# #####################################
# 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_testing difficulty = 5 }
    # Combat Air Patrol
    component = { id = 9012 name = TECH_CMP_AD_1_2_NAME type = aircraft_testing difficulty = 5 }
    # Bombrun Testing
    component = { id = 9013 name = TECH_CMP_AD_1_3_NAME type = aircraft_testing difficulty = 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_testing difficulty = 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
    component = { id = 9022 name = TECH_CMP_AD_2_2_NAME type = aircraft_testing difficulty = 5 }
    # Extensive performance testing
    component = { id = 9023 name = TECH_CMP_AD_2_3_NAME type = aircraft_testing difficulty = 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_testing difficulty = 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_testing 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 }
    }
  }
  # 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
    # 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_testing difficulty = 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_testing difficulty = 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 difficulty = 3 }
    # Diving training
    component = { id = 9054 name = TECH_CMP_AD_5_4_NAME type = aircraft_testing difficulty = 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 }
    # 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_testing difficulty = 3 }
    # Individual aircraft adaptation
    component = { id = 9074 name = TECH_CMP_AD_7_4_NAME type = aircraft_testing difficulty = 3 }
    # Ground attack tactics
    component = { id = 9075 name = TECH_CMP_AD_7_5_NAME type = aircraft_testing difficulty = 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 }
    }
  }
  # 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 }
    # 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_testing difficulty = 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_testing difficulty = 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 }
    # 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
    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 = snow_attack which = tactical_bomber value = 10 }
      command = { type = rain_attack which = tactical_bomber value = 10 }
      command = { type = night_attack which = naval_bomber value = 10 }
      command = { type = night_defense which = naval_bomber value = 50 }
      command = { type = snow_attack which = naval_bomber value = 10 }
      command = { type = rain_attack which = naval_bomber value = 10 }
      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 }
    }
  }
  # 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_tactics difficulty = 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 difficulty = 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 = 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 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 }
    }
  }
  # 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 }
    }
  }
  # 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 = snow_attack which = strategic_bomber value = 10 }
      command = { type = rain_attack which = strategic_bomber value = 10 }
      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_tactics 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 }
      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_tactics difficulty = 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_tactics difficulty = 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 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 }
    }
  }
  # 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
    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 = interceptor 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_tactics difficulty = 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 =
  { 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_tactics difficulty = 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_tactics difficulty = 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 }
    }
  }
  # 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 }
    }
  }
  # 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 }
    }
  }
  # 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_tactics difficulty = 4 }
    # Fighter Concentration
    component = { id = 9312 name = TECH_CMP_AD_31_2_NAME type = fighter_tactics difficulty = 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_tactics difficulty = 4 }
    # Bait Execution
    component = { id = 9322 name = TECH_CMP_AD_32_2_NAME type = fighter_tactics difficulty = 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 =
    { 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_tactics difficulty = 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_tactics difficulty = 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 }
    # Long-time Unit Cohesion
    component = { id = 9344 name = TECH_CMP_AD_34_4_NAME type = fighter_tactics difficulty = 4 }
    # "Tutor" Replacement Integration
    component = { id = 9345 name = TECH_CMP_AD_34_5_NAME type = aircraft_testing difficulty = 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 }
      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 }
    }
  }
  # Infrastructure Destruction Doctrine
  application =
  { id        = 9350
    name      = TECH_APP_AD_35_NAME
    desc      = TECH_APP_AD_35_DESC
    position  = { x = 200 y = 184 }
    year      = 1941
    # Precision Bombing
    component = { id = 9351 name = TECH_CMP_AD_35_1_NAME type = aircraft_testing difficulty = 4 }
    # Transport Hub Strikes
    component = { id = 9352 name = TECH_CMP_AD_35_2_NAME type = bomber_tactics difficulty = 4 }
    # Airdropped Mines
    component = { id = 9353 name = TECH_CMP_AD_35_3_NAME type = general_equipment difficulty = 4 }
    # Large-scale Bombing Campaigns
    component = { id = 9354 name = TECH_CMP_AD_35_4_NAME type = centralized_execution difficulty = 4 }
    # Low-altitude Bombruns
    component = { id = 9355 name = TECH_CMP_AD_35_5_NAME type = aircraft_testing difficulty = 4 }
    required  = { 9130 }
    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 = task_efficiency which = port_strike value = 0.5 }
      command = { type = task_efficiency which = installation_strike value = 0.5 }
      command = { type = task_efficiency which = runway_cratering value = 0.5 }
    }
  }
  # Infiltration Bombardment Doctrine
  application =
  { 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 }
      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 = snow_attack which = tactical_bomber value = 10 }
      command = { type = rain_attack which = tactical_bomber value = 10 }
      command = { type = snow_attack which = naval_bomber value = 10 }
      command = { type = rain_attack 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_tactics difficulty = 4 }
    # Fighter-AA Coordination
    component = { id = 9393 name = TECH_CMP_AD_39_3_NAME type = aircraft_testing difficulty = 4 }
    # Fighter Concentration
    component = { id = 9394 name = TECH_CMP_AD_39_4_NAME type = fighter_tactics difficulty = 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_tactics difficulty = 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 difficulty = 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_tactics difficulty = 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 = 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_execution 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 = -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 = snow_attack which = strategic_bomber value = 10 }
      command = { type = rain_attack 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 =
    { 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 = 216 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 = 216 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 }
      command = { type = task_efficiency which = interdiction value = 0.3 }
      command = { type = task_efficiency which = naval_strike value = 0.3 }
      command = { type = task_efficiency which = convoy_air_raiding value = 0.3 }
      command = { type = task_efficiency which = logistical_strike value = 0.3 }
      command = { type = task_efficiency which = strategic_bombardment value = 0.3 }
      command = { type = task_efficiency which = port_strike value = 0.3 }
      command = { type = task_efficiency which = installation_strike value = 0.3 }
      command = { type = task_efficiency which = runway_cratering value = 0.3 }
      command = { type = task_efficiency which = airborne_assault value = 0.3 }
    }
  }
}
