sub_units = {

	light_sp_anti_air_brigade = {
		sprite = light_armor
		map_icon_category = armored
		priority = 301
		ai_priority = 100
		active = yes
		
		type = {
			armor
			anti_air
		}
		
		group = armor_combat_support
		
		categories = {
			category_all_armor
			category_army
			category_self_propelled_anti_air
		}

		combat_width = 1

		need = {
			light_tank_aa_chassis = 35
		}
		manpower = 500
		max_organisation = 8
		default_morale = 0.2
		max_strength = 6
		training_time = 120
		weight = 0.8
		
		supply_consumption = 0.18
		
		#some tanks not awesome
		breakthrough = -0.25
		armor_value = -0.1
		hard_attack = -0.15
		soft_attack = -0.15

		hills = 	{
		    attack = -0.15
			movement = -0.15
			defence = -0.15
		}
		mountain = 	{
		    attack = -0.25
			movement = -0.15
			defence = -0.15
		}

		forest = {
		    attack = -0.15
			movement = -0.15
			defence = -0.15
		}
		jungle = {
		    attack = -0.25
			movement = -0.15
			defence = -0.15
		}
		
		urban = {
		    attack = -0.3
			movement = -0.15
			defence = -0.15
		}
		
		marsh = {
		    attack = -0.4
			movement = -0.2
			defence = -0.2
		}
		river = { 
		    attack = -0.5
			movement = -0.2
			defence = -0.2
		}
		amphibious = { 
		    attack = -0.7
			movement = -0.2
			defence = -0.4
		}		
	}
	
	medium_sp_anti_air_brigade = {
		sprite = medium_armor
		map_icon_category = armored
		priority = 301
		ai_priority = 100
		active = yes
		
		type = {
			armor
			anti_air
		}
		
		group = armor_combat_support
		
		categories = {
			category_all_armor
			category_army
			category_self_propelled_anti_air
		}
		combat_width = 1

		need = {
			medium_tank_aa_chassis = 30
		}
		manpower = 500
		max_organisation = 6
		default_morale = 0.2
		max_strength = 5
		training_time = 120
		weight = 1.25
		supply_consumption = 0.24
		
		#some tanks not awesome
		breakthrough = -0.25
		armor_value = -0.1
		hard_attack = -0.15
		soft_attack = -0.15
	
		hills = 	{
		    attack = -0.25
			movement = -0.1
			defence = -0.1
		}
		
		mountain = 	{
		    attack = -0.35
			movement = -0.15
			defence = -0.15
		}

		forest = {
		    attack = -0.25
			movement = -0.15
			defence = -0.15
		}
		
		jungle = {
		    attack = -0.4
			movement = -0.2
			defence = -0.2
		}
		
		urban = {
		    attack = -0.4
			movement = -0.2
			defence = -0.2
		}
		
		marsh = {
		    attack = -0.5
			movement = -0.3
			defence = -0.3
		}
		
		river = { 
		    attack = -0.6
			movement = -0.3
			defence = -0.4
		}
		amphibious = { 
		    attack = -0.9
			movement = -0.3
			defence = -0.5
		}	
		
		desert = { 
		    attack = -0.1
			movement = -0.1
			defence = -0.05
		}
	}
	
	heavy_sp_anti_air_brigade = {
		sprite = heavy_armor
		map_icon_category = armored
		priority = 301
		ai_priority = 100
		active = yes
		training_time = 120
		
		type = {
			armor
			anti_air
		}
		
		group = armor_combat_support
		
		categories = {
			category_all_armor
			category_army
			category_self_propelled_anti_air
		}

		combat_width = 2

		need = {
			heavy_tank_aa_chassis = 25
		}
		manpower = 500
		max_organisation = 5
		default_morale = 0.2
		max_strength = 4
		weight = 1.5
		supply_consumption = 0.28
		
		#some tanks not awesome
		breakthrough = -0.25
		armor_value = -0.1
		hard_attack = -0.15
		soft_attack = -0.15
		
		hills = 	{
		    attack = -0.35
			movement = -0.15
			defence = -0.15
		}
		
		mountain = 	{
		    attack = -0.5
			movement = -0.25
			defence = -0.25
		}

		forest = {
		    attack = -0.4
			movement = -0.2
			defence = -0.2
		}
		
		jungle = {
		    attack = -0.5
			movement = -0.3
			defence = -0.3
		}
		
		urban = {
		    attack = -0.5
			movement = -0.3
			defence = -0.3
		}
		
		marsh = {
		    attack = -0.6
			movement = -0.4
			defence = -0.4
		}
		
		river = { 
		    attack = -0.9
			movement = -0.4
			defence = -0.7
		}
		
		amphibious = { 
		    attack = -1.2
			movement = -0.4
			defence = -0.9
		}	
		
		desert = { 
		    attack = -0.15
			movement = -0.15
			defence = -0.1
		}
		
	}
	
	super_heavy_sp_anti_air_brigade = {
		sprite = heavy_armor
		map_icon_category = armored
		priority = 301
		ai_priority = 100
		active = yes
		
		categories = {
			category_all_armor
			category_army
			category_self_propelled_anti_air
		}
		
		group = armor_combat_support
		
		type = {
			armor
			anti_air
		}

		combat_width = 2

		need = {
			super_heavy_tank_aa_chassis = 20
		}
		manpower = 500
		max_organisation = 4
		default_morale = 0.2
		max_strength = 3
		training_time = 120
		weight = 1.75
		supply_consumption = 0.32

		#some tanks not awesome
		breakthrough = -0.25
		armor_value = -0.1
		hard_attack = -0.15
		soft_attack = -0.15

		hills = 	{
		    attack = -0.35
			movement = -0.15
			defence = -0.15
		}
		
		mountain = 	{
		    attack = -0.5
			movement = -0.25
			defence = -0.25
		}

		forest = {
		    attack = -0.4
			movement = -0.2
			defence = -0.2
		}
		
		jungle = {
		    attack = -0.5
			movement = -0.3
			defence = -0.3
		}
		
		urban = {
		    attack = -0.5
			movement = -0.3
			defence = -0.3
		}
		
		marsh = {
		    attack = -0.6
			movement = -0.4
			defence = -0.4
		}
		
		river = { 
		    attack = -0.9
			movement = -0.4
			defence = -0.7
		}
		
		amphibious = { 
		    attack = -1.2
			movement = -0.4
			defence = -0.9
		}	
		
		desert = { 
		    attack = -0.15
			movement = -0.15
			defence = -0.1
		}
		
	}
	
	modern_sp_anti_air_brigade = {
		sprite = medium_armor
		map_icon_category = armored
		priority = 301
		ai_priority = 100
		active = yes
		
		type = {
			armor
			anti_air
		}
		
		group = armor_combat_support
		
		categories = {
			category_all_armor
			category_army
			category_self_propelled_anti_air
		}

		combat_width = 2

		need = {
			modern_tank_aa_chassis = 25
		}
		manpower = 500
		max_organisation = 6
		default_morale = 0.2
		max_strength = 5
		training_time = 120
		weight = 1.5
		supply_consumption = 0.24
		
		#some tanks not awesome
		breakthrough = -0.25
		armor_value = -0.1
		hard_attack = -0.15
		soft_attack = -0.15

		hills = 	{
		    attack = -0.25
			movement = -0.1
			defence = -0.1
		}
		
		mountain = 	{
		    attack = -0.35
			movement = -0.15
			defence = -0.15
		}

		forest = {
		    attack = -0.25
			movement = -0.15
			defence = -0.15
		}
		
		jungle = {
		    attack = -0.4
			movement = -0.2
			defence = -0.2
		}
		
		urban = {
		    attack = -0.4
			movement = -0.2
			defence = -0.2
		}
		
		marsh = {
		    attack = -0.5
			movement = -0.3
			defence = -0.3
		}
		
		river = { 
		    attack = -0.6
			movement = -0.3
			defence = -0.4
		}
		amphibious = { 
		    attack = -0.9
			movement = -0.3
			defence = -0.5
		}	
		
		desert = { 
		    attack = -0.1
			movement = -0.1
			defence = -0.05
		}
	}
}
