing component = { id = 9245 name = TECH_CMP_AD_24_5_NAME type = aircraft_testing difficulty = 4 } required = { 9230 } effects = { command = { type = max_organization which = interceptor value = 3 } command = { type = morale which = interceptor value = 3 }
command = { type = max_organization which = multi_role value = 3 } command = { type = morale which = multi_role value = 3 } command = { type = max_organization which = cag value = 3 } command = { type = morale which = cag value = 3 } command = { type = build_cost which = escort when = now value = -10 where= relative } } } # Home Defence Doctrine application =
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{ id = 9250 name = TECH_APP_AD_25_NAME desc = TECH_APP_AD_25_DESC position = { x = 408 y = 216 } year = 1940 # Centralized Fighter Coordination component = { id = 9251 name = TECH_CMP_AD_25_1_NAME type = centralized_execution difficulty = 4 } # Fighter Concentration component = { id = 9252 name = TECH_CMP_AD_25_2_NAME type = fighter_tacticsdifficulty = 4 } # Radarguided Interception component = { id = 9253 name = TECH_CMP_AD_25_3_NAME type = electronics difficulty = 4 } # Coordinated Interception Training component = { id = 9254 name = TECH_CMP_AD_25_4_NAME type = aircraft_testing difficulty = 4 } # Area Defense Training component = { id = 9255 name = TECH_CMP_AD_25_5_NAME type = aircraft_testing difficulty = 4 } required = { 9230 } effects = { command = { type = max_organization which = interceptor value = 3 } command = { type = morale which = interceptor value = 3 }
command = { type = max_organization which = multi_role value = 3 } command = { type = morale which = multi_role value = 3 } command = { type = max_organization which = cag value = 3 } command = { type = morale which = cag value = 3 } } } # Recon Skirmisher Doctrine application = { id = 9260 name = TECH_APP_AD_26_NAME desc = TECH_APP_AD_26_DESC position = { x = 408 y = 232 } year = 1940
# Combat Reconnaisance Tactics component = { id = 9261 name = TECH_CMP_AD_26_1_NAME type = fighter_tacticsdifficulty = 4 } # Target of Opportunity Strikes component = { id = 9262 name = TECH_CMP_AD_26_2_NAME type = aircraft_testing difficulty = 4 } # Large Area Fighter Coordination component = { id = 9263 name = TECH_CMP_AD_26_3_NAME type = centralized_execution difficulty = 4 } # Combat Reconnaisance Planes component = { id = 9264 name = TECH_CMP_AD_26_4_NAME type = aeronautics difficulty = 4 } # Chance Encounter Training
component = { id = 9265 name = TECH_CMP_AD_26_5_NAME type = aircraft_testing difficulty = 4 } required = { 9230 } effects = { command = { type = max_organization which = interceptor value = 3 } command = { type = morale which = interceptor value = 3 } command = { type = max_organization which = multi_role value = 3 } command = { type = morale which = multi_role value = 3 } command = { type = max_organization which = cag value = 3 } command = { type = morale which = cag value = 3 }
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} } # Combat Unit Destruction Doctrine application = { id = 9270 name = TECH_APP_AD_27_NAME desc = TECH_APP_AD_27_DESC position = { x = 200 y = 88 } year = 1941 # Troop Concentration Bombing component = { id = 9271 name = TECH_CMP_AD_27_1_NAME type = aircraft_testing difficulty = 4 } # HQ Destruction Attacks component = { id = 9272 name = TECH_CMP_AD_27_2_NAME type = bomber_tactics difficulty = 4 } # Basic AA Evasion component = { id = 9273 name = TECH_CMP_AD_27_3_NAME type = aircraft_testing difficulty = 4 } # Combat Unit Suppression component = { id = 9274 name = TECH_CMP_AD_27_4_NAME type = aircraft_testing difficulty = 4 } # Regional Airstrike Command component = { id = 9275 name = TECH_CMP_AD_27_5_NAME type = decentralized_execution difficulty = 4 }
required = { 9080 } effects = { command = { type = max_organization which = cas value = 10 } command = { type = morale which = cas value = 10 } } } # Hunt & Destroy Groups Doctrine application = { id = 9280 name = TECH_APP_AD_28_NAME desc = TECH_APP_AD_28_DESC position = { x = 216 y = 104 } year = 1941
# Frontline CAP component = { id = 9281 name = TECH_CMP_AD_28_1_NAME type = bomber_tactics difficulty = 4 } # Target of Opportunity Strikes component = { id = 9282 name = TECH_CMP_AD_28_2_NAME type = aircraft_testing difficulty = 4 } # Area Bombing Campaigns component = { id = 9283 name = TECH_CMP_AD_28_3_NAME type = centralized_execution difficulty = 4 } # Coordinated Offensive Bombing component = { id = 9284 name = TECH_CMP_AD_28_4_NAME type = combined_arms_focus difficulty = 4 } # Extreme-range Artillery Spirit
component = { id = 9285 name = TECH_CMP_AD_28_5_NAME type = piloting difficulty = 4 } required = { 9270 } effects = { command = { type = max_organization which = cas value = 10 } command = { type = morale which = cas value = 10 } command = { type = build_cost which = cas when = now value = -10 where = relative } } }
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# Low Echelon CAS Doctrine application = { id = 9290 name = TECH_APP_AD_29_NAME desc = TECH_APP_AD_29_DESC position = { x = 216 y = 120 } year = 1942 # Division-attached Air Support component = { id = 9291 name = TECH_CMP_AD_29_1_NAME type = combined_arms_focus difficulty = 4 } # Local Air Operations component = { id = 9292 name = TECH_CMP_AD_29_2_NAME type = decentralized_execution difficulty = 4 } # Small-scale Bombruns component = { id = 9293 name = TECH_CMP_AD_29_3_NAME type = bomber_tactics difficulty = 4 } # Coordinated Air-Land Operations component = { id = 9294 name = TECH_CMP_AD_29_4_NAME type = aircraft_testing difficulty = 4 } # CAS Training component = { id = 9295 name = TECH_CMP_AD_29_5_NAME type = aircraft_testing difficulty = 4 } required = { 9270 } effects =
{ command = { type = max_organization which = cas value = 10 } command = { type = morale which = cas value = 10 } command = { type = build_cost which = cas when = now value = -10 where = relative } } } # Bomber Ace Initiative application = { id = 9300 name = TECH_APP_AD_30_NAME desc = TECH_APP_AD_30_DESC position = { x = 216 y = 136 } year = 1942
# Individual Training component = { id = 9301 name = TECH_CMP_AD_30_1_NAME type = aircraft_testing difficulty = 4 } # Individual Morale Superiority component = { id = 9302 name = TECH_CMP_AD_30_2_NAME type = piloting difficulty = 4 } # Long-time Unit Cohesion component = { id = 9303 name = TECH_CMP_AD_30_3_NAME type = bomber_tactics difficulty = 4 } # Specialized Bombers component = { id = 9304 name = TECH_CMP_AD_30_4_NAME type = aeronautics difficulty = 4 } # "Tutor" Replacement Integration
component = { id = 9305 name = TECH_CMP_AD_30_5_NAME type = aircraft_testing difficulty = 4 } required = { 9270 } effects = { command = { type = max_organization which = cas value = 10 } command = { type = morale which = cas value = 10 } command = { type = build_cost which = cas when = now value = -10 where = relative } command = { type = snow_attack which = cas value = 10 } command = { type = rain_attack which = cas value = 10 }
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command = { type = snow_attack which = cag value = 10 } command = { type = rain_attack which = cag value = 10 } } } # Offensive Fighter Box doctrine application = { id = 9310 name = TECH_APP_AD_31_NAME desc = TECH_APP_AD_31_DESC position = { x = 392 y = 104 } year = 1942 # Offensive Fighter Tactics component = { id = 9311 name = TECH_CMP_AD_31_1_NAME type = fighter_tacticsdifficulty = 4 } # Fighter Concentration component = { id = 9312 name = TECH_CMP_AD_31_2_NAME type = fighter_tacticsdifficulty = 4 } # Forward Air Controlling Facilities component = { id = 9313 name = TECH_CMP_AD_31_3_NAME type = decentralized_execution difficulty = 4 } # External Fuel Tanks component = { id = 9314 name = TECH_CMP_AD_31_4_NAME type = aeronautics difficulty = 4 } # Fighter Suppression Training
component = { id = 9315 name = TECH_CMP_AD_31_5_NAME type = aircraft_testing difficulty = 4 } required = { 9200 9210 9220 } effects = { command = { type = max_organization which = interceptor value = 5 } command = { type = morale which = interceptor value = 5 } command = { type = max_organization which = multi_role value = 5 } command = { type = morale which = multi_role value = 5 } command = { type = max_organization which = cag value = 5 } command = { type = morale which = cag value = 5 } } } # Fighter Baiting Doctrine
application = { id = 9320 name = TECH_APP_AD_32_NAME desc = TECH_APP_AD_32_DESC position = { x = 408 y = 120 } year = 1943 # "Flying Ambush" Tactic component = { id = 9321 name = TECH_CMP_AD_32_1_NAME type = fighter_tacticsdifficulty = 4 } # Bait Execution component = { id = 9322 name = TECH_CMP_AD_32_2_NAME type = fighter_tacticsdifficulty = 4 } # Enemy Intelligence Suppression
component = { id = 9323 name = TECH_CMP_AD_32_3_NAME type = aircraft_testing difficulty = 4 } # Long-range Radar Detection component = { id = 9324 name = TECH_CMP_AD_32_4_NAME type = electronics difficulty = 4 } # Preplanned Missions component = { id = 9325 name = TECH_CMP_AD_32_5_NAME type = centralized_execution difficulty = 4 } required = { 9310 } effects =
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{ command = { type = max_organization which = interceptor value = 5 } command = { type = morale which = interceptor value = 5 } command = { type = max_organization which = multi_role value = 5 } command = { type = morale which = multi_role value = 5 } command = { type = max_organization which = cag value = 5 } command = { type = morale which = cag value = 5 } command = { type = build_cost which = interceptor when = now value = -10 where = relative } } } # Dogfight Experiment Doctrine application = { id = 9330 name = TECH_APP_AD_33_NAME desc = TECH_APP_AD_33_DESC position = { x = 408 y = 136 } year = 1943 # Dogfighting Training component = { id = 9331 name = TECH_CMP_AD_33_1_NAME type = aircraft_testing difficulty = 4 } # Anti-fighter Combat component = { id = 9332 name = TECH_CMP_AD_33_2_NAME type = fighter_tacticsdifficulty = 4 } # Windcanal Testing
component = { id = 9333 name = TECH_CMP_AD_33_3_NAME type = aeronautics difficulty = 4 } # Dogfighting Gunsights component = { id = 9334 name = TECH_CMP_AD_33_4_NAME type = mechanics difficulty = 4 } # Dogfight Preperation Tactics component = { id = 9335 name = TECH_CMP_AD_33_5_NAME type = fighter_tacticsdifficulty = 4 } required = { 9310 } effects = { command = { type = max_organization which = interceptor value = 5 } command = { type = morale which = interceptor value = 5 } command = { type = max_organization which = multi_role value = 5 }
command = { type = morale which = multi_role value = 5 } command = { type = max_organization which = cag value = 5 } command = { type = morale which = cag value = 5 } command = { type = build_cost which = interceptor when = now value = -10 where = relative } } } # Fighter Ace Initiative application = { id = 9340 name = TECH_APP_AD_34_NAME desc = TECH_APP_AD_34_DESC position = { x = 408 y = 152 }
year = 1943 # Superior Morale Spirit component = { id = 9341 name = TECH_CMP_AD_34_1_NAME type = piloting difficulty = 4 } # Specialized Units component = { id = 9342 name = TECH_CMP_AD_34_2_NAME type = aircraft_testing difficulty = 4 } # Individual Fighters component = { id = 9343 name = TECH_CMP_AD_34_3_NAME type = aeronautics difficulty = 4 }
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{ id = 9360 name = TECH_APP_AD_36_NAME desc = TECH_APP_AD_36_DESC position = { x = 216 y = 200 } year = 1942 # Lightning Strikes component = { id = 9361 name = TECH_CMP_AD_36_1_NAME type = bomber_tactics difficulty = 4 } # Precision Navigation Instruments component = { id = 9362 name = TECH_CMP_AD_36_2_NAME type = electronics difficulty = 4 } # Sophisticated Navigator Training component = { id = 9363 name = TECH_CMP_AD_36_3_NAME type = aircraft_testing difficulty = 4 } # Exact Mission Execution component = { id = 9364 name = TECH_CMP_AD_36_4_NAME type = aircraft_testing difficulty = 4 } # Low-altitude Radar Evasion component = { id = 9365 name = TECH_CMP_AD_36_5_NAME type = aeronautics difficulty = 4 } required = { 9350 } effects = { command = { type = max_organization which = tactical_bomber value = 10 } command = { type = morale which = tactical_bomber value = 10 }
command = { type = max_organization which = naval_bomber value = 10 } command = { type = morale which = naval_bomber value = 10 } command = { type = build_cost which = tactical_bomber when = now value = -10 where = relative } command = { type = build_cost which = naval_bomber when = now value = -5 where = relative } command = { type = task_efficiency which = airborne_assault value = 0.1 } } } # Carousel Bombardment Doctrine application = { id = 9370 name = TECH_APP_AD_37_NAME
desc = TECH_APP_AD_37_DESC position = { x = 216 y = 216 } year = 1942 # Large-scale Mission Planning component = { id = 9371 name = TECH_CMP_AD_37_1_NAME type = centralized_execution difficulty = 4 } # Permanent Occupation Bombing Campaign component = { id = 9372 name = TECH_CMP_AD_37_2_NAME type = aircraft_testing difficulty = 4 } # Small Bomber Strikes component = { id = 9373 name = TECH_CMP_AD_37_3_NAME type = bomber_tactics difficulty = 4 } # Round-the-clock Bombing Spirit
component = { id = 9374 name = TECH_CMP_AD_37_4_NAME type = piloting difficulty = 4 } # AA Suppression component = { id = 9375 name = TECH_CMP_AD_37_5_NAME type = aircraft_testing difficulty = 4 } required = { 9350 } effects = { command = { type = max_organization which = tactical_bomber value = 10 } command = { type = morale which = tactical_bomber value = 10 } command = { type = max_organization which = naval_bomber value = 10 }
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command = { type = morale which = naval_bomber value = 10 } command = { type = build_cost which = tactical_bomber when = now value = -10 where = relative } command = { type = build_cost which = naval_bomber when = now value = -5 where = relative } command = { type = task_efficiency which = airborne_assault value = 0.1 } } } # Keypoint Bombardment Doctrine application = { id = 9380 name = TECH_APP_AD_38_NAME desc = TECH_APP_AD_38_DESC position = { x = 216 y = 232 } year = 1943 # Precision Bombruns component = { id = 9381 name = TECH_CMP_AD_38_1_NAME type = aircraft_testing difficulty = 4 } # Precision Bombsights component = { id = 9382 name = TECH_CMP_AD_38_2_NAME type = mechanics difficulty = 4 } # Deep-penetration Bombs component = { id = 9383 name = TECH_CMP_AD_38_3_NAME type = general_equipment difficulty = 4 }
# Hit-and-run Spirit component = { id = 9384 name = TECH_CMP_AD_38_4_NAME type = piloting difficulty = 4 } # Small-scale Bombruns component = { id = 9385 name = TECH_CMP_AD_38_5_NAME type = bomber_tactics difficulty = 4 } required = { 9350 } effects = { command = { type = max_organization which = tactical_bomber value = 10 } command = { type = morale which = tactical_bomber value = 10 } command = { type = max_organization which = naval_bomber value = 10 } command = { type = morale which = naval_bomber value = 10 } command = { type = build_cost which = tactical_bomber when = now value = -
10 where = relative } command = { type = build_cost which = naval_bomber when = now value = -5 where = relative } command = { type = task_efficiency which = airborne_assault value = 0.1 } } } # Defensive Fighter Box Doctrine application = { id = 9390 name = TECH_APP_AD_39_NAME desc = TECH_APP_AD_39_DESC position = { x = 392 y = 264 } year = 1942
# Area Fighter Coordination component = { id = 9391 name = TECH_CMP_AD_39_1_NAME type = centralized_execution difficulty = 4 } # Defensive Fighter Tactics component = { id = 9392 name = TECH_CMP_AD_39_2_NAME type = fighter_tacticsdifficulty = 4 } # Fighter-AA Coordination component = { id = 9393 name = TECH_CMP_AD_39_3_NAME type = aircraft_testing difficulty = 4 } # Fighter Concentration
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component = { id = 9394 name = TECH_CMP_AD_39_4_NAME type = fighter_tacticsdifficulty = 4 } # IFF System component = { id = 9395 name = TECH_CMP_AD_39_5_NAME type = electronics difficulty = 4 } required = { 9240 9250 9260 } effects = { command = { type = max_organization which = interceptor value = 5 } command = { type = morale which = interceptor value = 5 } command = { type = max_organization which = multi_role value = 5 } command = { type = morale which = multi_role value = 5 } command = { type = max_organization which = cag value = 5 } command = { type = morale which = cag value = 5 } } } # Multi-altitude Group Doctrine application = { id = 9400 name = TECH_APP_AD_40_NAME desc = TECH_APP_AD_40_DESC position = { x = 408 y = 280 } year = 1942 # Multi-layered Fighter Defense component = { id = 9401 name = TECH_CMP_AD_40_1_NAME type = fighter_tactics
difficulty = 4 } # Massed Fighter Sweeps component = { id = 9402 name = TECH_CMP_AD_40_2_NAME type = fighter_tacticsdifficulty = 4 } # Large Group Tactics component = { id = 9403 name = TECH_CMP_AD_40_3_NAME type = aircraft_testing difficulty = 4 } # "No Penetration" Spirit component = { id = 9404 name = TECH_CMP_AD_40_4_NAME type = piloting difficulty = 4 } # Altitude-adapted Fighters component = { id = 9405 name = TECH_CMP_AD_40_5_NAME type = aeronautics difficulty = 4 }
required = { 9390 } effects = { command = { type = max_organization which = interceptor value = 5 } command = { type = morale which = interceptor value = 5 } command = { type = max_organization which = multi_role value = 5 } command = { type = morale which = multi_role value = 5 } command = { type = max_organization which = cag value = 5 } command = { type = morale which = cag value = 5 } command = { type = build_cost which = multi_role when = now value = -10 where = relative } command = { type = build_cost which = escort when = now value = -5 where = relative } }
} # Filter Room System Doctrine application = { id = 9410 name = TECH_APP_AD_41_NAME desc = TECH_APP_AD_41_DESC position = { x = 408 y = 296 } year = 1943 # Multi-layer Radar Coverage component = { id = 9411 name = TECH_CMP_AD_41_1_NAME type = electronics diff
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iculty = 4 } # Fighter Command HQ component = { id = 9412 name = TECH_CMP_AD_41_2_NAME type = centralized_execution difficulty = 4 } # Multi-stage Fighter Defense component = { id = 9413 name = TECH_CMP_AD_41_3_NAME type = fighter_tacticsdifficulty = 4 } # Unit Coordination Training component = { id = 9414 name = TECH_CMP_AD_41_4_NAME type = aircraft_testing difficulty = 4 } # Filter Room Radionet component = { id = 9415 name = TECH_CMP_AD_41_5_NAME type = electronics difficulty = 4 } required = { 9390 } effects = { command = { type = max_organization which = interceptor value = 5 } command = { type = morale which = interceptor value = 5 } command = { type = max_organization which = multi_role value = 5 } command = { type = morale which = multi_role value = 5 } command = { type = max_organization which = cag value = 5 } command = { type = morale which = cag value = 5 } command = { type = build_cost which = multi_role when = now value = -10 where = relative } command = { type = build_cost which = escort when = now value = -5 where =
relative } } } # Air Reserve Doctrine application = { id = 9420 name = TECH_APP_AD_42_NAME desc = TECH_APP_AD_42_DESC position = { x = 408 y = 312 } year = 1943 # Alert Fighter Wings component = { id = 9421 name = TECH_CMP_AD_42_1_NAME type = aircraft_testing difficulty = 4 }
# "Last-defense" Spirit component = { id = 9422 name = TECH_CMP_AD_42_2_NAME type = piloting difficulty = 4 } # Accelerated Take-off Capability component = { id = 9423 name = TECH_CMP_AD_42_3_NAME type = aeronautics difficulty = 4 } # Interception Training component = { id = 9424 name = TECH_CMP_AD_42_4_NAME type = aircraft_testing difficulty = 4 } # Fighter Wing Coordination component = { id = 9425 name = TECH_CMP_AD_42_5_NAME type = aircraft_testing difficulty = 4 } required = { 9390 }
effects = { command = { type = max_organization which = interceptor value = 5 } command = { type = morale which = interceptor value = 5 } command = { type = max_organization which = multi_role value = 5 } command = { type = morale which = multi_role value = 5 } command = { type = max_organization which = cag value = 5 } command = { type = morale which = cag value = 5 } command = { type = build_cost which = multi_role when = now value = -10 where = relative } command = { type = build_cost which = escort when = now value = -5 where =
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relative } } } # Mass Destruction Doctrine application = { id = 9430 name = TECH_APP_AD_43_NAME desc = TECH_APP_AD_43_DESC position = { x = 200 y = 280 } year = 1942 # Troop Concentration Bombing component = { id = 9431 name = TECH_CMP_AD_43_1_NAME type = bomber_tactics difficulty = 4 } # Massed Bombruns component = { id = 9432 name = TECH_CMP_AD_43_2_NAME type = bomber_tactics difficulty = 4 } # Enhanced Bomber Payload component = { id = 9433 name = TECH_CMP_AD_43_3_NAME type = aeronautics difficulty = 4 } # Frontline Bombing component = { id = 9434 name = TECH_CMP_AD_43_4_NAME type = aircraft_testing difficulty = 4 } # Centralized Bomber Coordination component = { id = 9435 name = TECH_CMP_AD_43_5_NAME type = centralized_exec
ution difficulty = 4 } required = { 9180 } effects = { command = { type = max_organization which = strategic_bomber value = 10 } command = { type = morale which = strategic_bomber value = 10 } command = { type = morale which = transport_plane value = 10 } } } # Escort Relay System Doctrine application = { id = 9440 name = TECH_APP_AD_44_NAME desc = TECH_APP_AD_44_DESC
position = { x = 216 y = 296 } year = 1942 # Bomber-escort Radionet component = { id = 9441 name = TECH_CMP_AD_44_1_NAME type = electronics difficulty = 4 } # Escort-handover Training component = { id = 9442 name = TECH_CMP_AD_44_2_NAME type = aircraft_testing difficulty = 4 } # Superior Tactics Spirit component = { id = 9443 name = TECH_CMP_AD_44_3_NAME type = piloting difficulty = 4 } # Bomber Stream Practise component = { id = 9444 name = TECH_CMP_AD_44_4_NAME type = aircraft_testing
difficulty = 4 } # Massed Bomber Tactics component = { id = 9445 name = TECH_CMP_AD_44_5_NAME type = bomber_tactics difficulty = 4 } required = { 9430 } effects = { command = { type = max_organization which = strategic_bomber value = 10 } command = { type = morale which = strategic_bomber value = 10 } command = { type = morale which = transport_plane value = 10 } command = { type = build_cost which = strategic_bomber when = now value =
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-10 where = relative } command = { type = build_cost which = escort when = now value = -10 where= relative } } } # Carpet Bombing Doctrine application = { id = 9450 name = TECH_APP_AD_45_NAME desc = TECH_APP_AD_45_DESC position = { x = 216 y = 312 } year = 1942 # Bomber Stream Tactics component = { id = 9451 name = TECH_CMP_AD_45_1_NAME type = bomber_tactics difficulty = 4 } # Massed Bombruns component = { id = 9452 name = TECH_CMP_AD_45_2_NAME type = bomber_tactics difficulty = 4 } # Area Carpet Bombing component = { id = 9453 name = TECH_CMP_AD_45_3_NAME type = aircraft_testing difficulty = 4 } # Large Unit Training component = { id = 9454 name = TECH_CMP_AD_45_4_NAME type = aircraft_testing difficulty = 4 }
# Refined Defensive Bomber Coordination component = { id = 9455 name = TECH_CMP_AD_45_5_NAME type = piloting difficulty = 4 } required = { 9430 } effects = { command = { type = max_organization which = strategic_bomber value = 10 } command = { type = morale which = strategic_bomber value = 10 } command = { type = morale which = transport_plane value = 10 } command = { type = build_cost which = strategic_bomber when = now value =-10 where = relative } } } # Flying Armada Doctrine
application = { id = 9460 name = TECH_APP_AD_46_NAME desc = TECH_APP_AD_46_DESC position = { x = 216 y = 328 } year = 1943 # Invincible Superiority Spirit component = { id = 9461 name = TECH_CMP_AD_46_1_NAME type = piloting difficulty = 4 } # Massed Defensive Armaments component = { id = 9462 name = TECH_CMP_AD_46_2_NAME type = artillery difficulty = 4 } # Massed Bomber Campaigns
component = { id = 9463 name = TECH_CMP_AD_46_3_NAME type = bomber_tactics difficulty = 4 } # Bomber Stream Tactics component = { id = 9464 name = TECH_CMP_AD_46_4_NAME type = bomber_tactics difficulty = 4 } # Bomber Command HQ component = { id = 9465 name = TECH_CMP_AD_46_5_NAME type = centralized_execution difficulty = 4 } required = { 9430 } effects =
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{ command = { type = max_organization which = strategic_bomber value = 10 } command = { type = morale which = strategic_bomber value = 10 } command = { type = morale which = transport_plane value = 10 } command = { type = build_cost which = strategic_bomber when = now value =-10 where = relative } } } # Integrated offensive doctrine application = { id = 17000 name = TECH_APP_AD_100_NAME desc = TECH_APP_AD_100_DESC position = { x = 214 y = 344 } year = 1947 # Compnent
component = { id = 17001 name = TECH_CMP_AD_100_1_NAME type = piloting difficulty = 4 } # ? component = { id = 17002 name = TECH_CMP_AD_100_2_NAME type = training difficulty = 4 } # ? component = { id = 17003 name = TECH_CMP_AD_100_3_NAME type = bomber_tactics difficulty = 4 } # ?
component = { id = 17004 name = TECH_CMP_AD_100_4_NAME type = fighter_tactics difficulty = 4 } # ? component = { id = 17005 name = TECH_CMP_AD_100_5_NAME type = centralized_execution difficulty = 4 } required = { 9460 } effects = { command = { type = max_organization which = strategic_bomber value = 10 } command = { type = morale which = strategic_bomber value = 10 } } } # Theater Organization Doctrine application =
{ id = 17010 name = TECH_APP_AD_101_NAME desc = TECH_APP_AD_101_DESC position = { x = 213 y = 248 } year = 1952 # ? component = { id = 17011 name = TECH_CMP_AD_101_1_NAME type = piloting difficulty = 4 } # ? component = { id = 17012 name = TECH_CMP_AD_101_2_NAME type = artillery difficulty = 4 } # ? component = { id = 17013 name = TECH_CMP_AD_101_3_NAME type = bomber_tactics
difficulty = 4 } # ? component = { id = 17014 name = TECH_CMP_AD_101_4_NAME type = carrier_tactics difficulty = 4 } # ? component = { id = 17015 name = TECH_CMP_AD_101_5_NAME type = centralized_execution difficulty = 4 } required = { 9380 } effects = { command = { type = task_efficiency which = ground_attack value = 0.3 }
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