sub_units = {
	engineer = {
		abbreviation = "ENG"		  
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = yes
		
		type = {
			infantry
			support
			flame
		}
		
		group = support
		
		categories = {
			category_support_battalions
			category_army
		}

	
		combat_width = 0
	
		#Size Definitions
		max_strength = 1
		max_organisation = 5
		default_morale = 0.2
		manpower = 500
		training_time = 90

		#Misc Abilities
		weight = 0.1
		supply_consumption = 0.05
		 
		maximum_speed = 0.4
		
		entrenchment  = 1

		battalion_mult = {
		    category = category_all_armor
		    defense = -0.1
		    soft_attack = -0.1
		    hard_attack = -0.1
		    ap_attack = -0.1
			armor_value =  -0.1
		}
		
		defense = -0.2
		breakthrough = -0.2
		soft_attack = -0.2
		hard_attack = -0.2
		air_attack = -0.2
		ap_attack = -0.2

		# Support nerfs to combat abilities

		essential = {
			support_equipment
		}

		need = {
			infantry_equipment = 30
			support_equipment = 35
		}

		can_be_parachuted = yes

		forest = {
			attack  = 0.05
		}

		hills = {
			attack  = 0.05
		}

		jungle = {
			attack = 0.05
		}

		marsh = {
			movement = 0.05
		}

		fort = {
			attack = 0.05
		}

		river = {
			attack = 0.05
			movement = 0.05
		}

		amphibious = {
			attack = 0.05
			movement = 0.05
		}
		same_support_type = engineer
	}
	
	pioneer_support = {
		abbreviation = "PIO"
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = yes
		
		special_forces = yes
		marines = yes

		type = {
			infantry
			support
		}
		
		group = support
		
		categories = {
			category_support_battalions
			category_army
			category_marines
		}

	
		combat_width = 0
	
		#Size Definitions
		max_strength = 1
		max_organisation = 6
		default_morale = 0.2
		manpower = 350
		training_time = 120

		#Misc Abilities
		weight = 0.1
		supply_consumption = 0.05
		 
		maximum_speed = 0.4
		
		entrenchment = 1
		
		battalion_mult = {
			category = category_marines
			breakthrough = 0.05
		}
		
		battalion_mult = {
		    category = category_all_armor
		    defense = -0.1
		    soft_attack = -0.1
		    hard_attack = -0.1
		    ap_attack = -0.1
			armor_value =  -0.1
		}

		breakthrough = 0.05
		# Support nerfs to combat abilities
		defense = -0.2
		breakthrough = -0.2
		soft_attack = -0.2
		hard_attack = -0.2
		air_attack = -0.2
		ap_attack = -0.2
		
		essential = {
			support_equipment
		}

		need = {
			infantry_equipment = 30
			support_equipment = 35
		}

		can_be_parachuted = no

		forest = {
			attack  = 0.05
		}

		hills = {
			attack  = 0.05
		}

		jungle = {
			attack = 0.05
		}

		marsh = {
			movement = 0.05
		}

		fort = {
			attack = 0.05
		}

		river = {
			attack = 0.1
			movement = 0.05
		}

		amphibious = {
			attack = 0.15
			movement = 0.05
		}
		
		same_support_type = engineer
		
	}
	
	jungle_pioneers_support = { #ToA support for jungle/rainforest terrain
		abbreviation = "JLS"
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		
        affects_speed = yes
		special_forces = yes

		type = {
			infantry
			support
		}
		
		group = support
		
		categories = {
			category_support_battalions
			category_army
		}

	
		#Size Definitions
		max_strength = 1
		max_organisation = 6
		default_morale = 0.2
		manpower = 500
		training_time = 120

		#Misc Abilities
		weight = 0.1
		supply_consumption = 0.05
		
		entrenchment  = 1
		
		maximum_speed = 0.4
		
		defense = -0.2
		breakthrough = -0.2
		soft_attack = -0.2
		hard_attack = -0.2
		air_attack = -0.2
		ap_attack = -0.2

		# Support nerfs to combat abilities
        acclimatization_hot_climate_gain_factor = 3.0
		
		entrenchment = 1
		
		battalion_mult = {
		    category = category_all_armor
		    defense = -0.1
		    soft_attack = -0.1
		    hard_attack = -0.1
		    ap_attack = -0.1
			armor_value =  -0.1
		}
		
		essential = {
			infantry_equipment
			support_equipment
		}

		need = {
			infantry_equipment = 30
			support_equipment = 35
		}
		
		forest = {
			attack  = 0.05
			defence = 0.05
			movement = 0.05
		}

		hills = {
			attack  = 0.05
		}

		jungle = {
			attack = 0.1
			defence = 0.1
			movement = 0.15
		}

		marsh = {
			movement = 0.1
		}

		river = {
			attack = 0.1
			movement = 0.1
		}
		
		same_support_type = engineer
	}
	########################
	### SPECIAL PROJECTS ###
	########################

	# WW - SP - Assault Engineers - Using Armored Engineering Vehicle -> Bridge Layer Tanks (also mine-clearing tanks, carpet-laying tanks, fascine-laying tanks)
	assault_engineer = {
		abbreviation = "ASEC"
		sprite = assault_engineer
		map_icon_category = armored
		priority = 0
		ai_priority = 0
		active = no
        affects_speed = yes
		
		type = {
			armor
			support
		}
		
		group = support
		
		categories = {
			category_support_battalions
			category_all_armor
			category_army
		}

	
		combat_width = 0
	
		#Size Definitions
		max_strength = 1
		max_organisation = 8
		default_morale = 0.2
		manpower = 500
		training_time = 180

		#Misc Abilities
		weight = 0.5
		supply_consumption = 0.05
		
		entrenchment = 1 # same as reg engineers
		
		# Support nerfs to combat abilities

		can_be_parachuted = no
		
		same_support_type = engineer

		essential = {
			support_equipment
			armored_support_vehicle
		}

		need = {
			armored_support_vehicle = 30
			support_equipment = 30
		}

		forest = {
			attack = 0.05
			defence = 0.05
		}

		hills = {
			attack = 0.05 
			defence = 0.05
		}

		jungle = {
			attack = 0.05
			defence = 0.05
		}

		marsh = {
			attack = 0.05 
			movement = 0.05
		}

		fort = {
			attack = 0.15
		}

		river = {
			attack = 0.05
			defence = 0.05
			movement = 0.1
		}

		amphibious = {
			attack = 0.05
			defence = 0.05
			movement = 0.1
		}

		urban = {
			attack = 0.05
		}

	}

	# WW - SP tech - Armored Engineers - Using Armored Engineering Vehicle -> Bridge Layer Tanks (also mine-clearing tanks, carpet-laying tanks, fascine-laying tanks)
	armored_engineer = {
		abbreviation = "AREC"
		sprite = armored_engineer
		map_icon_category = armored
		priority = 0
		ai_priority = 0
		active = no
        affects_speed = yes
		
		type = {
			armor
			support
		}
		
		group = support
		
		categories = {
			category_support_battalions
			category_all_armor
			category_army
		}

		combat_width = 0
	
		#Size Definitions
		max_strength = 1
		max_organisation = 6
		default_morale = 0.2
		manpower = 400
		training_time = 120

		#Misc Abilities
		weight = 0.1
		supply_consumption = 0.035 # More than M Flame Tank (0.025)
		
		entrenchment = 1 # 50% more than reg engineers
						
		# Support nerfs to combat abilities

		can_be_parachuted = no
		
		same_support_type = engineer

		essential = {
			support_equipment
			armored_support_vehicle
		}

		need = {
			armored_support_vehicle = 30
			support_equipment = 30
		}

		forest = {
			attack  = 0.05
		}

		hills = {
			attack  = 0.05
		}

		jungle = {
			attack = 0.05
		}

		marsh = {
			movement = 0.05
		}

		fort = {
			attack = 0.05
		}

		river = {
			attack = 0.05
			movement = 0.05
		}

		amphibious = {
			attack = 0.05
			movement = 0.05
		}

	}
	
}
