﻿division_template = {
	name = "Briged Para"
	regiments = {
		L_Air_Inf_Bat = { x = 0 y = 0 }
		L_Air_Inf_Bat = { x = 0 y = 1 }
		L_Air_Inf_Bat = { x = 0 y = 2 }
		L_Air_Inf_Bat = { x = 0 y = 3 }
		Arty_Bat = { x = 0 y = 4 }
	}

	support = {
		armor_Recce_Comp = { x = 0 y = 0 }
		L_Engi_Comp = { x = 0 y = 1 }
	}
}

division_template = {
	name = "Briged Infantri Ringan"
	regiments = {
		Mot_Inf_Bat = { x = 0 y = 0 }

		Mech_Inf_Bat = { x = 1 y = 0 }
		Arm_Inf_Bat = { x = 1 y = 1 }

		Arty_Bat = { x = 2 y = 0 }
	}

	support = {
		armor_Recce_Comp = { x = 0 y = 0 }
		L_Engi_Comp = { x = 0 y = 1 }
	}
}

division_template = {
	name = "Batalion Renjer"
	regiments = {
		Special_Forces = { x = 0 y = 0 }
		Special_Forces = { x = 0 y = 1 }
		Special_Forces = { x = 0 y = 2 }
		Special_Forces = { x = 0 y = 3 }
	}

	priority = 2
}

division_template = {
	name = "Grup Gerak Khas"
	regiments = {
		Special_Forces = { x = 0 y = 0 }
		Special_Forces = { x = 0 y = 1 }
	}

	priority = 2
}

division_template = {
	name = "Batalion Sempadan"
	regiments = {
		Mot_Inf_Bat = { x = 0 y = 0 }
		Mot_Inf_Bat = { x = 0 y = 1 }
	}
	priority = 0
}

division_template = {
	name = "Briged Mekanikal"
	regiments = {
		Arm_Inf_Bat = { x = 0 y = 0 }
		Mech_Inf_Bat = { x = 0 y = 1 }
		Mech_Inf_Bat = { x = 0 y = 2 }
		SP_Arty_Bat = { x = 0 y = 3 }

		armor_Bat = { x = 1 y = 0 }
		L_arm_Bat = { x = 1 y = 1 }
	}

	support = {
		H_Engi_Comp = { x = 0 y = 0 }
	}
}

units = {
	division = {
		name = "10 Briged Para"
		location = 3371		#Terendak Camp
		division_template = "Briged Para"
		start_experience_factor = 0.4
		start_equipment_factor = 0.01
	}

	division = {
		name = "1 Briged Infantri Ringan"
		location = 1208		#
		division_template = "Briged Infantri Ringan"
		start_experience_factor = 0.3
		start_equipment_factor = 0.01
	}
	division = {
		name = "2 Briged Infantri Ringan"
		location = 10212		#
		division_template = "Briged Infantri Ringan"
		start_experience_factor = 0.3
		start_equipment_factor = 0.01
	}
	division = {
		name = "3 Briged Infantri Ringan"
		location = 6029		#
		division_template = "Briged Infantri Ringan"
		start_experience_factor = 0.3
		start_equipment_factor = 0.01
	}
	division = {
		name = "4 Briged Infantri Ringan"
		location = 4424		#
		division_template = "Briged Infantri Ringan"
		start_experience_factor = 0.3
		start_equipment_factor = 0.01
	}
	division = {
		name = "5 Briged Infantri Ringan"
		location = 1364		#
		division_template = "Briged Infantri Ringan"
		start_experience_factor = 0.3
		start_equipment_factor = 0.01
	}
	division = {
		name = "6 Briged Infantri Ringan"
		location = 7427		#
		division_template = "Briged Infantri Ringan"
		start_experience_factor = 0.3
		start_equipment_factor = 0.01
	}

	division = {
		name = "1 Briged Mekanikal"
		location = 10297		#
		division_template = "Briged Mekanikal"
		start_experience_factor = 0.3
		start_equipment_factor = 0.01
	}

	division = {
		name = "1 Renjer"
		location = 4424		#Camp Ulu Tiram, Johor Bahru
		division_template = "Batalion Renjer"
		start_experience_factor = 0.4
		start_equipment_factor = 0.01
	}
	division = {
		name = "2 Renjer"
		location = 1364		#Syed Putra Camp, Ipoh
		division_template = "Batalion Renjer"
		start_experience_factor = 0.4
		start_equipment_factor = 0.01
	}

	division = {
		name = "1 Batalion Sempadan"
		location = 6029		#Batu Sebelas Camp, Tanah Merah
		division_template = "Batalion Sempadan"
		start_experience_factor = 0.3
		start_equipment_factor = 0.01
	}
	division = {
		name = "2 Batalion Sempadan"
		location = 7329		#Batu Melintang Camp, Jeli
		division_template = "Batalion Sempadan"
		start_experience_factor = 0.3
		start_equipment_factor = 0.01
	}

	division = {
		name = "Grup Gerak Khas"
		location = 10313		#Mersing, Johor
		division_template = "Grup Gerak Khas"
		start_experience_factor = 0.5
		start_equipment_factor = 0.01
	}

	#navy


}

instant_effect = {

	add_equipment_to_stockpile = {
		type = infantry_weapons1			#M16A1
		amount = 300
		producer = USA
	}
	add_equipment_to_stockpile = {
		type = infantry_weapons2			#CAR-15
		amount = 300
		producer = USA
	}
	add_equipment_to_stockpile = {
		type = infantry_weapons2			#Steyr
		amount = 3000
		producer = AUS
	}
	add_equipment_to_stockpile = {
		type = infantry_weapons2			#M16A2
		amount = 300
		producer = USA
	}
	add_equipment_to_stockpile = {
		type = infantry_weapons4			#M4
		amount = 3000
		producer = USA
	}
	add_equipment_to_stockpile = {
		type = command_control_equipment
		amount = 1470
		producer = USA
	}
	add_equipment_to_stockpile = {
		type = Anti_Air_1		#Igla
		amount = 70
		producer = SOV
	}
	add_equipment_to_stockpile = {
		type = Anti_Air_1		#Anza
		amount = 250
		producer = PAK
	}
	add_equipment_to_stockpile = {
		type = Anti_Air_2		#Starstreak
		amount = 50
		producer = ENG
	}
	add_equipment_to_stockpile = {
		type = Anti_Air_2		#FN-6
		amount = 50
		producer = CHI
	}
	add_equipment_to_stockpile = {
		type = Anti_tank_1		#ERYX
		amount = 150
		producer = CAN
	}
	add_equipment_to_stockpile = {
		type = Anti_tank_1		#HJ-8
		amount = 150
		producer = CHI
	}
	add_equipment_to_stockpile = {
		type = Anti_tank_2		#Metis
		amount = 150
		producer = SOV
	}
	add_equipment_to_stockpile = {
		type = MBT_4			#PT-91
		amount = 48
		producer = POL
	}
	add_equipment_to_stockpile = {
		type = Rec_tank_1			#FV101
		amount = 26
		producer = ENG
	}
	add_equipment_to_stockpile = {
		type = APC_2			#Condor
		amount = 315
		producer = GER
	}
	add_equipment_to_stockpile = {
		type = APC_2			#Bandvagn 206
		amount = 80
		producer = SWE
	}
	add_equipment_to_stockpile = {
		type = APC_5			#FNSS Pars
		amount = 257
		producer = TUR
	}
	add_equipment_to_stockpile = {
		type = Rec_tank_1			#SIBMAS
		amount = 186
		producer = BEL
	}
	add_equipment_to_stockpile = {
		type = IFV_2			#Alvis Stormer
		amount = 25
		producer = ENG
	}
	add_equipment_to_stockpile = {
		type = IFV_3			#K200
		amount = 111
		producer = KOR
	}
	add_equipment_to_stockpile = {
		type = IFV_4			#ACV-15
		amount = 267
		producer = TUR
	}
	add_equipment_to_stockpile = {
		type = util_vehicle_2			#Land Rover Defender
		amount = 250
		producer = ENG
	}
	add_equipment_to_stockpile = {
		type = util_vehicle_2			#G-Class
		amount = 150
		producer = GER
	}
	add_equipment_to_stockpile = {
		type = util_vehicle_0			#HIMCOM Truck
		amount = 600
	}
	add_equipment_to_stockpile = {
		type = util_vehicle_3			#URO VAMTAC
		amount = 85
		producer = SPR
	}
	add_equipment_to_stockpile = {
		type = util_vehicle_4			#First Win
		amount = 34
		producer = SIA
	}
	add_equipment_to_stockpile = {
		type = SP_R_arty_1			#Astros II
		amount = 54
		producer = BRA
	}
	add_equipment_to_stockpile = {
		type = SP_arty_2			#M109A6
		amount = 30
		producer = USA
	}
	add_equipment_to_stockpile = {
		type = artillery_0			#Mod 56
		amount = 110
		producer = ITA
	}
	add_equipment_to_stockpile = {
		type = artillery_1			#G5
		amount = 28
		producer = SAF
	}
	add_equipment_to_stockpile = {
		type = artillery_1			#FH70
		amount = 15
		producer = GER
	}
	add_equipment_to_stockpile = {
		type = transport_helicopter1			#AW109
		amount = 10
		producer = ITA
	}
	add_equipment_to_stockpile = {
		type = transport_helicopter1			#Sea king
		#version_name = "Sea King HU5"
		amount = 12
		producer = USA
	}
	add_equipment_to_stockpile = {
		type = MR_Fighter2			#MiG-29
		amount = 10
		producer = SOV
	}
	add_equipment_to_stockpile = {
		type = L_Strike_fighter3			#BAE Hawk 200
		amount = 13
		producer = ENG
	}
	add_equipment_to_stockpile = {
		type = CV_MR_Fighter2			#SU-30MK2
		amount = 18
		producer = SOV
	}
	add_equipment_to_stockpile = {
		type = CV_MR_Fighter2			#F/A-18
		amount = 8
		producer = USA
	}
	add_equipment_to_stockpile = {
		type = transport_plane1			#C-130
		amount = 10
		producer = USA
	}

	if = {
		limit = { NOT = { has_dlc = "Man the Guns" } }
		if = {
			limit = { has_dlc = "Death or Dishonor" }
			FRA = {
				create_production_license = {
					target = MAY
					equipment = {
						type = diesel_attack_submarine_3		#Scorpene Glass
					}
					cost_factor = 0
				}
			}
			else = {
				add_equipment_production = {
					equipment = {
						type = diesel_attack_submarine_3
						creator = "FRA"
					}
					requested_factories = 1
					progress = 0.2
					efficiency = 50
				}
			}
		}
		if = {
			limit = { has_dlc = "Death or Dishonor" }
			FRA = {
				create_production_license = {
					target = MAY
					equipment = {
						type = missile_corvette_4		#Gowind Glass
					}
					cost_factor = 0
				}
			}
			else = {
				add_equipment_production = {
					equipment = {
						type = missile_corvette_4
						creator = "FRA"
					}
					requested_factories = 1
					progress = 0.2
					efficiency = 50
					amount = 6
				}
			}
		}

		if = {
			limit = { has_dlc = "Death or Dishonor" }
			ENG = {
				create_production_license = {
					target = MAY
					equipment = {
						type = missile_corvette_2		#F-2000 Glass
					}
					cost_factor = 0
				}
			}
			else = {
				add_equipment_production = {
					equipment = {
						type = missile_corvette_2
						creator = "ENG"
					}
					requested_factories = 1
					progress = 0.2
					efficiency = 50
				}
			}
		}

		if = {
			limit = { has_dlc = "Death or Dishonor" }
			GER = {
				create_production_license = {
					target = MAY
					equipment = {
						type = missile_corvette_1		#Kasturi-Class
					}
					cost_factor = 0
				}
			}
			else = {
				add_equipment_production = {
					equipment = {
						type = missile_corvette_1		#Kasturi-Class
						version_name = "Kasturi-Class"
						creator = "GER"
					}
					requested_factories = 1
					progress = 0.2
					efficiency = 50
				}
			}
		}

		if = {
			limit = { has_dlc = "Death or Dishonor" }
			ITA = {
				create_production_license = {
					target = MAY
					equipment = {
						type = corvette_2		#Tipo 550-Class
					}
					cost_factor = 0
				}
			}
			else = {
				add_equipment_production = {
					equipment = {
						type = corvette_2
						creator = "ITA"
					}
					requested_factories = 1
					progress = 0.2
					efficiency = 50
				}
			}
		}
	}
	else_if = {
		limit = { has_dlc = "Man the Guns" }
		if = {
			limit = { has_dlc = "Death or Dishonor" }
			FRA = {
				create_production_license = {
					target = MAY
					equipment = {
						type = attack_submarine_hull_3		#Scorpene Glass
					}
					cost_factor = 0
				}
			}
			else = {
				add_equipment_production = {
					equipment = {
						type = attack_submarine_hull_3
						creator = "FRA"
					}
					requested_factories = 1
					progress = 0.2
					efficiency = 50
				}
			}
		}
	}
}