air_subdoctrine_night_bombing = {
    track = heavy_aircraft
    name = SUBDOCTRINE_NIGHT_BOMBING
    description = SUBDOCTRINE_NIGHT_BOMBING_DESC
    icon = GFX_doctrine_night_bombing_medium

    xp_cost = 100
    xp_type = air

    available = {
        always = yes
    }

    ai_will_do = {

        base = 1
        modifier = {
            factor = 25
            OR = {
            	original_tag = ENG  
            	original_tag = AST 
            	original_tag = CAN 
            	original_tag = NZL 
            	original_tag = SAF 
        	}
    	}
    }

    # EFFECTS
	air_strategic_bomber_night_penalty = -0.25


    rewards = {
		night_raids = {
			air_night_penalty = -0.15
		}
        stealth_approach = {
			strategic_bomb_visibility = -0.15
		}
		shared_principles = {
			air_untrained_pilots_penalty_factor = -0.1
		}
		bombing_discipline = {
			air_strategic_bomber_bombing_factor = 0.15
		}
		durable_airframes = {
			air_strategic_bomber_defence_factor = 0.15			
		}
    }
}

air_subdoctrine_carpet_bombing = {
    track = heavy_aircraft
    name = SUBDOCTRINE_CARPET_BOMBING
    description = SUBDOCTRINE_CARPET_BOMBING_DESC
    icon = GFX_doctrine_mass_destruction_medium

    xp_cost = 100
    xp_type = air

    available = {
        always = yes
    }

    ai_will_do = {

        base = 1
        modifier = {
            factor = 25
            OR = {
            	original_tag = JAP 
            	original_tag = FRA 
            }
        }
        modifier = {
            factor = 0.5
            is_major = no 
        }
    }

    # EFFECTS
	category_strat_bomber = {
		air_bombing = 0.2
	}

    rewards = {
		veteran_bomber_crews = {
			ace_effectiveness_factor = 0.1
			air_mission_xp_gain_factor = 0.05
		}
        breaking_the_spirit = {
			army_bonus_air_superiority_factor = 0.05
		}
		destruction_campaigns = {
			air_strategic_bomber_bombing_factor = 0.1
		}
		coordinated_air_operations = {
			air_mission_efficiency = 0.05
		}
		defensive_formation = {
			air_strategic_bomber_defence_factor = 0.1
			category_strat_bomber = {
				air_attack = 0.05
			}
		}
    }
}

air_subdoctrine_deep_air_raids = {
    track = heavy_aircraft
    name = SUBDOCTRINE_DEEP_AIR_RAIDS
    description = SUBDOCTRINE_DEEP_AIR_RAIDS_DESC
    icon = GFX_doctrine_offensive_formations_medium

    xp_cost = 100
    xp_type = air

    available = {
        always = yes
    }

    ai_will_do = {

        base = 1
        modifier = {
            factor = 25
            OR = {
            	original_tag = SOV 
            	original_tag = GER 
            }
        }
        modifier = {
            factor = 0.5
            is_major = no 
        }
    }

    # EFFECTS
	category_strat_bomber = {
		air_range = 0.1
	}

    rewards = {
		bad_weather_operations = {
			air_weather_penalty = -0.15
		}
        effective_targetting = {
			air_strategic_bomber_bombing_factor = 0.2
		}
		improved_mission_control = {
			air_mission_xp_gain_factor = 0.1
		}
		escort_cooperation = {
			air_escort_efficiency = 0.1
			air_superiority_detect_factor = 0.1
		}
		long_range_missions = {
			air_range_factor = 0.05
		}
    }
}

air_subdoctrine_flying_fortresses = {
    track = heavy_aircraft
    name = SUBDOCTRINE_FLYING_FORTRESSES
    description = SUBDOCTRINE_FLYING_FORTRESSES_DESC
    icon = GFX_doctrine_flying_fortress_medium

    xp_cost = 100
    xp_type = air

    available = {
        always = yes
    }

    ai_will_do = {

        base = 1
        modifier = {
            factor = 25
            original_tag = USA  
        }
        modifier = {
            factor = 0.5
            is_major = no 
        }
    }

    # EFFECTS
	category_strat_bomber = {
		air_defence = 0.1
	}

    rewards = {
		high_level_bombing = {
			air_strategic_bomber_defence_factor = 0.2
		}
        experienced_gunners = {
			category_strat_bomber = {
				air_attack = 0.1
			}
		}
		pilot_rescue_missions = {
			air_wing_xp_loss_when_killed_factor = -0.1
		}
		extensive_training = {
			air_training_xp_gain_factor = 0.1
			air_ace_generation_chance_factor = 0.05
		}
		safety_landing_procedures = {
			air_accidents_factor = -0.1
		}
    }
}

air_subdoctrine_coastal_air_patrol = {
    track = heavy_aircraft
    name = SUBDOCTRINE_COASTAL_AIR_PATROL
    description = SUBDOCTRINE_COASTAL_AIR_PATROL_DESC
    icon = GFX_doctrine_carousel_bombing_medium

    xp_cost = 100
    xp_type = air

    visible = {
    	has_dlc = "By Blood Alone"
    }

    available = {
        always = yes
    }

    ai_will_do = { base = 0 }

    # EFFECTS
	category_maritime_patrol_bomber = {
		naval_strike_attack = 0.1
	}

    rewards = {
		coastal_air_minelaying = {
			mines_planting_by_air_factor = 0.2
		}
        evasive_techniques = {
			category_maritime_patrol_bomber = {
				air_agility = 0.05
				air_defence = 0.05
			}
		}
		efficient_maritime_patrols = {
			air_nav_efficiency = 0.1
		}
		fog_patrol = {
			air_weather_penalty = -0.1
		}
		improved_targetting_techniques = {
			category_maritime_patrol_bomber = {
				naval_strike_targetting = 0.1
			}
		}
    }
}

air_subdoctrine_open_ocean_air_patrol = {
    track = heavy_aircraft
    name = SUBDOCTRINE_OPEN_OCEAN_AIR_PATROL
    description = SUBDOCTRINE_OPEN_OCEAN_AIR_PATROL_DESC
    icon = GFX_doctrine_force_rotation_medium

    xp_cost = 100
    xp_type = air

    visible = {
    	has_dlc = "By Blood Alone"
    }

    available = {
        always = yes
    }

    ai_will_do = { base = 0 }

    # EFFECTS
	category_maritime_patrol_bomber = {
		air_range = 0.15
	}

    rewards = {
		harbor_raids = {
			port_strike = 0.2
		}
        aerial_minesweeping = {
			mines_sweeping_by_air_factor = 0.2
		}
		self_reliance = {
			category_maritime_patrol_bomber = {
				air_agility = 0.05
				air_attack = 0.1
			}
		}
		night_patrols = {
			air_night_penalty = -0.1
			spotting_chance = 0.05
		}
		naval_destruction = {
				naval_strike_targetting_factor = 0.1
		}
    }
}

air_subdoctrine_heavy_aircraft_focus = {
    track = heavy_aircraft
    name = SUBDOCTRINE_HEAVY_AIRCRAFT_FOCUS
    description = SUBDOCTRINE_HEAVY_AIRCRAFT_FOCUS_DESC
    icon = GFX_doctrine_infrastructure_destruction_medium

    xp_cost = 100
    xp_type = air

    visible = {
    	has_dlc = "By Blood Alone"
    }

    available = {
        always = yes
    }

    ai_will_do = {

        base = 1
        modifier = {
            factor = 25
            original_tag = ITA  
        }
        modifier = {
            factor = 2
            is_major = no 
        }
    }

    # EFFECTS
	category_strat_bomber = {
		air_agility = 0.1
	}

    rewards = {
		heavy_aircraft_application = {
			air_mission_efficiency = 0.05
		}
        specialized_payloads = {
			category_strat_bomber = {
				air_bombing = 0.1
			}
			category_maritime_patrol_bomber = {
				naval_strike_attack = 0.05
			}
		}
		developed_training_programs = {
			air_training_xp_gain_factor = 0.05
			air_untrained_pilots_penalty_factor = -0.05
		}
		long_range_missions = {
			category_strat_bomber = {
				air_range = 0.1
			}
		}
		efficient_fuel_management = {
			air_fuel_consumption_factor = -0.05
		}
    }
}