Eastern Land Doctrine Tree
Eastern/Warsaw Pact/Shanghai Cooperation Organization Land Doctrine Tree
Overall focuses more on morale & strategic factors such as surprise, IC, manpower etc
Nonaligned Tree & slightly revamped third world tree soon
#Permanent War Economy
#Doctrine of preparing for a long duration world war in a nuclear setting. Simplified war material, multi purpose factories and reinforced #nuclear construction, population indoctrination and training.
year = 1968
component = { id = ? name = "Scientific modeling of WW3" type = individual_courage difficulty = 8 }
component = { id = ? name = "Dual use industry prodcution" type = technical_efficiency difficulty = 8 }
component = { id = ? name = "Reinforced industrial construction techniques" type = industrial_engineering difficulty = 8 }
component = { id = ? name = "Monkey Model arms construction" type = mechanics difficulty = 8 }
component = { id = ? name = "Territorial militia and boyscout training" type = training difficulty = 8 }
effects =
{ command = { type = build_cost which = land when = now where = relative value = -5 } #Monkey models
command = { type = industrial_modifier which = total value = 5 } #dual use industry
command = { type = building_prod_mod which = land_fort value = 10 } # reinforced industrial construction
command = { type = relative_manpower value = 5 } #boyscout training - get them while they're young
}
#Shadow Divisions/ Invisible Divisions
#Concept of storing obsolete weapons for the long term & bringing them out to double the effective size of a combat division.
#Manned by reservists only, this allows for minimal cost benefit of raising combat effectiveness.
year = 1971
component = { id = ? name = "Cost effectiveness of obsolete weapons analysis" type = large_unit_tactics difficulty = 8 }
component = { id = ? name = "Mobilization only reserve divisions" type = technical_efficiency difficulty = 8 }
component = { id = ? name = "Obsolete weapons long term storage" type = general_equipment difficulty = 8 }
component = { id = ? name = "Long term reservist training" type = training difficulty = 8 }
component = { id = ? name = "Obsolete weapon incremental modernization" type = mechanics difficulty = 8 }
effects =
{ command = { type = jungle_defense which = land value = 25 } # ~ logarithmic improvement of attaching an increase in size
command = { type = jungle_attack which = land value = 25 }
command = { type = forest_attack which = land value = 25 }
command = { type = forest_defense which = land value = 25 }
command = { type = mountain_defense which = land value = 25 }
command = { type = mountain_attack which = land value = 25 }
command = { type = hill_attack which = land value = 25 }
command = { type = hill_defense which = land value = 25 }
command = { type = swamp_attack which = land value = 25 }
command = { type = swamp_defense which = land value = 25 }
command = { type = urban_attack which = land value = 25 }
command = { type = urban_defense which = land value = 25 }
command = { type = desert_attack which = land value = 25 }
command = { type = desert_defense which = land value = 25 }
command = { type = ground_def_eff which = 0.9 } #old untrained reservists
command = { type = industrial_modifier which = supplies value = -20 }#increased cost of running the larger units
command = { type = morale which = land value = 10 } #safety in numbers
command = { type = max_organization which = land value = -10 } #chaotic effect of commanding an additional poorly trained reservist units with obsolete weapons
command = { type = assault value = 10 } #putting all those extra units to good simple use.
}
#Three Category Divisions
#Doctrine of prioritizing more mobile, first strike units at the expense of cannon fodder divisions.
year = 1973
component = { id = ? name = "Three divisional infrastucture & supply model" type = large_unit_tactics difficulty = 8 }
component = { id = ? name = "Category A Priority divisions supply & personel" type = management difficulty = 8 }
component = { id = ? name = "Category B Standardized division supply & personel" type = management difficulty = 8 }
component = { id = ? name = "Category C Mobilization only divion supply & personel" type = management difficulty = 8 }
component = { id = ? name = "Category individual training doctrine" type = training difficulty = 8 }
effects =
{ command = { type = industrial_modifier which = supplies value = 25 } #modeling in cost savings from low readiness divisions
command = { type = max_organization which = armor value = 5 }
command = { type = morale which = armor value = 5 }
command = { type = max_organization which = paratrooper value = 5 }
command = { type = morale which = paratrooper value = 5 }
command = { type = max_organization which = cavalry value = 5 }
command = { type = morale which = cavalry value = 5 }
command = { type = max_organization which = infantry value = -5 } #maybe even 10
command = { type = morale which = infantry value = -5 } #maybe even 10
command = { type = max_organization which = militia value = -5 } #maybe even 10
command = { type = morale which = militia value = -5 } #maybe even 10
}
#Maskirovka
#As seen/read in Red Storm Rising.
#
http://www.airpower.maxwell.af.mil/airchronicles/apj/apj88/spr88/smith.html
year = 1978
component = { id = ? name = "Politic-military deception" type = management difficulty = 8 }
component = { id = ? name = "Socio-political indoctrination" type = training difficulty = 8 }
component = { id = ? name = "Deep special forces deployments" type = small_unit_tactics difficulty = 8 }
component = { id = ? name = "Modern sensor concealment and deception" type = electronics difficulty = 8 }
component = { id = ? name = "Modern media manipulation" type = centralized_execution difficulty = 8 }
effects =
{ command = { type = morale which = land value = 5 } #Our cause is just!
command = { type = intelligence which = us value = 5 }
command = { type = intelligence which = them value = -5 } #theater/strategic deception
command = { type = surprise which = land value = 5 }
command = { type = ground_def_eff which = 1.00 } #sensor deception raises survivability
}
#Operational Maneuver Group - OMG
#Doctrine of a shock tank army to followup a front breakthrough and wreck havoc in an enemy's rear area.
year = 1980
component = { id = ? name = "Front breakthrough doctrine" type = large_unit_tactics difficulty = 10 }
component = { id = ? name = "Front breakthrough followup" type = large_unit_tactics difficulty = 10 }
component = { id = ? name = "Tank Army" type = mechanics difficulty = 10 }
component = { id = ? name = "Tank & infantry fighting vehicle prioritization" type = management difficulty = 10 }
component = { id = ? name = "Airmobile assault detachements" type = combined_arms_focus difficulty = 10 }
effects =
{ command = { type = max_organization which = armor value = 5 }
command = { type = morale which = armor value = 5 }
command = { type = build_cost which = armor when = now where = relative value = -5 }
command = { type = max_organization which = mechanized value = 5 }
command = { type = morale which = mechanized value = 5 }
command = { type = build_cost which = mechanized when = now where = relative value = -5 }
command = { type = max_organization which = cavalry value = 5 }
command = { type = morale which = cavalry value = 5 }
#command = { type = max_organization which = b_u? value = 5 } #Heli Gunships
#command = { type = morale which = b_u? value = 5 } #Heli Gunships
#command = { type = build_cost which = b_u? when = now where = relative value = -5 } #Heli Gunships
command = { type = breakthrough value = 10 }
}
#Cold Start Doctrine
#Doctrine of assaulting without lenghty strategic preperation in order to maximize shock and gains. Assault forces would be used as cannon #fodder while the follow-on forces would capitalize on the gains.
year = 1985
component = { id = ? name = "Friday night war" type = large_unit_tactics difficulty = 8 }
component = { id = ? name = "Category A division 72hr mobilization" type = management difficulty = 8 }
component = { id = ? name = "From the barracks assault & deploy" type = combined_arms_focus difficulty = 8 }
component = { id = ? name = "Follow-on force advance" type = large_unit_tactics difficulty = 8 }
component = { id = ? name = "Maintain the pressure mentality" type = training difficulty = 8 }
effects =
{ command = { type = morale which = land value = 5 } #Catch them with their pants down timing
command = { type = intelligence which = them value = -5 } #theater/strategic deception
command = { type = surprise which = land value = 5 }
command = { type = assault value = 5 } #maintain the pressure
}
#Long Range Mass Fires
#Doctrine of massive long range attacks deep into enemy rear. First pioneered during the end of the Iran-Iraq war. Used by NK, Iran, Iraq, China numerous others.
year = 1988
component = { id = ? name = "Bring the fight home doctrine" type = centralized_execution difficulty = 10 }
component = { id = ? name = "Deep strike mentality" type = large_unit_tactics difficulty = 10 }
component = { id = ? name = "Inexpensive mass rocket production" type = rocketry difficulty = 10 }
component = { id = ? name = "Deep strike targer list" type = management difficulty = 10 }
component = { id = ? name = "Shocking the enemy in depth" type = artillery difficulty = 10 }
effects =
{ #command = { type = build_cost which = b_u? when = now where = relative value = -5 } #SRBM??
#command = { type = max_organization which = b_u? value = 10 } #SRBM??
#command = { type = morale which = b_u? value = 5 } #SRBM??
command = { type = build_cost which = flying_bomb when = now where = relative value = -5 } #Tomahaw'ski cruise missile
command = { type = max_organization which = flying_bomb value = 10 }
command = { type = morale which = flying_bomb value = 5 }
command = { type = morale which = land value = 5 } #Know you hurt him from day 1
}
#War under High Tech Conditions
#Chinese doctrine of massive doctrinal and equipment modernization in light of lessons of the 91 Gulf war. Applicable however to all Warsaw pact/Eastern communist states.
year = 1992
component = { id = ? name = "Lessons of the Gulf War" type = large_unit_tactics difficulty = 10 }
component = { id = ? name = "Massive force equipment modernization" type = technical_efficiency difficulty = 10 }
component = { id = ? name = "COTS components use" type = electronics difficulty = 10 }
component = { id = ? name = "Reservist re-training" type = training difficulty = 10 }
component = { id = ? name = "Obsolete warstock withdrawal" type = management difficulty = 10 }
effects =
{ command = { type = build_cost which = land when = now where = relative value = 5 } #Electronics cost $$
command = { type = max_organization which = land value = 5 } #better radios
command = { type = morale which = land value = 5 }
command = { type = tactical_withdrawal value = 5 } #Highway of death lessons
command = { type = night_attack which = land value = 10 } #focus on poor night performance
command = { type = night_defense which = land value = 10 }
}
#Machinegun Artillery
#Doctrine of using time to build up large stocks of artillery to increase the odds of a sucessful wartime action.
#Krasnopol laser artillery guided munitions, arillery bunkers, large artillery brigades
year = 1995
component = { id = ? name = "Precision barrage doctrine" type = centralized_execution difficulty = 10 }
component = { id = ? name = "Refurbished additional artillery brigades" type = artillery difficulty = 10 }
component = { id = ? name = "Overwhelming fire mentality" type = large_unit_tactics difficulty = 10 }
component = { id = ? name = "Inexpensive laser guided munitions" type = electronics difficulty = 10 }
component = { id = ? name = "Artillery bunker construction" type = management difficulty = 10 }
effects =
{ command = { type = build_cost which = sp_artillery when = now where = relative value = -5 }
command = { type = max_organization which = sp_artillery value = 5 }
command = { type = morale which = sp_artillery value = 5 }
command = { type = build_cost which = artillery when = now where = relative value = -5 }
command = { type = max_organization which = artillery value = 5 }
command = { type = morale which = artillery value = 5 }
command = { type = morale which = land value = 5 }
command = { type = encirclement value = 5 } #Reflects ability of munitions to destroy entire units of vehicles
command = { type = ambush value = 5 } #Reflects ability of munitions to destroy entire units of vehicles
}
#Urban Spearhead
#1998
#Use western doctrine
#Lessons of 94 Grozny, Yugoslavia conflict.
#Asymmetric Warfare
#2004
#Use third world doctrine
#Assault Breaker Negation
#Massive application of sensor suppression and deception equipment to increase unit survivability
year = 2004
component = { id = ? name = "Vehicle emission suppresion measures" type = technical_efficiency difficulty = 12 }
component = { id = ? name = "Radar, IR, MMW deception" type = electronics difficulty = 12 }
component = { id = ? name = "Modern deception measures" type = mechanics difficulty = 12 }
component = { id = ? name = "Massive target saturation" type = management difficulty = 12 }
component = { id = ? name = "Mobile decoys" type = technical_efficiency difficulty = 12 }
effects =
{ command = { type = morale which = land value = 10 } #we might actually make it!
command = { type = surprise which = land value = 10 }
command = { type = ground_def_eff which = 1.1 } #or even 1.2, sensor masking/deception raises survivability
}
#Cyberwarfare
#2008
#Use third world doctrine
#Chinese cyberattacks/ Russian denial of service attacks on Estonia
#Rapid Reaction Battalion Structure
#Fast reaction divisions with modernized combined arms battalions for more rounded punch.
#
http://www.sinodefence.com/research/battalion/default.asp
year = 2011
component = { id = ? name = "21st Century force modernization" type = technical_efficiency difficulty = 12 }
component = { id = ? name = "Combined arms brigades" type = combined_arms_focus difficulty = 12 }
component = { id = ? name = "Regimental unit focus" type = decentralized_execution difficulty = 12 }
component = { id = ? name = "Battalion-level tactical exercise" type = training difficulty = 12 }
component = { id = ? name = "Combined arms battlegroups implementation" type = management difficulty = 12 }
effects =
{ command = { type = build_cost which = land when = now where = relative value = 10 } #Inc cost of specialized equipment
command = { type = max_organization which = land value = 10 } #rounded coordinated battalions
command = { type = morale which = land value = 5 } #rounded professional battalions
command = { type = surprise which = land value = 5 } #rapid reaction
}
#Long Range Precision Fires
#Unlocked after Rapid Reaction Battalion
#Use western doctrine
#Network Centric Warfare
#Use western doctrine
#Mature Hybrid Warfare
#Doctrine of combining conventional, unconventional, NBC, cyberwarfare & economic, media into one fluid battlefield.
#
http://en.wikipedia.org/wiki/Hybrid_Warfare
year = 2020
component = { id = ? name = "21st Century warfare" type = technical_efficiency difficulty = 12 }
component = { id = ? name = "Conventional, unconventional, cyber, economic, media battlefield" type = combined_arms_focus difficulty = 12 }
component = { id = ? name = "Centralized goals for maximum result" type = centralized_execution difficulty = 12 }
component = { id = ? name = "Across the board mentality" type = training difficulty = 12 }
component = { id = ? name = "Combined tactics implementation" type = management difficulty = 12 }
effects =
{ command = { type = max_organization which = land value = 10 } #combined warfare
command = { type = morale which = land value = 20 } #get them from every angle
command = { type = ambush value = 10 } #surprise is king
command = { type = breakthrough value = 10 } #shock is queen
command = { type = intelligence which = us value = 10 }
command = { type = research which = us value = 2 }
command = { type = relative_manpower value = 5 }
}