technologies = {
	moresps_sp_supportaa_radar_tech = {
		#HIDDEN EFFECT
		#Remember to adjust tt when changing
		research_cost = 1
		start_year = 1930
		
		allow = {
			always = no
		}
		anti_air = {
			battalion_mult = {
				category = category_anti_air
				air_attack = 0.20
			}
			battalion_mult = {
				category = category_mobile_and_mobile_combat_sup
				air_attack = 0.20
			}
			battalion_mult = {
				category = category_self_propelled_anti_air
				air_attack = 0.20
			}
		}
	}
	moresps_sp_behaviour_tech = {
		#HIDDEN EFFECT
		#Remember to adjust tt when changing
		research_cost = 1
		start_year = 1930
		
		allow = {
			always = no
		}

		military_police = {
			suppression_factor = 0.10
			battalion_mult = {
				category = category_all_infantry
				default_morale = 0.20
			}
		}
		motorized_military_police = {
			suppression_factor = 0.20
			battalion_mult = {
				category = category_all_infantry
				default_morale = 0.40
			}
		}
	}
	moresps_sp_goliath_tech = {
		#HIDDEN EFFECT
		#Remember to adjust tt when changing
		research_cost = 1
		start_year = 1930
		
		allow = {
			always = no
		}

		assault_engineer = {
			forest = {
				attack = 0.05
			}
			jungle = {
				attack = 0.05
			}
			hills = {
				attack = 0.05
			}
			mountain = {
				attack = 0.05
			}
			urban = {
				defence = 0.15
				attack = 0.15
			}
			fort = {
				defence = 0.15
				attack = 0.15
			}
			river = {
				attack = 0.05
			}
			amphibious = {
				attack = 0.05
			}
		}
		armored_engineer = {
			forest = {
				defence = 0.05
			}
			jungle = {
				defence = 0.05
			}
			hills = {
				defence = 0.05
			}
			mountain = {
				defence = 0.05
			}
			urban = {
				defence = 0.15
				attack = 0.15
			}
			fort = {
				defence = 0.15
				attack = 0.15
			}
			river = {
				defence = 0.05
			}
			amphibious = {
				defence = 0.05
			}
		}
	}
}