# #####################################
# LAND DOCTRINES	     	 #
# #####################################
technology =
{ id          = 6
  category    = land_doctrines
  name        = TECH_LD_NAME # Localized name
  desc        = TECH_LD_DESC # Localized description
  # Firepower Focus Doctrine
  application =
  { id        = 6010
    name      = TECH_APP_LD_1_NAME
    desc      = TECH_APP_LD_1_DESC
    position  = { x = 88 y = 16 }
    year      = 1930
    # Tactical unit - Battalion 
    component = { id = 6011 name = TECH_CMP_LD_1_1_NAME type = infantry_focus difficulty = 10 }
    # Fire disciplin 
    component = { id = 6012 name = TECH_CMP_LD_1_2_NAME type = training difficulty = 10 }
    # Interlocking fields of fire
    component = { id = 6013 name = TECH_CMP_LD_1_3_NAME type = training difficulty = 10 }
    # Drill and discipline mentality 
    component = { id = 6014 name = TECH_CMP_LD_1_4_NAME type = training difficulty = 10 }
    # Organic regimental firesupport
    component = { id = 6015 name = TECH_CMP_LD_1_5_NAME type = training difficulty = 10 }
    required  = { }
    effects =
    { command = { type = max_organization which = land value = 10 }
      command = { type = counterattack value = 2 }
      command = { type = deactivate which = 6210 }
      command = { type = activate_unit_type which = hq }
      command = { type = new_model which = hq value = 0 }
    }
  }
  # Superior Firepower Doctrine
  application =
  { id        = 6020
    name      = TECH_APP_LD_2_NAME
    desc      = TECH_APP_LD_2_DESC
    position  = { x = 24 y = 56 }
    year      = 1936
    # High Echelon Fire Support
    component = { id = 6021 name = TECH_CMP_LD_2_1_NAME type = infantry_focus difficulty = 10 }
    # Advance under Fire
    component = { id = 6022 name = TECH_CMP_LD_2_2_NAME type = small_unit_tactics difficulty = 10 }
    # Tactical unit - Company
    component = { id = 6023 name = TECH_CMP_LD_2_3_NAME type = centralized_execution difficulty = 10 }
    # Indirect firesupport focus
    component = { id = 6024 name = TECH_CMP_LD_2_4_NAME type = technical_efficiency difficulty = 10 }
    # Officer training - West Point method
    component = { id = 6025 name = TECH_CMP_LD_2_5_NAME type = training difficulty = 10 }
    required  = { 6010 }
    effects =
    { command = { type = max_organization which = land value = 10 }
      command = { type = assault value = 2 }
      command = { type = deactivate which = 6030 }
      command = { type = hq_supply_eff value = 1 }
    }
  }
  # Delay Doctrine
  application =
  { id        = 6040
    name      = TECH_APP_LD_4_NAME
    desc      = TECH_APP_LD_4_DESC
    position  = { x = 24 y = 88 }
    year      = 1937
    # Mid Echelon Fire Support
    component = { id = 6041 name = TECH_CMP_LD_4_1_NAME type = infantry_focus difficulty = 10 }
    # Enemy Contact and Delay
    component = { id = 6042 name = TECH_CMP_LD_4_2_NAME type = small_unit_tactics difficulty = 10 }
    # Object Control Focus
    component = { id = 6043 name = TECH_CMP_LD_4_3_NAME type = centralized_execution difficulty = 10 }
    # Basic fire direction center
    component = { id = 6044 name = TECH_CMP_LD_4_4_NAME type = technical_efficiency difficulty = 10 }
    # Limited NCO initiative
    component = { id = 6045 name = TECH_CMP_LD_4_5_NAME type = training difficulty = 10 }
    required  = { 6020 }
    effects =
    { command = { type = delay value = 2 }
      command = { type = tactical_withdrawal value = 2 }
      command = { type = counterattack value = 2 }
      command = { type = build_cost which = infantry when = now where = relative value = -5 }
      command = { type = build_cost which = artillery when = now where = relative value = -5 }
      command = { type = sce_frequency value = 0.1 }
    }
  }
  # Mobile Defense Doctrine
  application =
  { id        = 6050
    name      = TECH_APP_LD_5_NAME
    desc      = TECH_APP_LD_5_DESC
    position  = { x = 24 y = 104 }
    year      = 1938
    # Pre-computed firing data
    component = { id = 6051 name = TECH_CMP_LD_5_1_NAME type = combined_arms_focus difficulty = 10 }
    # Enemy Contact and Lock Down
    component = { id = 6052 name = TECH_CMP_LD_5_2_NAME type = small_unit_tactics difficulty = 10 }
    # Area Control Focus
    component = { id = 6053 name = TECH_CMP_LD_5_3_NAME type = decentralized_execution difficulty = 10 }
    # Improved fire direction center
    component = { id = 6054 name = TECH_CMP_LD_5_4_NAME type = technical_efficiency difficulty = 10 }
    # Tactical unit - Platoon
    component = { id = 6055 name = TECH_CMP_LD_5_5_NAME type = training difficulty = 10 }
    required  = { 6040 }
    effects =
    { command = { type = morale which = land value = 10 }
      command = { type = max_organization which = land value = 10 }
      command = { type = tactical_withdrawal value = 2 }
      command = { type = counterattack value = 2 }
      command = { type = delay value = 2 }
      command = { type = build_cost which = infantry when = now where = relative value = -5 }
      command = { type = build_cost which = artillery when = now where = relative value = -5 }
      command = { type = speed which = hq value = 1 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.2 }
    }
  }
  # Stand Off Doctrine
  application =
  { id        = 6060
    name      = TECH_APP_LD_6_NAME
    desc      = TECH_APP_LD_6_DESC
    position  = { x = 144 y = 88 }
    year      = 1939
    # Mid Echelon Fire Support
    component = { id = 6061 name = TECH_CMP_LD_6_1_NAME type = infantry_focus difficulty = 10 }
    # Enemy Contact and Lock Down
    component = { id = 6062 name = TECH_CMP_LD_6_2_NAME type = small_unit_tactics difficulty = 10 }
    # Object Control Focus
    component = { id = 6063 name = TECH_CMP_LD_6_3_NAME type = centralized_execution difficulty = 10 }
    # Basic air/land cooperation
    component = { id = 6064 name = TECH_CMP_LD_6_4_NAME type = technical_efficiency difficulty = 10 }
    # Supressive fire emphasis
    component = { id = 6065 name = TECH_CMP_LD_6_5_NAME type = training difficulty = 10 }
    required  = { 6020 }
    effects =
    { command = { type = morale which = land value = 10 }
      command = { type = assault value = 2 }
      command = { type = ambush value = 2 }
      command = { type = build_cost which = infantry when = now where = relative value = -5 }
      command = { type = build_cost which = artillery when = now where = relative value = -5 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.1 }
    }
  }
  # Integrated Support Doctrine
  application =
  { id        = 6070
    name      = TECH_APP_LD_7_NAME
    desc      = TECH_APP_LD_7_DESC
    position  = { x = 144 y = 104 }
    year      = 1940
    # Low Echelon Fire Support
    component = { id = 6071 name = TECH_CMP_LD_7_1_NAME type = infantry_focus difficulty = 10 }
    # Enemy Contact and Destruction
    component = { id = 6072 name = TECH_CMP_LD_7_2_NAME type = small_unit_tactics difficulty = 10 }
    # Area Control Focus
    component = { id = 6073 name = TECH_CMP_LD_7_3_NAME type = decentralized_execution difficulty = 10 }
    # Improved fire direction center
    component = { id = 6074 name = TECH_CMP_LD_7_4_NAME type = technical_efficiency difficulty = 10 }
    # Basic Air/Land coordination
    component = { id = 6075 name = TECH_CMP_LD_7_5_NAME type = training difficulty = 10 }
    required  = { 6060 }
    effects =
    { command = { type = morale which = land value = 10 }
      command = { type = counterattack value = 4 }
      command = { type = breakthrough value = 1 }
      command = { type = encirclement value = 1 }
      command = { type = assault value = 2 }
      command = { type = ambush value = 2 }
      command = { type = new_model which = hq value = 1 }
      command = { type = scrap_model which = hq value = 0 }
      command = { type = build_cost which = infantry when = now where = relative value = -5 }
      command = { type = build_cost which = artillery when = now where = relative value = -5 }
      command = { type = speed which = hq value = 1 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.2 }
    }
  }
  # Regimental Combat Teams
  application =
  { id        = 6080
    name      = TECH_APP_LD_8_NAME
    desc      = TECH_APP_LD_8_DESC
    position  = { x = 80 y = 128 }
    year      = 1942
    # Tactical unit - Platoon
    component = { id = 6081 name = TECH_CMP_LD_8_1_NAME type = infantry_focus difficulty = 10 }
    # Organic battalion firesupport
    component = { id = 6082 name = TECH_CMP_LD_8_2_NAME type = small_unit_tactics difficulty = 10 }
    # Emphasis on NCO initiative
    component = { id = 6083 name = TECH_CMP_LD_8_3_NAME type = decentralized_execution difficulty = 10 }
    # Advanced fire control center
    component = { id = 6084 name = TECH_CMP_LD_8_4_NAME type = technical_efficiency difficulty = 10 }
    # Fire and movement platoon coordination
    component = { id = 6085 name = TECH_CMP_LD_8_5_NAME type = training difficulty = 10 }
    required  = { 6070 6050 }
    effects =
    { command = { type = tactical_withdrawal value = 4 }
      command = { type = max_organization which = land value = 10 }
      command = { type = delay value = 2 }
      command = { type = breakthrough value = 2 }
      command = { type = encirclement value = 2 }
      command = { type = ambush value = 1 }
      command = { type = new_model which = hq value = 2 }
      command = { type = scrap_model which = hq value = 1 }
      command = { type = build_cost which = infantry when = now where = relative value = 10 }
      command = { type = build_cost which = artillery when = now where = relative value = 10 }
      command = { type = build_cost which = sp_artillery when = now where = relative value = -10 }
      command = { type = build_cost which = motorized when = now where = relative value = -10 }
      command = { type = speed which = hq value = 1 }
      command = { type = hq_supply_eff value = 2 }
      command = { type = sce_frequency value = 0.3 }
    }
  }
  # Combined Arms Defense
  application =
  { id        = 6090
    name      = TECH_APP_LD_9_NAME
    desc      = TECH_APP_LD_9_DESC
    position  = { x = 25 y = 159 }
    year      = 1943
    # Time on Target firemissions
    component = { id = 6091 name = TECH_CMP_LD_9_1_NAME type = combined_arms_focus difficulty = 10 }
    # Fire and movement
    component = { id = 6092 name = TECH_CMP_LD_9_2_NAME type = small_unit_tactics difficulty = 10 }
    # Tactical unit - Squad
    component = { id = 6093 name = TECH_CMP_LD_9_3_NAME type = decentralized_execution difficulty = 10 }
    # Advanced air/land coordination
    component = { id = 6094 name = TECH_CMP_LD_9_4_NAME type = technical_efficiency difficulty = 10 }
    # Integrated operations
    component = { id = 6095 name = TECH_CMP_LD_9_5_NAME type = training difficulty = 10 }
    required  = { 6080 }
    effects =
    { command = { type = deactivate which = 6100 }
      command = { type = tactical_withdrawal value = 4 }
      command = { type = morale which = land value = 20 }
      command = { type = max_organization which = land value = 20 }
      command = { type = counterattack value = 2 }
      command = { type = delay value = 2 }
      command = { type = build_cost which = infantry when = now where = relative value = 5 }
      command = { type = build_cost which = artillery when = now where = relative value = 5 }
      command = { type = build_cost which = sp_artillery when = now where = relative value = -5 }
      command = { type = build_cost which = motorized when = now where = relative value = -5 }
      command = { type = hq_supply_eff value = 2 }
      command = { type = sce_frequency value = 0.3 }
    }
  }
  # Mechanized Offensive
  application =
  { id        = 6100
    name      = TECH_APP_LD_10_NAME
    desc      = TECH_APP_LD_10_DESC
    position  = { x = 146 y = 159 }
    year      = 1943
    # Artillery Proximity fuses
    component = { id = 6101 name = TECH_CMP_LD_10_1_NAME type = combined_arms_focus difficulty = 10 }
    # Tactical unit - Squad
    component = { id = 6102 name = TECH_CMP_LD_10_2_NAME type = small_unit_tactics difficulty = 10 }
    # Air/Land mobility theory
    component = { id = 6103 name = TECH_CMP_LD_10_3_NAME type = decentralized_execution difficulty = 10 }
    # Advanced air/land coordination
    component = { id = 6104 name = TECH_CMP_LD_10_4_NAME type = technical_efficiency difficulty = 10 }
    # Advanced squad level tactics
    component = { id = 6105 name = TECH_CMP_LD_10_5_NAME type = training difficulty = 10 }
    required  = { 6080 }
    effects =
    { command = { type = deactivate which = 6090 }
      command = { type = morale which = land value = 20 }
      command = { type = max_organization which = land value = 20 }
      command = { type = breakthrough value = 2 }
      command = { type = encirclement value = 2 }
      command = { type = assault value = 2 }
      command = { type = build_cost which = infantry when = now where = relative value = 5 }
      command = { type = build_cost which = artillery when = now where = relative value = 5 }
      command = { type = build_cost which = sp_artillery when = now where = relative value = -5 }
      command = { type = build_cost which = motorized when = now where = relative value = -5 }
      command = { type = build_cost which = mechanized when = now where = relative value = -15 }
      command = { type = hq_supply_eff value = 2 }
      command = { type = sce_frequency value = 0.3 }
    }
  }
  # Air Land Battle
  application =
  { id          = 14050
    name        = TECH_APP_LD_105_NAME
    desc        = TECH_APP_LD_105_DESC
    position    = { x = 81 y = 177 }
    year        = 1946
    # ?
    component   = { id = 14051 name = TECH_CMP_LD_105_1_NAME type = aeronautics difficulty = 8 }
    # ?
    component   = { id = 14052 name = TECH_CMP_LD_105_2_NAME type = training difficulty = 8 }
    # ?
    component   = { id = 14053 name = TECH_CMP_LD_105_3_NAME type = electronics difficulty = 10 }
    # ?
    component   = { id = 14054 name = TECH_CMP_LD_105_4_NAME type = individual_courage difficulty = 8 }
    # ?
    component   = { id = 14055 name = TECH_CMP_LD_105_5_NAME type = training difficulty = 6 }
    OR_required = { 6090 6100 }
    effects =
    { command = { type = max_organization which = land value = 10 }
      command = { type = morale which = land value = 10 }
      command = { type = build_cost which = cavalry when = now where = relative value = -5 }
      command = { type = new_model which = hq value = 3 }
      command = { type = scrap_model which = hq value = 2 }
    }
  }
  # Grand Battleplan Doctrine
  application =
  { id        = 6030
    name      = TECH_APP_LD_3_NAME
    desc      = TECH_APP_LD_3_DESC
    year      = 1936
    position  = { x = 136 y = 56 }
    # High Echelon Fire Support
    component = { id = 6031 name = TECH_CMP_LD_3_1_NAME type = infantry_focus difficulty = 9 }
    # Advance under Fire
    component = { id = 6032 name = TECH_CMP_LD_3_2_NAME type = large_unit_tactics difficulty = 9 }
    # General staff planning
    component = { id = 6033 name = TECH_CMP_LD_3_3_NAME type = centralized_execution difficulty = 9 }
    # Offensive spirit
    component = { id = 6034 name = TECH_CMP_LD_3_4_NAME type = individual_courage difficulty = 9 }
    # Officer training - Sandhurst method
    component = { id = 6035 name = TECH_CMP_LD_3_5_NAME type = training difficulty = 9 }
    required  = { 6010 }
    effects =
    { command = { type = delay value = 2 }
      command = { type = max_organization which = land value = 10 }
      command = { type = assault value = 1 }
      command = { type = deactivate which = 6020 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.2 }
    }
  }
  # Trench Warfare Doctrine
  application =
  { id        = 6120
    name      = TECH_APP_LD_12_NAME
    desc      = TECH_APP_LD_12_DESC
    position  = { x = 264 y = 120 }
    year      = 1936
    # Organic divisional artillery
    component = { id = 6121 name = TECH_CMP_LD_12_1_NAME type = infantry_focus difficulty = 9 }
    # Fast Trench-building
    component = { id = 6122 name = TECH_CMP_LD_12_2_NAME type = large_unit_tactics difficulty = 9 }
    # Stringent Hierarchy
    component = { id = 6123 name = TECH_CMP_LD_12_3_NAME type = centralized_execution difficulty = 9 }
    # Defend-every-inch Mentality
    component = { id = 6124 name = TECH_CMP_LD_12_4_NAME type = individual_courage difficulty = 9 }
    # Static machine gun use
    component = { id = 6125 name = TECH_CMP_LD_12_5_NAME type = training difficulty = 9 }
    required  = { 6030 }
    effects =
    { command = { type = delay value = 4 }
      command = { type = morale which = land value = 10 }
      command = { type = build_cost which = infantry when = now where = relative value = -5 }
      command = { type = hq_supply_eff value = 1 }
    }
  }
  # Preplanned Defense Doctrine
  application =
  { id        = 6130
    name      = TECH_APP_LD_13_NAME
    desc      = TECH_APP_LD_13_DESC
    position  = { x = 264 y = 136 }
    year      = 1940
    # Multiple Bunker-lines
    component = { id = 6131 name = TECH_CMP_LD_13_1_NAME type = infantry_focus difficulty = 9 }
    # Layered minefields
    component = { id = 6132 name = TECH_CMP_LD_13_2_NAME type = large_unit_tactics difficulty = 9 }
    # Strongpoint-mentality
    component = { id = 6133 name = TECH_CMP_LD_13_3_NAME type = centralized_execution difficulty = 9 }
    # Tunnel complex
    component = { id = 6134 name = TECH_CMP_LD_13_4_NAME type = individual_courage difficulty = 9 }
    # Local reserves
    component = { id = 6135 name = TECH_CMP_LD_13_5_NAME type = training difficulty = 9 }
    required  = { 6120 }
    effects =
    { command = { type = delay value = 4 }
      command = { type = morale which = land value = 10 }
      command = { type = max_organization which = land value = 10 }
      command = { type = tactical_withdrawal value = 2 }
      command = { type = build_cost which = infantry when = now where = relative value = -5 }
      command = { type = build_cost which = anti_tank when = now where = relative value = -5 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.1 }
    }
  }
  # Central Planing Doctrine
  application =
  { id        = 6140
    name      = TECH_APP_LD_14_NAME
    desc      = TECH_APP_LD_14_DESC
    position  = { x = 264 y = 152 }
    year      = 1942
    # Artillery divisions
    component = { id = 6141 name = TECH_CMP_LD_14_1_NAME type = infantry_focus difficulty = 9 }
    # Multiple attack directions
    component = { id = 6142 name = TECH_CMP_LD_14_2_NAME type = large_unit_tactics difficulty = 9 }
    # Advanced staff planning
    component = { id = 6143 name = TECH_CMP_LD_14_3_NAME type = centralized_execution difficulty = 9 }
    # Centralized artillery control 
    component = { id = 6144 name = TECH_CMP_LD_14_4_NAME type = individual_courage difficulty = 9 }
    # Tactical unit - Company
    component = { id = 6145 name = TECH_CMP_LD_14_5_NAME type = training difficulty = 9 }
    required  = { 6130 }
    effects =
    { command = { type = max_organization which = land value = 10 }
      command = { type = counterattack value = 2 }
      command = { type = build_cost which = infantry when = now where = relative value = -5 }
      command = { type = build_cost which = anti_tank when = now where = relative value = -5 }
      command = { type = speed which = hq value = 1 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.1 }
    }
  }
  # Assault Concentration Doctrine
  application =
  { id        = 14070
    name      = TECH_APP_LD_107_NAME
    desc      = TECH_APP_LD_107_DESC
    position  = { x = 263 y = 168 }
    year      = 1946
    # ?
    component = { id = 14071 name = TECH_CMP_LD_107_1_NAME type = combined_arms_focus difficulty = 8 }
    # ?
    component = { id = 14072 name = TECH_CMP_LD_107_2_NAME type = infantry_focus difficulty = 8 }
    # ?
    component = { id = 14073 name = TECH_CMP_LD_107_3_NAME type = centralized_execution difficulty = 8 }
    # ?
    component = { id = 14074 name = TECH_CMP_LD_107_4_NAME type = artillery difficulty = 8 }
    # ?
    component = { id = 14075 name = TECH_CMP_LD_107_5_NAME type = training difficulty = 8 }
    required  = { 6140 }
    effects =
    { command = { type = max_organization which = artillery value = 20 }
      command = { type = morale which = artillery value = 20 }
      command = { type = new_model which = hq value = 3 }
      command = { type = scrap_model which = hq value = 2 }
    }
  }
  # C3I theory
  application =
  { id        = 6380
    name      = TECH_APP_LD_38_NAME
    desc      = TECH_APP_LD_38_DESC
    position  = { x = 407 y = 176 }
    year      = 1956
    component = { id = 6381 name = TECH_CMP_LD_38_1_NAME type = combined_arms_focus difficulty = 10 }
    component = { id = 6382 name = TECH_CMP_LD_38_2_NAME type = centralized_execution difficulty = 10 }
    component = { id = 6383 name = TECH_CMP_LD_38_3_NAME type = training difficulty = 10 }
    component = { id = 6384 name = TECH_CMP_LD_38_4_NAME type = small_unit_tactics difficulty = 9 }
    component = { id = 6385 name = TECH_CMP_LD_38_5_NAME type = technical_efficiency difficulty = 10 }
    OR_required = { 14070 14100 14060 }
    effects =
    { command = { type = max_organization which = land value = 5 }
      command = { type = breakthrough value = 5 }
      command = { type = delay value = 5 }
      command = { type = ambush value = 5 }
    }
  }
  # Mass Assault Doctrine
  application =
  { id        = 6110
    name      = TECH_APP_LD_11_NAME
    desc      = TECH_APP_LD_11_DESC
    position  = { x = 272 y = 48 }
    year      = 1938
    # Multiple pre-planned targets
    component = { id = 6111 name = TECH_CMP_LD_11_1_NAME type = infantry_focus difficulty = 9 }
    # Concentrated Attack
    component = { id = 6112 name = TECH_CMP_LD_11_2_NAME type = large_unit_tactics difficulty = 9 }
    # War by Timetable
    component = { id = 6113 name = TECH_CMP_LD_11_3_NAME type = centralized_execution difficulty = 9 }
    # Over-the-Top Mentality
    component = { id = 6114 name = TECH_CMP_LD_11_4_NAME type = individual_courage difficulty = 9 }
    # Limited NCO initiative
    component = { id = 6115 name = TECH_CMP_LD_11_5_NAME type = training difficulty = 9 }
    required  = { 6030 }
    effects =
    { command = { type = morale which = land value = 30 }
      command = { type = counterattack value = 4 }
      command = { type = breakthrough value = 1 }
      command = { type = encirclement value = 2 }
      command = { type = assault value = 2 }
      command = { type = ambush value = 2 }
      command = { type = new_model which = hq value = 1 }
      command = { type = scrap_model which = hq value = 0 }
      command = { type = build_cost which = infantry when = now where = relative value = -5 }
      command = { type = speed which = hq value = 1 }
      command = { type = hq_supply_eff value = 1 }
    }
  }
  # Infiltration Assault Doctrine
  application =
  { id        = 6160
    name      = TECH_APP_LD_16_NAME
    desc      = TECH_APP_LD_16_DESC
    position  = { x = 408 y = 16 }
    year      = 1942
    # Night Attacks
    component = { id = 6161 name = TECH_CMP_LD_16_1_NAME type = infantry_focus difficulty = 9 }
    # Dispersed Combat Elements
    component = { id = 6162 name = TECH_CMP_LD_16_2_NAME type = large_unit_tactics difficulty = 9 }
    # Staff: Terrain Assesment
    component = { id = 6163 name = TECH_CMP_LD_16_3_NAME type = centralized_execution difficulty = 9 }
    # Hand-to-Hand combat focus
    component = { id = 6164 name = TECH_CMP_LD_16_4_NAME type = individual_courage difficulty = 9 }
    # Platoon level night combat training
    component = { id = 6165 name = TECH_CMP_LD_16_5_NAME type = training difficulty = 9 }
    required  = { 6110 }
    effects =
    { command = { type = morale which = land value = 10 }
      command = { type = breakthrough value = 2 }
      command = { type = encirclement value = 1 }
      command = { type = assault value = 2 }
      command = { type = ambush value = 5 }
      command = { type = deactivate which = 6150 }
      command = { type = deactivate which = 6170 }
      command = { type = night_move which = infantry value = 10 }
      command = { type = night_move which = paratrooper value = 10 }
      command = { type = night_move which = marine value = 10 }
      command = { type = night_move which = bergsjaeger value = 10 }
      command = { type = night_attack which = infantry value = 10 }
      command = { type = night_attack which = paratrooper value = 10 }
      command = { type = night_attack which = marine value = 10 }
      command = { type = night_attack which = bergsjaeger value = 10 }
      command = { type = night_defense which = infantry value = 10 }
      command = { type = night_defense which = paratrooper value = 10 }
      command = { type = night_defense which = marine value = 10 }
      command = { type = night_defense which = bergsjaeger value = 10 }
      command = { type = build_cost which = marine when = now where = relative value = -5 }
      command = { type = build_cost which = militia when = now where = relative value = -10 }
      command = { type = build_cost which = armor when = now where = relative value = 5 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.3 }
    }
  }
  # Infiltration in Depth
  application =
  { id        = 6190
    name      = TECH_APP_LD_19_NAME
    desc      = TECH_APP_LD_19_DESC
    position  = { x = 408 y = 152 }
    year      = 1943
    # Self sustaining units
    component = { id = 6191 name = TECH_CMP_LD_19_1_NAME type = infantry_focus difficulty = 9 }
    # Isolated Combat Elements
    component = { id = 6192 name = TECH_CMP_LD_19_2_NAME type = small_unit_tactics difficulty = 9 }
    # Mobile command posts
    component = { id = 6193 name = TECH_CMP_LD_19_3_NAME type = decentralized_execution difficulty = 9 }
    # Do-or-die-mentality
    component = { id = 6194 name = TECH_CMP_LD_19_4_NAME type = individual_courage difficulty = 9 }
    # Infantry assault tactics
    component = { id = 6195 name = TECH_CMP_LD_19_5_NAME type = training difficulty = 9 }
    required  = { 6140 6160 }
    effects =
    { command = { type = breakthrough value = 2 }
      command = { type = encirclement value = 2 }
      command = { type = ambush value = 6 }
      command = { type = new_model which = hq value = 2 }
      command = { type = scrap_model which = hq value = 1 }
      command = { type = night_move which = infantry value = 40 }
      command = { type = night_move which = paratrooper value = 40 }
      command = { type = night_move which = marine value = 40 }
      command = { type = night_move which = bergsjaeger value = 40 }
      command = { type = night_attack which = infantry value = 40 }
      command = { type = night_attack which = paratrooper value = 40 }
      command = { type = night_attack which = marine value = 40 }
      command = { type = night_attack which = bergsjaeger value = 40 }
      command = { type = night_defense which = infantry value = 40 }
      command = { type = night_defense which = paratrooper value = 40 }
      command = { type = night_defense which = marine value = 40 }
      command = { type = night_defense which = bergsjaeger value = 40 }
      command = { type = build_cost which = marine when = now where = relative value = -5 }
      command = { type = build_cost which = militia when = now where = relative value = -10 }
      command = { type = build_cost which = armor when = now where = relative value = 5 }
      command = { type = speed which = hq value = 1 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.3 }
    }
  }
  # Attritional Containment Doctrine
  application =
  { id        = 6150
    name      = TECH_APP_LD_15_NAME
    desc      = TECH_APP_LD_15_DESC
    position  = { x = 408 y = 48 }
    year      = 1942
    # Field fortification emphasis
    component = { id = 6151 name = TECH_CMP_LD_15_1_NAME type = infantry_focus difficulty = 9 }
    # Operational reserves
    component = { id = 6152 name = TECH_CMP_LD_15_2_NAME type = large_unit_tactics difficulty = 9 }
    # Large unit counterattacks
    component = { id = 6153 name = TECH_CMP_LD_15_3_NAME type = centralized_execution difficulty = 9 }
    # Static Gun emplacements
    component = { id = 6154 name = TECH_CMP_LD_15_4_NAME type = individual_courage difficulty = 9 }
    # Tactical unit - Company
    component = { id = 6155 name = TECH_CMP_LD_15_5_NAME type = training difficulty = 9 }
    required  = { 6110 }
    effects =
    { command = { type = max_organization which = land value = 5 }
      command = { type = assault value = 3 }
      command = { type = ambush value = 1 }
      command = { type = deactivate which = 6160 }
      command = { type = deactivate which = 6170 }
      command = { type = build_cost which = artillery when = now where = relative value = -5 }
      command = { type = build_cost which = engineer when = now where = relative value = -5 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.3 }
    }
  }
  # Assault Breakthrough
  application =
  { id        = 6180
    name      = TECH_APP_LD_18_NAME
    desc      = TECH_APP_LD_18_DESC
    position  = { x = 408 y = 128 }
    year      = 1944
    # low level field artillery
    component = { id = 6181 name = TECH_CMP_LD_18_1_NAME type = infantry_focus difficulty = 9 }
    # Penetration reserves
    component = { id = 6182 name = TECH_CMP_LD_18_2_NAME type = large_unit_tactics difficulty = 9 }
    # Areas of responsibility
    component = { id = 6183 name = TECH_CMP_LD_18_3_NAME type = centralized_execution difficulty = 9 }
    # Squad level light machine guns
    component = { id = 6184 name = TECH_CMP_LD_18_4_NAME type = individual_courage difficulty = 9 }
    # Squad SOP
    component = { id = 6185 name = TECH_CMP_LD_18_5_NAME type = training difficulty = 9 }
    required  = { 6140 6150 }
    effects =
    { command = { type = morale which = land value = 25 }
      command = { type = tactical_withdrawal value = 3 }
      command = { type = breakthrough value = 2 }
      command = { type = assault value = 6 }
      command = { type = ambush value = 2 }
      command = { type = new_model which = hq value = 2 }
      command = { type = scrap_model which = hq value = 1 }
      command = { type = build_cost which = artillery when = now where = relative value = -5 }
      command = { type = build_cost which = engineer when = now where = relative value = -5 }
      command = { type = speed which = hq value = 1 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.3 }
    }
  }
  # Operational Stages Doctrine
  application =
  { id        = 6170
    name      = TECH_APP_LD_17_NAME
    desc      = TECH_APP_LD_17_DESC
    position  = { x = 408 y = 80 }
    year      = 1942
    # Dedicated artillery
    component = { id = 6171 name = TECH_CMP_LD_17_1_NAME type = infantry_focus difficulty = 9 }
    # Dedicated airsupport
    component = { id = 6172 name = TECH_CMP_LD_17_2_NAME type = large_unit_tactics difficulty = 9 }
    # Secured Objectives Principle
    component = { id = 6173 name = TECH_CMP_LD_17_3_NAME type = centralized_execution difficulty = 9 }
    # Squad SOP
    component = { id = 6174 name = TECH_CMP_LD_17_4_NAME type = technical_efficiency difficulty = 9 }
    # Tactical unit - Platoon
    component = { id = 6175 name = TECH_CMP_LD_17_5_NAME type = training difficulty = 9 }
    required  = { 6110 }
    effects =
    { command = { type = tactical_withdrawal value = 2 }
      command = { type = delay value = 2 }
      command = { type = max_organization which = land value = 15 }
      command = { type = breakthrough value = 2 }
      command = { type = encirclement value = 2 }
      command = { type = assault value = 2 }
      command = { type = ambush value = 2 }
      command = { type = deactivate which = 6150 }
      command = { type = deactivate which = 6160 }
      command = { type = build_cost which = motorized when = now where = relative value = -10 }
      command = { type = build_cost which = infantry when = now where = relative value = 10 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.3 }
    }
  }
  # Branch Interoperability
  application =
  { id        = 6200
    name      = TECH_APP_LD_20_NAME
    desc      = TECH_APP_LD_20_DESC
    position  = { x = 408 y = 104 }
    year      = 1944
    # Combined arms operations
    component = { id = 6201 name = TECH_CMP_LD_20_1_NAME type = combined_arms_focus difficulty = 9 }
    # Long-Range Reconnaissance
    component = { id = 6202 name = TECH_CMP_LD_20_2_NAME type = small_unit_tactics difficulty = 9 }
    # Forward command posts
    component = { id = 6203 name = TECH_CMP_LD_20_3_NAME type = centralized_execution difficulty = 9 }
    # Fire direction centers
    component = { id = 6204 name = TECH_CMP_LD_20_4_NAME type = technical_efficiency difficulty = 9 }
    # Tactical unit - squad
    component = { id = 6205 name = TECH_CMP_LD_20_5_NAME type = training difficulty = 9 }
    required  = { 6140 6170 }
    effects =
    { command = { type = tactical_withdrawal value = 4 }
      command = { type = breakthrough value = 2 }
      command = { type = encirclement value = 4 }
      command = { type = ambush value = 1 }
      command = { type = new_model which = hq value = 2 }
      command = { type = scrap_model which = hq value = 1 }
      command = { type = build_cost which = mechanized when = now where = relative value = -10 }
      command = { type = build_cost which = armor when = now where = relative value = -10 }
      command = { type = speed which = hq value = 1 }
      command = { type = hq_supply_eff value = 2 }
      command = { type = sce_frequency value = 0.3 }
    }
  }
  # Mobility Focus Doctrine
  application =
  { id        = 6210
    name      = TECH_APP_LD_21_NAME
    desc      = TECH_APP_LD_21_DESC
    position  = { x = 88 y = 208 }
    year      = 1930
    # Motorized Reconnaissance
    component = { id = 6211 name = TECH_CMP_LD_21_1_NAME type = combined_arms_focus difficulty = 10 }
    # Basic infiltration tactics
    component = { id = 6212 name = TECH_CMP_LD_21_2_NAME type = training difficulty = 10 }
    # Shock tactics
    component = { id = 6213 name = TECH_CMP_LD_21_3_NAME type = training difficulty = 10 }
    # NCO responsibility
    component = { id = 6214 name = TECH_CMP_LD_21_4_NAME type = training difficulty = 10 }
    # Manuever disciplin
    component = { id = 6215 name = TECH_CMP_LD_21_5_NAME type = training difficulty = 10 }
    required  = { }
    effects =
    { command = { type = max_organization which = land value = 10 }
      command = { type = deactivate which = 6010 }
      command = { type = activate_unit_type which = hq }
      command = { type = new_model which = hq value = 0 }
      command = { type = speed which = hq value = 1 }
      command = { type = speed_cap_art which = hq value = 1 }
      command = { type = speed_cap_at which = hq value = 1 }
      command = { type = speed_cap_aa which = hq value = 1 }
      command = { type = sce_frequency value = 0.1 }
    }
  }
  # Spearhead Doctrine
  application =
  { id        = 6220
    name      = TECH_APP_LD_22_NAME
    desc      = TECH_APP_LD_22_DESC
    position  = { x = 24 y = 250 }
    year      = 1937
    # Assault detachments
    component = { id = 6221 name = TECH_CMP_LD_22_1_NAME type = combined_arms_focus difficulty = 10 }
    # tactical reconnassaince
    component = { id = 6222 name = TECH_CMP_LD_22_2_NAME type = small_unit_tactics difficulty = 10 }
    # Tactical unit - Platoon
    component = { id = 6223 name = TECH_CMP_LD_22_3_NAME type = decentralized_execution difficulty = 10 }
    # Infiltration to line of departure
    component = { id = 6224 name = TECH_CMP_LD_22_4_NAME type = technical_efficiency difficulty = 10 }
    # Officer training - Bad Toelz method
    component = { id = 6225 name = TECH_CMP_LD_22_5_NAME type = training difficulty = 10 }
    required  = { 6210 }
    effects =
    { command = { type = morale which = land value = 10 }
      command = { type = max_organization which = land value = 15 }
      command = { type = counterattack value = 2 }
      command = { type = breakthrough value = 2 }
      command = { type = encirclement value = 4 }
      command = { type = assault value = 2 }
      command = { type = ambush value = 1 }
      command = { type = deactivate which = 6300 }
      command = { type = new_model which = hq value = 1 }
      command = { type = scrap_model which = hq value = 0 }
      command = { type = build_cost which = light_armor when = now where = relative value = -10 }
      command = { type = speed which = hq value = 1 }
      command = { type = speed_cap_art which = hq value = 1 }
      command = { type = speed_cap_at which = hq value = 1 }
      command = { type = speed_cap_aa which = hq value = 1 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.2 }
    }
  }
  # Delay Doctrine
  application =
  { id        = 6230
    name      = TECH_APP_LD_23_NAME
    desc      = TECH_APP_LD_23_DESC
    position  = { x = 40 y = 272 }
    year      = 1939
    # Mobile Operational Deployments
    component = { id = 6231 name = TECH_CMP_LD_23_1_NAME type = combined_arms_focus difficulty = 10 }
    # Local Reserves
    component = { id = 6232 name = TECH_CMP_LD_23_2_NAME type = small_unit_tactics difficulty = 10 }
    # Reverse slope defence emphasis
    component = { id = 6233 name = TECH_CMP_LD_23_3_NAME type = decentralized_execution difficulty = 10 }
    # Multiple pre-planned artillery targets
    component = { id = 6234 name = TECH_CMP_LD_23_4_NAME type = technical_efficiency difficulty = 10 }
    # Emphasis on NCO initiative
    component = { id = 6235 name = TECH_CMP_LD_23_5_NAME type = training difficulty = 10 }
    required  = { 6220 }
    effects =
    { command = { type = max_organization which = land value = 5 }
      command = { type = delay value = 4 }
      command = { type = ambush value = 1 }
      command = { type = build_cost which = infantry when = now where = relative value = -5 }
      command = { type = build_cost which = artillery when = now where = relative value = -5 }
      command = { type = sce_frequency value = 0.1 }
    }
  }
  # Elastic Defense Doctrine
  application =
  { id        = 6240
    name      = TECH_APP_LD_24_NAME
    desc      = TECH_APP_LD_24_DESC
    position  = { x = 40 y = 288 }
    year      = 1940
    # Mobile reserves
    component = { id = 6241 name = TECH_CMP_LD_24_1_NAME type = combined_arms_focus difficulty = 10 }
    # Local counterattacks
    component = { id = 6242 name = TECH_CMP_LD_24_2_NAME type = small_unit_tactics difficulty = 10 }
    # Local commands
    component = { id = 6243 name = TECH_CMP_LD_24_3_NAME type = decentralized_execution difficulty = 10 }
    # Nuisanse minefields
    component = { id = 6244 name = TECH_CMP_LD_24_4_NAME type = technical_efficiency difficulty = 10 }
    # Infantry anti-tank tactics
    component = { id = 6245 name = TECH_CMP_LD_24_5_NAME type = training difficulty = 10 }
    required  = { 6230 }
    effects =
    { command = { type = tactical_withdrawal value = 4 }
      command = { type = max_organization which = land value = 5 }
      command = { type = counterattack value = 2 }
      command = { type = delay value = 2 }
      command = { type = build_cost which = infantry when = now where = relative value = -5 }
      command = { type = build_cost which = artillery when = now where = relative value = -5 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.1 }
    }
  }
  # Schwerpunkt Doctrine
  application =
  { id        = 6250
    name      = TECH_APP_LD_25_NAME
    desc      = TECH_APP_LD_25_DESC
    position  = { x = 40 y = 312 }
    year      = 1937
    # Decentralized field artillery
    component = { id = 6251 name = TECH_CMP_LD_25_1_NAME type = combined_arms_focus difficulty = 10 }
    # Mobile Forward Elements
    component = { id = 6252 name = TECH_CMP_LD_25_2_NAME type = small_unit_tactics difficulty = 10 }
    # Tactical unit - Squad
    component = { id = 6253 name = TECH_CMP_LD_25_3_NAME type = decentralized_execution difficulty = 10 }
    # Screening Minefields
    component = { id = 6254 name = TECH_CMP_LD_25_4_NAME type = technical_efficiency difficulty = 10 }
    # Squad level light machine guns
    component = { id = 6255 name = TECH_CMP_LD_25_5_NAME type = training difficulty = 10 }
    required  = { 6220 }
    effects =
    { command = { type = morale which = land value = 20 }
      command = { type = max_organization which = land value = 5 }
      command = { type = breakthrough value = 2 }
      command = { type = encirclement value = 2 }
      command = { type = assault value = 2 }
      command = { type = build_cost which = light_armor when = now where = relative value = -5 }
      command = { type = build_cost which = light_armor_brigade when = now where = relative value = -5 }
      command = { type = build_cost which = armor when = now where = relative value = -10 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.3 }
    }
  }
  # Blitzkrieg Doctrine
  application =
  { id        = 6260
    name      = TECH_APP_LD_26_NAME
    desc      = TECH_APP_LD_26_DESC
    position  = { x = 40 y = 328 }
    year      = 1938
    # Concentrated combined arms employment
    component = { id = 6261 name = TECH_CMP_LD_26_1_NAME type = combined_arms_focus difficulty = 10 }
    # Gefechtsaufklaerung
    component = { id = 6262 name = TECH_CMP_LD_26_2_NAME type = small_unit_tactics difficulty = 10 }
    # Low level independent commands
    component = { id = 6263 name = TECH_CMP_LD_26_3_NAME type = decentralized_execution difficulty = 10 }
    # Forward air controllers
    component = { id = 6264 name = TECH_CMP_LD_26_4_NAME type = technical_efficiency difficulty = 10 }
    # Advanced Infantry - Armor cooperation
    component = { id = 6265 name = TECH_CMP_LD_26_5_NAME type = training difficulty = 10 }
    required  = { 6250 }
    effects =
    { command = { type = morale which = land value = 20 }
      command = { type = max_organization which = land value = 10 }
      command = { type = breakthrough value = 4 }
      command = { type = encirclement value = 4 }
      command = { type = build_cost which = light_armor when = now where = relative value = -5 }
      command = { type = build_cost which = armor when = now where = relative value = -10 }
      command = { type = speed which = hq value = 1 }
      command = { type = speed_cap_art which = hq value = 1 }
      command = { type = speed_cap_at which = hq value = 1 }
      command = { type = speed_cap_aa which = hq value = 1 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.3 }
      command = { type = task_efficiency which = airborne_assault value = 0.2 }
    }
  }
  # Kampfgruppe Doctrine
  application =
  { id        = 6270
    name      = TECH_APP_LD_27_NAME
    desc      = TECH_APP_LD_27_DESC
    position  = { x = 360 y = 208 }
    year      = 1941
    # Self propelled support elements
    component = { id = 6271 name = TECH_CMP_LD_27_1_NAME type = combined_arms_focus difficulty = 10 }
    # operational reconnaissance tactics
    component = { id = 6272 name = TECH_CMP_LD_27_2_NAME type = small_unit_tactics difficulty = 10 }
    # Low level attachments
    component = { id = 6273 name = TECH_CMP_LD_27_3_NAME type = decentralized_execution difficulty = 10 }
    # Self-sufficient combat elements
    component = { id = 6274 name = TECH_CMP_LD_27_4_NAME type = technical_efficiency difficulty = 10 }
    # Infantry mounted combat tactics
    component = { id = 6275 name = TECH_CMP_LD_27_5_NAME type = training difficulty = 10 }
    required  = { 6260 6240 }
    effects =
    { command = { type = max_organization which = land value = 10 }
      command = { type = ambush value = 3 }
      command = { type = new_model which = hq value = 2 }
      command = { type = scrap_model which = hq value = 1 }
      command = { type = build_cost which = mechanized when = now where = relative value = -5 }
      command = { type = build_cost which = tank_destroyer when = now where = relative value = -5 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.4 }
    }
  }
  # Firebrigade Doctrine
  application =
  { id        = 6280
    name      = TECH_APP_LD_28_NAME
    desc      = TECH_APP_LD_28_DESC
    position  = { x = 303 y = 228 }
    year      = 1943
    # Fluid battle mentality
    component = { id = 6281 name = TECH_CMP_LD_28_1_NAME type = combined_arms_focus difficulty = 10 }
    # Flexible combat formations
    component = { id = 6282 name = TECH_CMP_LD_28_2_NAME type = small_unit_tactics difficulty = 10 }
    # Attack from march formation capability
    component = { id = 6283 name = TECH_CMP_LD_28_3_NAME type = decentralized_execution difficulty = 10 }
    # Advanced C3 capability
    component = { id = 6284 name = TECH_CMP_LD_28_4_NAME type = technical_efficiency difficulty = 10 }
    # Deploying subunits
    component = { id = 6285 name = TECH_CMP_LD_28_5_NAME type = training difficulty = 10 }
    required  = { 6270 }
    effects =
    { command = { type = max_organization which = land value = 5 }
      command = { type = tactical_withdrawal value = 4 }
      command = { type = counterattack value = 4 }
      command = { type = delay value = 2 }
      command = { type = build_cost which = infantry when = now where = relative value = 10 }
      command = { type = build_cost which = artillery when = now where = relative value = 10 }
      command = { type = build_cost which = motorized when = now where = relative value = -10 }
      command = { type = build_cost which = sp_artillery when = now where = relative value = -10 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.2 }
    }
  }
  # Spearhead HQs
  application =
  { id        = 6290
    name      = TECH_APP_LD_29_NAME
    desc      = TECH_APP_LD_29_DESC
    position  = { x = 415 y = 228 }
    year      = 1943
    # Deep reconnaissance focus
    component = { id = 6291 name = TECH_CMP_LD_29_1_NAME type = combined_arms_focus difficulty = 10 }
    # Advanced subunit SOP
    component = { id = 6292 name = TECH_CMP_LD_29_2_NAME type = small_unit_tactics difficulty = 10 }
    # Territorial zones of responsibility
    component = { id = 6293 name = TECH_CMP_LD_29_3_NAME type = decentralized_execution difficulty = 10 }
    # Enemy disorganization focus
    component = { id = 6294 name = TECH_CMP_LD_29_4_NAME type = technical_efficiency difficulty = 10 }
    # Self sustaining units
    component = { id = 6295 name = TECH_CMP_LD_29_5_NAME type = training difficulty = 10 }
    required  = { 6270 }
    effects =
    { command = { type = max_organization which = land value = 5 }
      command = { type = breakthrough value = 4 }
      command = { type = encirclement value = 2 }
      command = { type = assault value = 1 }
      command = { type = build_cost which = mechanized when = now where = relative value = -10 }
      command = { type = build_cost which = tank_destroyer when = now where = relative value = -10 }
      command = { type = speed which = hq value = 1 }
      command = { type = speed_cap_art which = hq value = 1 }
      command = { type = speed_cap_at which = hq value = 1 }
      command = { type = speed_cap_aa which = hq value = 1 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.3 }
    }
  }
  # Volkssturm Doctrine
  application =
  { id        = 14090
    name      = TECH_APP_LD_109_NAME
    desc      = TECH_APP_LD_109_DESC
    position  = { x = 303 y = 260 }
    year      = 1944
    # ?
    component = { id = 14091 name = TECH_CMP_LD_109_1_NAME type = decentralized_execution difficulty = 8 }
    # ?
    component = { id = 14092 name = TECH_CMP_LD_109_2_NAME type = small_unit_tactics difficulty = 9 }
    # ?
    component = { id = 14093 name = TECH_CMP_LD_109_3_NAME type = centralized_execution difficulty = 6 }
    # ?
    component = { id = 14094 name = TECH_CMP_LD_109_4_NAME type = individual_courage difficulty = 9 }
    # ?
    component = { id = 14095 name = TECH_CMP_LD_109_5_NAME type = training difficulty = 5 }
    required  = { 6290 }
    effects =
    { command = { type = deactivate which = 14100 }
      command = { type = max_organization which = infantry value = -10 }
     command = { type = build_time which = militia when = now where = relative value = -20 }
      command = { type = morale which = infantry value = -10 }
      command = { type = trickleback_mod value = 5 }
      command = { type = new_model which = hq value = 3 }
      command = { type = scrap_model which = hq value = 2 }	
        command = { type = urban_defense which = militia value = 10 }
	command = { type = urban_defense which = infantry value = 10 }
	command = { type = urban_defense which = garrison value = 10 }
	command = { type = urban_defense which = paratrooper value = 10 }
	command = { type = urban_defense which = marine value = 10 }
	command = { type = urban_defense which = bergsjaeger value = 10 }
	command = { type = urban_defense which = motorized value = 10 }
	command = { type = urban_defense which = cavalry value = 10 }
	command = { type = urban_defense which = mechanized value = 5 }
	command = { type = urban_defense which = light_armor value = 5 }
	command = { type = urban_defense which = armor value = 5 }
    }
  }
  # Modern Blitzkrieg
  application =
  { id        = 14100
    name      = TECH_APP_LD_110_NAME
    desc      = TECH_APP_LD_110_DESC
    position  = { x = 415 y = 260 }
    year      = 1947
    component = { id = 14101 name = TECH_CMP_LD_10_3_NAME type = combined_arms_focus difficulty = 8 }
    component = { id = 14102 name = TECH_CMP_LD_37_3_NAME type = centralized_execution difficulty = 8 }
    component = { id = 14103 name = TECH_CMP_LD_105_2_NAME type = training difficulty = 8 }
    component = { id = 14104 name = TECH_CMP_LD_105_3_NAME type = electronics difficulty = 10 }
    component = { id = 14105 name = TECH_CMP_LD_9_4_NAME type = technical_efficiency difficulty = 8 }
    required  = { 6290 }
    effects =
    { command = { type = deactivate which = 14090 }
      command = { type = max_organization which = land value = 5 }
      command = { type = breakthrough value = 5 }
      command = { type = new_model which = hq value = 3 }
      command = { type = scrap_model which = hq value = 2 }
    }
  }
  # C3I theory, copy
#  application =
#  { id        = 6380
#    name      = TECH_APP_LD_38_NAME
#    desc      = TECH_APP_LD_38_DESC
#    position  = { x = 407 y = 176 }
#    year      = 1956
#    component = { id = 6381 name = TECH_CMP_LD_38_1_NAME type = combined_arms_focus difficulty = 10 }
#    component = { id = 6382 name = TECH_CMP_LD_38_2_NAME type = centralized_execution difficulty = 10 }
#    component = { id = 6383 name = TECH_CMP_LD_38_3_NAME type = training difficulty = 10 }
#    component = { id = 6384 name = TECH_CMP_LD_38_4_NAME type = small_unit_tactics difficulty = 9 }
#    component = { id = 6385 name = TECH_CMP_LD_38_5_NAME type = technical_efficiency difficulty = 10 }
#    OR_required = { 14070 14100 14060 }
#    effects =
#    { command = { type = max_organization which = land value = 5 }
#      command = { type = breakthrough value = 5 }
#      command = { type = delay value = 5 }
#      command = { type = ambush value = 5 }
#    }
#  }
  # Human Wave Doctrine
  application =
  { id        = 6300
    name      = TECH_APP_LD_30_NAME
    desc      = TECH_APP_LD_30_DESC
    position  = { x = 137 y = 250 }
    year      = 1936
    # High Echelon Fire Support
    component = { id = 6301 name = TECH_CMP_LD_30_1_NAME type = infantry_focus difficulty = 10 }
    # Advance under fire
    component = { id = 6302 name = TECH_CMP_LD_30_2_NAME type = large_unit_tactics difficulty = 10 }
    # General staff planning
    component = { id = 6303 name = TECH_CMP_LD_30_3_NAME type = centralized_execution difficulty = 10 }
    # Blocking detatchments
    component = { id = 6304 name = TECH_CMP_LD_30_4_NAME type = individual_courage difficulty = 10 }
    # Officer training - Frunze method
    component = { id = 6305 name = TECH_CMP_LD_30_5_NAME type = training difficulty = 10 }
    required  = { 6210 }
    effects =
    { command = { type = morale which = land value = 40 }
      command = { type = counterattack value = 2 }
      command = { type = assault value = 2 }
      command = { type = deactivate which = 6220 }
      command = { type = build_cost which = infantry when = now where = relative value = -5 }
      command = { type = build_cost which = cavalry when = now where = relative value = -10 }
      command = { type = sce_frequency value = 0.1 }
    }
  }
  # Guerilla Warfare Doctrine
  application =
  { id        = 14080
    name      = TECH_APP_LD_108_NAME
    desc      = TECH_APP_LD_108_DESC
    position  = { x = 189 y = 228 }
    year      = 1944
    # ?
    component = { id = 14081 name = TECH_CMP_LD_108_1_NAME type = infantry_focus difficulty = 8 }
    # ?
    component = { id = 14082 name = TECH_CMP_LD_108_2_NAME type = individual_courage difficulty = 8 }
    # ?
    component = { id = 14083 name = TECH_CMP_LD_108_3_NAME type = small_unit_tactics difficulty = 8 }
    # ?
    component = { id = 14084 name = TECH_CMP_LD_108_4_NAME type = training difficulty = 8 }
    # ?
    component = { id = 14085 name = TECH_CMP_LD_108_5_NAME type = decentralized_execution difficulty = 8 }
    required  = { 6300 }
    effects =
    { command = { type = max_organization which = infantry value = -10 }
      command = { type = morale which = militia value = 50 }
	command = { type = delay value = 2 }
	command = { type = ambush value = 4 }
	command = { type = mountain_attack which = militia value = 5 }
	command = { type = mountain_defense which = militia value = 10 }
	command = { type = mountain_move which = militia value = 5 }
	command = { type = hill_attack which = militia value = 5 }
	command = { type = hill_defense which = militia value = 10 }
	command = { type = hill_move which = militia value = 5 }
	command = { type = swamp_attack which = militia value = 5 }
	command = { type = swamp_defense which = militia value = 10 }
    }
  }
  # Large Front Doctrine
  application =
  { id        = 6310
    name      = TECH_APP_LD_31_NAME
    desc      = TECH_APP_LD_31_DESC
    position  = { x = 184 y = 272 }
    year      = 1937
    # Artillery divisions
    component = { id = 6311 name = TECH_CMP_LD_31_1_NAME type = infantry_focus difficulty = 10 }
    # Wide attack area
    component = { id = 6312 name = TECH_CMP_LD_31_2_NAME type = large_unit_tactics difficulty = 10 }
    # Tactical unit - Battalion
    component = { id = 6313 name = TECH_CMP_LD_31_3_NAME type = centralized_execution difficulty = 10 }
    # Multiple blocking detachments
    component = { id = 6314 name = TECH_CMP_LD_31_4_NAME type = individual_courage difficulty = 10 }
    # Discourage NCO initiative
    component = { id = 6315 name = TECH_CMP_LD_31_5_NAME type = training difficulty = 10 }
    required  = { 6300 }
    effects =
    { command = { type = max_organization which = land value = 10 }
      command = { type = morale which = land value = 10 }
      command = { type = tactical_withdrawal value = 2 }
      command = { type = breakthrough value = 2 }
      command = { type = encirclement value = 1 }
      command = { type = assault value = 2 }
      command = { type = build_cost which = infantry when = now where = relative value = -5 }
      command = { type = build_cost which = cavalry when = now where = relative value = -10 }
      command = { type = sce_frequency value = 0.1 }
    }
  }
  # Deep Operations Doctrine
  application =
  { id        = 6330
    name      = TECH_APP_LD_33_NAME
    desc      = TECH_APP_LD_33_DESC
    position  = { x = 184 y = 288 }
    year      = 1940
    # Mechanized forward elements
    component = { id = 6331 name = TECH_CMP_LD_33_1_NAME type = combined_arms_focus difficulty = 10 }
    # Self-sufficient commands
    component = { id = 6332 name = TECH_CMP_LD_33_2_NAME type = large_unit_tactics difficulty = 10 }
    # Forward command posts
    component = { id = 6333 name = TECH_CMP_LD_33_3_NAME type = centralized_execution difficulty = 10 }
    # Long-Range reconnaissance
    component = { id = 6334 name = TECH_CMP_LD_33_4_NAME type = individual_courage difficulty = 10 }
    # Tactical unit - Company
    component = { id = 6335 name = TECH_CMP_LD_33_5_NAME type = training difficulty = 10 }
    required  = { 6310 }
    effects =
    { command = { type = max_organization which = land value = 5 }
      command = { type = morale which = land value = 10 }
      command = { type = breakthrough value = 2 }
      command = { type = encirclement value = 2 }
      command = { type = ambush value = 2 }
      command = { type = new_model which = hq value = 1 }
      command = { type = scrap_model which = hq value = 0 }
      command = { type = build_cost which = infantry when = now where = relative value = -5 }
      command = { type = build_cost which = militia when = now where = relative value = -10 }
      command = { type = speed which = hq value = 1 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.2 }
      command = { type = task_efficiency which = airborne_assault value = 0.2 }
    }
  }
  # Pocket Defense Doctrine
  application =
  { id        = 6320
    name      = TECH_APP_LD_32_NAME
    desc      = TECH_APP_LD_32_DESC
    position  = { x = 184 y = 312 }
    year      = 1941
    # Artillery groups
    component = { id = 6321 name = TECH_CMP_LD_32_1_NAME type = infantry_focus difficulty = 10 }
    # All-around defence
    component = { id = 6322 name = TECH_CMP_LD_32_2_NAME type = large_unit_tactics difficulty = 10 }
    # Detailed army command planning
    component = { id = 6323 name = TECH_CMP_LD_32_3_NAME type = centralized_execution difficulty = 10 }
    # Collective responsibility mentality
    component = { id = 6324 name = TECH_CMP_LD_32_4_NAME type = individual_courage difficulty = 10 }
    # Static machine guns
    component = { id = 6325 name = TECH_CMP_LD_32_5_NAME type = training difficulty = 10 }
    required  = { 6300 }
    effects =
    { 
      command = { type = max_organization which = land value = 5 }
      command = { type = morale which = land value = 10 }
      command = { type = counterattack value = 2 }
      command = { type = delay value = 2 }
      command = { type = build_cost which = infantry when = now where = relative value = -5 }
      command = { type = build_cost which = militia when = now where = relative value = -10 }
      command = { type = sce_frequency value = 0.1 }
    }
  }
  # Defense in Depth
  application =
  { id        = 6340
    name      = TECH_APP_LD_34_NAME
    desc      = TECH_APP_LD_34_DESC
    position  = { x = 184 y = 328 }
    year      = 1941
    # Counterpreparating artillery fire
    component = { id = 6341 name = TECH_CMP_LD_34_1_NAME type = combined_arms_focus difficulty = 10 }
    # Anti-tank gun fronts
    component = { id = 6342 name = TECH_CMP_LD_34_2_NAME type = large_unit_tactics difficulty = 10 }
    # Army reserves 
    component = { id = 6343 name = TECH_CMP_LD_34_3_NAME type = centralized_execution difficulty = 10 }
    # Layered minefields 
    component = { id = 6344 name = TECH_CMP_LD_34_4_NAME type = individual_courage difficulty = 10 }
    # Large formation camouflage 
    component = { id = 6345 name = TECH_CMP_LD_34_5_NAME type = training difficulty = 10 }
    required  = { 6320 }
    effects =
    { command = { type = max_organization which = land value = 5 }
      command = { type = tactical_withdrawal value = 3 }
      command = { type = counterattack value = 2 }
      command = { type = delay value = 3 }
      command = { type = build_cost which = infantry when = now where = relative value = -5 }
      command = { type = build_cost which = anti_tank when = now where = relative value = -5 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.2 }
    }
  }
  # Large Formation SOP Doctrine
  application =
  { id        = 6350
    name      = TECH_APP_LD_35_NAME
    desc      = TECH_APP_LD_35_DESC
    position  = { x = 360 y = 280 }
    year      = 1941
    # Operational deception 
    component = { id = 6351 name = TECH_CMP_LD_35_1_NAME type = combined_arms_focus difficulty = 10 }
    # Maskirovka 
    component = { id = 6352 name = TECH_CMP_LD_35_2_NAME type = large_unit_tactics difficulty = 10 }
    # Mobile command posts 
    component = { id = 6353 name = TECH_CMP_LD_35_3_NAME type = centralized_execution difficulty = 10 }
    # Counter-reconnaissance 
    component = { id = 6354 name = TECH_CMP_LD_35_4_NAME type = individual_courage difficulty = 10 }
    # Organic tank battalions 
    component = { id = 6355 name = TECH_CMP_LD_35_5_NAME type = training difficulty = 10 }
    required  = { 6330 6340 }
    effects =
    { command = { type = max_organization which = land value = 5 }
      command = { type = counterattack value = 2 }
      command = { type = assault value = 2 }
      command = { type = new_model which = hq value = 2 }
      command = { type = scrap_model which = hq value = 1 }
      command = { type = build_cost which = infantry when = now where = relative value = 5 }
      command = { type = build_cost which = militia when = now where = relative value = 5 }
      command = { type = build_cost which = cavalry when = now where = relative value = 5 }
      command = { type = build_cost which = motorized when = now where = relative value = -5 }
      command = { type = build_cost which = mechanized when = now where = relative value = -5 }
      command = { type = speed which = hq value = 1 }
      command = { type = hq_supply_eff value = 1 }
      command = { type = sce_frequency value = 0.2 }
    }
  }
  # Breakthrough Priority Doctrine
  application =
  { id        = 6360
    name      = TECH_APP_LD_36_NAME
    desc      = TECH_APP_LD_36_DESC
    position  = { x = 318 y = 309 }
    year      = 1943
    # Bind enemy in depth-operations
    component = { id = 6361 name = TECH_CMP_LD_36_1_NAME type = combined_arms_focus difficulty = 8 }
    # Counterattack disruption priority
    component = { id = 6362 name = TECH_CMP_LD_36_2_NAME type = large_unit_tactics difficulty = 8 }
    # Staff - Enemy assessment 
    component = { id = 6363 name = TECH_CMP_LD_36_3_NAME type = centralized_execution difficulty = 8 }
    # Strict formation coordination
    component = { id = 6364 name = TECH_CMP_LD_36_4_NAME type = individual_courage difficulty = 8 }
    # Prolonged endurance
    component = { id = 6365 name = TECH_CMP_LD_36_5_NAME type = training difficulty = 8 }
    required  = { 6350 }
    effects =
    { command = { type = morale which = land value = 10 }
      command = { type = breakthrough value = 4 }
      command = { type = assault value = 2 }
      command = { type = build_cost which = infantry when = now where = relative value = 5 }
      command = { type = build_cost which = militia when = now where = relative value = 5 }
      command = { type = build_cost which = cavalry when = now where = relative value = 5 }
      command = { type = build_cost which = motorized when = now where = relative value = -5 }
      command = { type = build_cost which = mechanized when = now where = relative value = -5 }
      command = { type = build_cost which = armor when = now where = relative value = -5 }
      command = { type = hq_supply_eff value = 2 }
      command = { type = sce_frequency value = 0.25 }
    }
  }
  # Movement Speed Offensive Doctrine
  application =
  { id        = 6370
    name      = TECH_APP_LD_37_NAME
    desc      = TECH_APP_LD_37_DESC
    position  = { x = 426 y = 309 }
    year      = 1943
    # Airmobile combined-arms formations 
    component = { id = 6371 name = TECH_CMP_LD_37_1_NAME type = combined_arms_focus difficulty = 8 }
    # Deep penetration raids
    component = { id = 6372 name = TECH_CMP_LD_37_2_NAME type = large_unit_tactics difficulty = 8 }
    # Multi-dimentional offensives
    component = { id = 6373 name = TECH_CMP_LD_37_3_NAME type = centralized_execution difficulty = 8 }
    # Specialized anti-recon detachments
    component = { id = 6374 name = TECH_CMP_LD_37_4_NAME type = individual_courage difficulty = 8 }
    # Camouflaged lines of departure
    component = { id = 6375 name = TECH_CMP_LD_37_5_NAME type = training difficulty = 8 }
    required  = { 6350 }
    effects =
    { command = { type = morale which = land value = 10 }
      command = { type = encirclement value = 2 }
      command = { type = build_cost which = infantry when = now where = relative value = 5 }
      command = { type = build_cost which = militia when = now where = relative value = 5 }
      command = { type = build_cost which = cavalry when = now where = relative value = 5 }
      command = { type = build_cost which = motorized when = now where = relative value = -5 }
      command = { type = build_cost which = mechanized when = now where = relative value = -5 }
      command = { type = build_cost which = armor when = now where = relative value = -5 }
      command = { type = hq_supply_eff value = 2 }
      command = { type = sce_frequency value = 0.25 }
    }
  }
  # Mechanized Wave
  application =
  { id        = 14060
    name      = TECH_APP_LD_106_NAME
    desc      = TECH_APP_LD_106_DESC
    position  = { x = 364 y = 329 }
    year      = 1946
    # ?
    component = { id = 14061 name = TECH_CMP_LD_106_1_NAME type = individual_courage difficulty = 8 }
    # ?
    component = { id = 14062 name = TECH_CMP_LD_106_2_NAME type = large_unit_tactics difficulty = 8 }
    # ?
    component = { id = 14063 name = TECH_CMP_LD_106_3_NAME type = training difficulty = 8 }
    # ?
    component = { id = 14064 name = TECH_CMP_LD_106_4_NAME type = individual_courage difficulty = 8 }
    # ?
    component = { id = 14065 name = TECH_CMP_LD_106_5_NAME type = training difficulty = 8 }
    required  = { 6360 6370 }
    effects =
    { command = { type = morale which = armor value = 30 }
      command = { type = morale which = mechanized value = 30 }
      command = { type = new_model which = hq value = 3 }
      command = { type = scrap_model which = hq value = 2 }
    }
  }
  # C3I theory, copy
#  application =
#  { id        = 6380
#    name      = TECH_APP_LD_38_NAME
#    desc      = TECH_APP_LD_38_DESC
#    position  = { x = 407 y = 176 }
#    year      = 1956
#    component = { id = 6381 name = TECH_CMP_LD_38_1_NAME type = combined_arms_focus difficulty = 10 }
#    component = { id = 6382 name = TECH_CMP_LD_38_2_NAME type = centralized_execution difficulty = 10 }
#    component = { id = 6383 name = TECH_CMP_LD_38_3_NAME type = training difficulty = 10 }
#    component = { id = 6384 name = TECH_CMP_LD_38_4_NAME type = small_unit_tactics difficulty = 9 }
#    component = { id = 6385 name = TECH_CMP_LD_38_5_NAME type = technical_efficiency difficulty = 10 }
#    OR_required = { 14070 14100 14060 }
#    effects =
#    { command = { type = max_organization which = land value = 5 }
#      command = { type = breakthrough value = 5 }
#      command = { type = delay value = 5 }
#      command = { type = ambush value = 5 }
#    }
#  }
  # Great War Hospital System
  application =
  { id        = 14000
    name      = TECH_APP_LD_100_NAME
    desc      = TECH_APP_LD_100_DESC
    position  = { x = 18 y = 376 }
    year      = 1936
    # ?
    component = { id = 14001 name = TECH_CMP_LD_100_1_NAME type = centralized_execution difficulty = 8 }
    # ?
    component = { id = 14002 name = TECH_CMP_LD_100_2_NAME type = training difficulty = 8 }
    # ?
    component = { id = 14003 name = TECH_CMP_LD_100_3_NAME type = combined_arms_focus difficulty = 8 }
    # ?
    component = { id = 14004 name = TECH_CMP_LD_100_4_NAME type = individual_courage difficulty = 8 }
    # ?
    component = { id = 14005 name = TECH_CMP_LD_100_5_NAME type = mechanics difficulty = 8 }
    required  = { }
    effects =
    { command = { type = attrition_mod value = 2 }
      command = { type = trickleback_mod value = 5 }
    }
  }
  # Early Hospital System
  application =
  { id        = 14010
    name      = TECH_APP_LD_101_NAME
    desc      = TECH_APP_LD_101_DESC
    position  = { x = 113 y = 394 }
    year      = 1938
    # ?
    component = { id = 14011 name = TECH_CMP_LD_101_1_NAME type = centralized_execution difficulty = 8 }
    # ?
    component = { id = 14012 name = TECH_CMP_LD_101_2_NAME type = infantry_focus difficulty = 8 }
    # ?
    component = { id = 14013 name = TECH_CMP_LD_101_3_NAME type = small_unit_tactics difficulty = 8 }
    # ?
    component = { id = 14014 name = TECH_CMP_LD_101_4_NAME type = technical_efficiency difficulty = 8 }
    # ?
    component = { id = 14015 name = TECH_CMP_LD_101_5_NAME type = training difficulty = 8 }
    required  = { 14000 }
    effects =
    { command = { type = attrition_mod value = 2 }
      command = { type = trickleback_mod value = 5 }
    }
  }
  # Basic Hospital System
  application =
  { id        = 14020
    name      = TECH_APP_LD_102_NAME
    desc      = TECH_APP_LD_102_DESC
    position  = { x = 225 y = 374 }
    year      = 1941
    # ?
    component = { id = 14021 name = TECH_CMP_LD_102_1_NAME type = centralized_execution difficulty = 8 }
    # ?
    component = { id = 14022 name = TECH_CMP_LD_102_2_NAME type = large_unit_tactics difficulty = 8 }
    # ?
    component = { id = 14023 name = TECH_CMP_LD_102_3_NAME type = chemistry difficulty = 8 }
    # ?
    component = { id = 14024 name = TECH_CMP_LD_102_4_NAME type = mechanics difficulty = 8 }
    # ?
    component = { id = 14025 name = TECH_CMP_LD_102_5_NAME type = training difficulty = 8 }
    required  = { 14010 }
    effects =
    { command = { type = attrition_mod value = 2 }
      command = { type = trickleback_mod value = 5 }
    }
  }
  # Improved Hospital System
  application =
  { id        = 14030
    name      = TECH_APP_LD_103_NAME
    desc      = TECH_APP_LD_103_DESC
    position  = { x = 320 y = 394 }
    year      = 1945
    # ?
    component = { id = 14031 name = TECH_CMP_LD_103_1_NAME type = centralized_execution difficulty = 8 }
    # ?
    component = { id = 14032 name = TECH_CMP_LD_103_2_NAME type = large_unit_tactics difficulty = 8 }
    # ?
    component = { id = 14033 name = TECH_CMP_LD_103_3_NAME type = chemistry difficulty = 8 }
    # ?
    component = { id = 14034 name = TECH_CMP_LD_103_4_NAME type = small_unit_tactics difficulty = 8 }
    # ?
    component = { id = 14035 name = TECH_CMP_LD_103_5_NAME type = training difficulty = 8 }
    required  = { 14020 }
    effects =
    { command = { type = attrition_mod value = 2 }
      command = { type = trickleback_mod value = 5 }
    }
  }
  # Advanced Hospital System
  application =
  { id        = 14040
    name      = TECH_APP_LD_104_NAME
    desc      = TECH_APP_LD_104_DESC
    position  = { x = 429 y = 375 }
    year      = 1950
    # ?
    component = { id = 14041 name = TECH_CMP_LD_104_1_NAME type = aeronautics difficulty = 8 }
    # ?
    component = { id = 14042 name = TECH_CMP_LD_104_2_NAME type = large_unit_tactics difficulty = 8 }
    # ?
    component = { id = 14043 name = TECH_CMP_LD_104_3_NAME type = chemistry difficulty = 8 }
    # ?
    component = { id = 14044 name = TECH_CMP_LD_104_4_NAME type = electronics difficulty = 8 }
    # ?
    component = { id = 14045 name = TECH_CMP_LD_104_5_NAME type = training difficulty = 8 }
    required  = { 14030 }
    effects =
    { command = { type = attrition_mod value = 2 }
      command = { type = trickleback_mod value = 5 }
    }
  }

}
