# options for map_icon_category:
# For land units: infantry,armored,other
# For sea units: ship,transport,uboat

sub_units = {

	infantry = {
		abbreviation = "INF"			  
		sprite = infantry
		map_icon_category = infantry
		
		priority = 600
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_infantry_and_bicycle
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 20
		max_organisation = 55
		default_morale = 0.3
		manpower = 1200
		 
		
		#Misc Abilities
		training_time = 90
		suppression = 1

		weight = 0.5
		supply_consumption = 0.12
		
	
		need = {
			infantry_equipment = 70
		}
		marsh = {
			movement = -0.05
		}
		river = {
			attack = -0.05
			movement = -0.05
		}
		amphibious = {
			attack = -0.05
			movement = -0.05
		}
	}

	bicycle_battalion = {
		abbreviation = "BIC"			  
		sprite = bicycle
		map_icon_category = infantry
		
		priority = 600
		ai_priority = 150
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_infantry_and_bicycle
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 20
		max_organisation = 55
		default_morale = 0.25
		maximum_speed = 0.25
		manpower = 1000
		

		#Misc Abilities
		training_time = 90
		suppression = 1
		weight = 0.5
		
		supply_consumption = 0.13
		

	
		need = {
			infantry_equipment = 70
			support_equipment = 5			
		}

		forest = {
			movement = -0.05
		}
		mountain = {
			movement = -0.05
		}
		marsh = {
			movement = -0.05
		}
		desert = {
			movement = -0.05
		}
		river = {
			attack = -0.05
			movement = -0.05
		}
		amphibious = {
			attack = -0.05
			movement = -0.05
		}
	}
	
	marine = {
		abbreviation = "MRN"			  
		sprite = infantry
		map_icon_category = infantry
		special_forces = yes
		marines = yes
		
		priority = 601
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_special_forces
			category_marines
			category_special_forces_leg_infantry
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 25
		max_organisation = 60
		default_morale = 0.35
		manpower = 900
        suppression = 0.5


		#Misc Abilities
		training_time = 120
		weight = 0.5
		supply_consumption = 0.12

		
		breakthrough = 0.05
		soft_attack = 0.05
		hard_attack = 0.05
		ap_attack = 0.05
		maximum_speed = 0.05
	
		need = {
			infantry_equipment = 100
		}
		
		marsh = {
			attack = 0.1
		}
		river = {
			attack = 0.1
		}
		amphibious = {
			attack = 0.1
		}
	}
	
	marine_commando  = {
		abbreviation = "MRC"
		sprite = infantry
		map_icon_category = infantry
		special_forces = yes
		marines = yes
		can_exfiltrate_from_coast = yes
		
		priority = 601
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_special_forces
			category_marines
			category_special_forces_leg_infantry
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 20
		max_organisation = 55
		default_morale = 0.35
		manpower = 700
        suppression = 0.5

		recon = 0.2
		maximum_speed = 0.1

		#Misc Abilities
		training_time = 180
				 
		weight = 0.8
		supply_consumption = 0.13
		
		
		maximum_speed = 0.05
	
		need = {
			infantry_equipment = 100
			support_equipment = 10
		}


		marsh = {
			attack = 0.05
			movement = 0.05
		}
		river = {
			attack = 0.05
			movement = 0.05
		}
		amphibious = {
			attack = 0.05
			movement = 0.05
		}
	}
	
	mountaineers = {
		abbreviation = "MTN"
		sprite = infantry
		map_icon_category = infantry
		special_forces = yes
		mountaineers = yes

		priority = 601
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_special_forces
			category_mountaineers
			category_special_forces_leg_infantry
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 20
		max_organisation = 55
        suppression = 0.5
		default_morale = 0.35
		manpower = 900

		
		#Misc Abilities
		training_time = 120
		weight = 0.5
		
		supply_consumption = 0.13

		
		defense = 0.05
		breakthrough = 0.05
		soft_attack = 0.05
		hard_attack = 0.05
		ap_attack = 0.05
		maximum_speed = 0.1
	
		need = {
			infantry_equipment = 100
		}

		hills = {
			attack = 0.05
			defence = 0.05
			movement = 0.05
		}
		mountain = {
			attack = 0.05
			defence = 0.05
			movement = 0.05
		}
	}

	paratrooper = {
		abbreviation = "PAR"		   
		sprite = infantry
		map_icon_category = infantry
		special_forces = yes

		priority = 2
		ai_priority = 2
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_special_forces
			category_paratroopers
			category_special_forces_leg_infantry
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 15
		max_organisation = 45
        suppression = 0.5
		default_morale = 0.35
		manpower = 800
		

		#Misc Abilities
		training_time = 180
		weight = 0.5
		supply_consumption = 0.1

		can_be_parachuted = yes
	
		need = {
			infantry_equipment = 100
			support_equipment = 10
		}
		
		marsh = {
			movement = -0.05
		}
		river = {
			attack = -0.05
			movement = -0.05
		}
		amphibious = {
			attack = -0.05
			movement = -0.05
		}
	}

	motorized = {
		abbreviation = "MEC"
		sprite = motorized
		map_icon_category = infantry

		priority = 599
		ai_priority = 200
		active = no

		type = {
			motorized
		}
		
		group = mobile
		
		categories = {
			category_front_line
			category_all_infantry
			category_army
			category_vehicle_infantry
			category_mobile_and_mobile_combat_sup
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 25
		max_organisation = 55
		default_morale = 0.3
		manpower = 900
		
		#Misc Abilities
		training_time = 120
		suppression = 2.5
		
		weight = 0.65
		supply_consumption = 0.13
	
		# this is what moves us and sets speed
		transport = motorized_equipment
	
		need = {
			infantry_equipment = 70
			motorized_equipment = 35
		}

		hills = 	{
		    attack = -0.05
			movement = -0.05
		}
		mountain = 	{
		    attack = -0.05
			movement = -0.1
		}

		forest = {
		    attack = -0.05
			movement = -0.1
		}
		jungle = {
		    attack = -0.05
			movement = -0.1
		}
		marsh = {
		    attack = -0.05
			movement = -0.1
		}
		
		urban = {
		    attack = -0.05
			movement = -0.1
		}

		river = { 
		    attack = -0.1
			movement = -0.05
			defence = -0.05
		}
		amphibious = { 
		    attack = -0.15
			movement = -0.05
			defence = -0.05
		}

	}
	
	mechanized = {
		abbreviation = "MEC"
		sprite = mechanized
		map_icon_category = infantry

		priority = 610
		ai_priority = 200
		active = yes

		type = {
			mechanized
		}
		
		group = mobile
		
		categories = {
			category_front_line
			category_all_infantry
			category_army
			category_vehicle_infantry
			category_mobile_and_mobile_combat_sup
		}

		combat_width = 2

		
		#Size Definitions
		max_strength = 25
		max_organisation = 55
		default_morale = 0.3
		manpower = 800
		
		#Misc Abilities
		training_time = 120
		suppression = 2.5
		weight = 0.7
		
		supply_consumption = 0.14
		
		# needed since we give so much bonus to infantry even with no mech equipment
		essential = {
			infantry_equipment
			mechanized_equipment
		}

		# this is what moves us and sets speed
		transport = mechanized_equipment

		need = {
			mechanized_equipment = 35
			infantry_equipment = 70
		}

		hills = 	{
		    attack = -0.05
			movement = -0.05
		}
		mountain = 	{
		    attack = -0.1
			movement = -0.05
		}

		forest = {
		    attack = -0.1
			movement = -0.05
		}
		jungle = {
		    attack = -0.1
			movement = -0.05
		}
		marsh = {
		    attack = -0.1
			movement = -0.1
		}
		
		urban = {
		    attack = -0.05
			movement = -0.05
		}

		river = { 
		    attack = -0.15
			movement = -0.05
			defence = -0.05
		}
		amphibious = { 
		    attack = -0.2
			movement = -0.1
			defence = -0.05
		}	

	}
	
	fake_intel_unit = {
		sprite = infantry
		map_icon_category = infantry
		
		priority = 0
		ai_priority = 0
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
		}
		
		combat_width = 1
		
		#Size Definitions
		max_strength = 1
		max_organisation = 10
		default_morale = 0.15
		manpower = 0

		#Misc Abilities
		training_time = 90
		suppression = 0.5
		weight = 0.5
		
		supply_consumption = 0.0
	
		need = {
			infantry_equipment = 1
		}
	}
	
	penal_battalion = {
		abbreviation = "PEN"
		sprite = infantry
		map_icon_category = infantry
		
		priority = 400 #600
		ai_priority = 150 #200
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
		}
		
		combat_width = 2
		
		
		#Size Definitions
		max_strength = 15
		max_organisation = 60
		default_morale = 0.25
		manpower = 800
		defense = -0.05
		breakthrough = 0.05
		soft_attack = -0.05
		hard_attack = -0.05
		air_attack = -0.05
		ap_attack = -0.05

		#Misc Abilities
		training_time = 90
		suppression = 0.5 #1.5 -> Not for suppression roles
		weight = 0.5
		
		supply_consumption = 0.1
	
		need = {
			infantry_equipment = 60
		}
	}
	
	irregular_infantry = {
		abbreviation = "IRR"
		sprite = infantry
		map_icon_category = infantry
		
		priority = 400
		ai_priority = 150
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 15 # reg inf 25
		max_organisation = 45 # reg inf 60
		default_morale = 0.2 #  reg inf 0.3
		manpower = 900

		#Misc Abilities
		training_time = 90 # was 75  # reg inf 90
		suppression = 0.5 # reg inf 1.5
		weight = 0.5
		
		supply_consumption = 0.12

		# generally not as drilled in modern warfare as regular troops 
		defense = -0.05
		breakthrough = -0.05
		soft_attack = -0.05
		hard_attack = -0.05
		air_attack = -0.05
		ap_attack = -0.05
		maximum_speed = 0.05

		# Terrain bonuses
		# Attack bonuses higher as they thought defending was dishonourable
		hills = {
			attack = 0.05
			defence = 0.05
		}
		forest = {
			attack = 0.05
			defence = 0.05
		}
		mountain = {
			attack = 0.05
			defence = 0.05
		}
		desert = {
			attack = 0.05
			defence = 0.05
		}
		
		
		need = {
			infantry_equipment = 60
		}
	}

	militia = {
		abbreviation = "MIL"
		sprite = infantry
		map_icon_category = infantry
		
		priority = 400
		ai_priority = 150
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_militia
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 15
		max_organisation = 50
		default_morale = 0.2
		manpower = 900

		#Misc Abilities
		training_time = 90 #reg infantry 90
		suppression = 2
		maximum_speed = 0.1
		defense = -0.05
		breakthrough = -0.05
		soft_attack = -0.05
		hard_attack = -0.05
		air_attack = -0.05
		ap_attack = -0.05
		weight = 0.5
		
		supply_consumption = 0.12
		
		marsh = {
			movement = -0.05
		}
		river = {
			attack = -0.05
			movement = -0.05
		}
		amphibious = {
			attack = -0.05
			movement = -0.05
		}
	
	
		need = {
			infantry_equipment = 60
		}
	}
	
	
}
