
##     ##    ###    ######## ######## ########  #### ######## ##       
###   ###   ## ##      ##    ##       ##     ##  ##  ##       ##       
#### ####  ##   ##     ##    ##       ##     ##  ##  ##       ##       
## ### ## ##     ##    ##    ######   ########   ##  ######   ##       
##     ## #########    ##    ##       ##   ##    ##  ##       ##       
##     ## ##     ##    ##    ##       ##    ##   ##  ##       ##       
##     ## ##     ##    ##    ######## ##     ## #### ######## ######## 


###########################
######## Artillery ########
###########################

generic_artillery_organization = {
	icon = GFX_idea_generic_artillery_manufacturer_2

	allowed = {
		NOT = { OR = { original_tag = GER tag = ENG tag = SOV tag = FRA tag = ITA tag = USA tag = JAP tag = CZE tag = ROM tag = MEX } }
		NOT = {
			AND = {
				tag = POL
				OR = {
					has_dlc = "Poland: United and Ready"
					has_dlc = "No Step Back"
				}
			}
		}
		NOT = {
			AND = {
				tag = RAJ
				has_dlc = "Together for Victory"
			}
		}
		NOT = {
			AND = {
				OR = {
					is_literally_china = yes
					tag = MAN
				}
				has_dlc = "Waking the Tiger"
			}
		}
		NOT = {
			AND = {
				tag = HOL
				has_dlc = "Man the Guns"
			}
		}
		NOT = {
			AND = {
				OR = { tag = SPR tag = POR}
				has_dlc = "La Resistance"
			}
		}
		NOT = {
			AND = {
				OR = { tag = BUL tag = GRE tag = TUR }
				has_dlc = "Battle for the Bosporus"
			}
		}
		NOT = {
			AND = {
				OR = { tag = EST tag = LAT tag = LIT }
				has_dlc = "No Step Back"
			}
		}
		NOT = {
			AND = {
				OR = { tag = ETH tag = SWI }
				has_dlc = "By Blood Alone"
			}
		}
		NOT = {
			AND = {
				OR = { original_tag = FIN tag = NOR tag = DEN tag = SWE }
				has_dlc = "Arms Against Tyranny"
			}
		}
		NOT = {
			AND = {
				OR = {
					original_tag = BRA 
					original_tag = CHL
					original_tag = ARG
				}
				has_dlc = "Trial of Allegiance"
			}
		}
		NOT = {
			AND = {
				OR = {
					original_tag = AUS
					original_tag = HUN
					original_tag = BEL
					original_tag = COG
				}
				has_dlc = "Gotterdammerung"
				
			}
		}
	}


	equipment_type = {
		mio_cat_eq_all_howitzers
		mio_cat_eq_all_anti_tank
		mio_cat_eq_all_anti_air
		rocket_artillery_equipment
	}

	research_categories = {
		mio_cat_all_artillery_equipment
	}
	
	tree_header_text = {
		text = mio_header_mechanical_design
		x = 1
	}

	tree_header_text = {
		text = mio_header_armament_and_ammunition
		x = 6
	}

	initial_trait = {
		name = generic_mio_initial_trait_artillery_manufacturer

		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.03
		}
	}

	trait = {
		token = generic_mio_trait_mobile_limbers
		name = generic_mio_trait_mobile_limbers
		icon = GFX_generic_mio_trait_icon_breakthrough

		position = { x=0 y=0 }
		mutually_exclusive = { generic_mio_trait_stable_platforms }

		equipment_bonus = {
			breakthrough = 0.1
		}
	}

	trait = {
		token = generic_mio_trait_stable_platforms
		name = generic_mio_trait_stable_platforms
		icon = GFX_generic_mio_trait_icon_defense

		position = { x=2 y=0 }
		relative_position_id = generic_mio_trait_mobile_limbers

		mutually_exclusive = { generic_mio_trait_mobile_limbers }

		equipment_bonus = {
			defense = 0.03
		}
	}

	trait = {
		token = generic_mio_trait_improved_hydraulic_recoil_system
		name = generic_mio_trait_improved_hydraulic_recoil_system
		icon = GFX_generic_mio_trait_icon_reliability

		position = { x=1 y=1 }
		relative_position_id = generic_mio_trait_mobile_limbers

		any_parent = {
			generic_mio_trait_stable_platforms
			generic_mio_trait_mobile_limbers
		}

		equipment_bonus = {
			reliability = 0.05
		}
	}

	trait = {
		token = generic_mio_trait_improved_direct_fire_targeting
		name = generic_mio_trait_improved_direct_fire_targeting
		icon = GFX_generic_mio_department_icon_anti_tank

		position = { x=-1 y=3 }
		relative_position_id = generic_mio_trait_improved_hydraulic_recoil_system

		all_parents = {
			 generic_mio_trait_improved_hydraulic_recoil_system
		}

		mutually_exclusive = { generic_mio_trait_advanced_anti_air_targeting generic_mio_trait_advanced_trajectory_calculations }
		
		limit_to_equipment_type = { 
			mio_cat_eq_all_anti_tank
		}

		equipment_bonus = {
			ap_attack = 0.05
			hard_attack = 0.05
		}
	}

	trait = {
		token = generic_mio_trait_advanced_anti_air_targeting
		name = generic_mio_trait_advanced_anti_air_targeting
		icon = GFX_generic_mio_department_icon_anti_air

		position = { x=1 y=0 }
		relative_position_id = generic_mio_trait_improved_direct_fire_targeting
		
		all_parents = {
			 generic_mio_trait_improved_hydraulic_recoil_system
		}
		
		mutually_exclusive = {
			generic_mio_trait_improved_direct_fire_targeting
			generic_mio_trait_advanced_trajectory_calculations
		}
		
		limit_to_equipment_type = { 
			mio_cat_eq_all_anti_air
		}

		equipment_bonus = {
			air_attack = 0.07
		}
	}

	trait = {
		token = generic_mio_trait_advanced_trajectory_calculations
		name = generic_mio_trait_advanced_trajectory_calculations
		icon = GFX_generic_mio_department_icon_artillery

		position = { x=2 y=0 }
		relative_position_id = generic_mio_trait_improved_direct_fire_targeting

		all_parents = {
			 generic_mio_trait_improved_hydraulic_recoil_system
		}

		mutually_exclusive = { 
			generic_mio_trait_improved_direct_fire_targeting
			generic_mio_trait_advanced_anti_air_targeting
		}

		limit_to_equipment_type = { 
			mio_cat_eq_all_howitzers
			rocket_artillery_equipment
		}

		equipment_bonus = {
			hard_attack = 1
			breakthrough = 0.05
		}
	}

	trait = {
		token = generic_mio_trait_sliding_breech_block
		name = generic_mio_trait_sliding_breech_block
		icon = GFX_generic_mio_trait_icon_soft_attack

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_rapid_fire	

		all_parents = {
			generic_mio_trait_improved_hydraulic_recoil_system
			generic_mio_trait_rapid_fire
		}

		equipment_bonus = {
			soft_attack = 0.03
			breakthrough = 0.03
		}
	}

	trait = {
		token = generic_mio_trait_rapid_fire
		name = generic_mio_trait_rapid_fire
		icon = GFX_generic_mio_department_icon_tank_general_weapons

		position = { x=4 y=0 }
		relative_position_id = generic_mio_trait_mobile_limbers	

		limit_to_equipment_type = { 
			mio_cat_eq_all_anti_tank
			mio_cat_eq_all_anti_air
		}

		equipment_bonus = {
			soft_attack = 0.1
			hard_attack = 0.04
			air_attack = 0.04
		}
	}

	trait = {
		token = generic_mio_trait_advanced_barrel_forging
		name = generic_mio_trait_advanced_barrel_forging
		icon = GFX_generic_mio_trait_icon_efficiency_gain

		position = { x=2 y=0 }
		relative_position_id = generic_mio_trait_rapid_fire

		production_bonus = {
			production_efficiency_gain_factor = 0.05
		}
	}

	trait = {
		token = generic_mio_trait_big_guns
		name = generic_mio_trait_big_guns
		icon = GFX_generic_mio_trait_icon_soft_attack

		position = { x=2 y=0 }
		relative_position_id = generic_mio_trait_advanced_barrel_forging

		limit_to_equipment_type = { 
			mio_cat_eq_all_howitzers
			rocket_artillery_equipment
		}

		equipment_bonus = {
			soft_attack = 0.02
			build_cost_ic = 0.03
		}
	}

	trait = {
		token = generic_mio_trait_gun_mass_production
		name = generic_mio_trait_gun_mass_production
		icon = GFX_generic_mio_department_icon_facilities

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_advanced_barrel_forging

		all_parents = {	generic_mio_trait_advanced_barrel_forging }

		production_bonus = {
			production_efficiency_gain_factor = 0.03
			production_efficiency_cap_factor = 0.03
		}

		organization_modifier = {
			military_industrial_organization_design_team_assign_cost = -0.15
		}
	}

	trait = {
		token = generic_mio_trait_super_charges
		name = generic_mio_trait_super_charges
		icon = GFX_generic_mio_department_icon_facilities

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_big_guns

		all_parents = {	generic_mio_trait_big_guns }

		limit_to_equipment_type = { 
			mio_cat_eq_all_howitzers
			rocket_artillery_equipment
		}

		production_bonus = {
			production_efficiency_gain_factor = 0.03
			production_efficiency_cap_factor = 0.03
		}

		organization_modifier = {
			military_industrial_organization_design_team_assign_cost = -0.15
		}
	}

	trait = {
		token = generic_mio_trait_light_weight_barrels
		name = generic_mio_trait_light_weight_barrels
		icon = GFX_generic_mio_trait_icon_breakthrough

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_gun_mass_production

		all_parents = {
			generic_mio_trait_super_charges
			generic_mio_trait_gun_mass_production
			generic_mio_trait_sliding_breech_block

		}

		production_bonus = {
			production_cost_factor = -0.03
		}

		equipment_bonus = {
			breakthrough = 0.06
			defense = 0.1
		}
	}
}

	
############################
###### Infantry Weapons ####
############################

generic_infantry_equipment_organization = {
	icon = GFX_idea_generic_infantry_equipment_manufacturer_2

	allowed = {
		NOT = { OR = { original_tag = GER tag = ENG tag = SOV tag = FRA tag = ITA tag = JAP tag = USA tag = BEL tag = CZE tag = HUN tag = YUG tag = ROM tag = MEX tag = TUR tag = EST } }
		NOT = {
			AND = {
				tag = POL
				OR = {
					has_dlc = "Poland: United and Ready"
					has_dlc = "No Step Back"
				}
			}
		}
		NOT = {
			AND = {
				OR = { tag = AST tag = CAN tag = RAJ }
				has_dlc = "Together for Victory"
			}
		}
		NOT = {
			AND = {
				OR = {
					is_literally_china = yes
					tag = MAN
				}
				has_dlc = "Waking the Tiger"
			}
		}
		NOT = {
			AND = {
				tag = HOL
				has_dlc = "Man the Guns"
			}
		}
		NOT = {
			AND = {
				OR = { tag = SPR tag = POR }
				has_dlc = "La Resistance"
			}
		}
		NOT = {
			AND = {
				OR = { tag = BUL tag = GRE }
				has_dlc = "Battle for the Bosporus"
			}
		}
		NOT = {
			AND = {
				OR = { tag = EST tag = LAT tag = LIT }
				has_dlc = "No Step Back"
			}
		}
		NOT = {
			AND = {
				OR = { tag = ETH tag = SWI }
				has_dlc = "By Blood Alone"
			}
		}
		NOT = {
			AND = {
				OR = { original_tag = FIN tag = NOR tag = DEN tag = SWE }
				has_dlc = "Arms Against Tyranny"
			}
		}
		NOT = {
			AND = {
				OR = {
					original_tag = BRA 
					original_tag = CHL
					original_tag = ARG
				}
				has_dlc = "Trial of Allegiance"
			}
		}

		NOT = {
			AND = {
				OR = {
					original_tag = AUS
					original_tag = COG
				}
				has_dlc = "Gotterdammerung"
				
			}
		}
	}

	equipment_type = {
		mio_cat_eq_all_infantry_weapons
	}
	research_categories = { infantry_weapons }

	

	tree_header_text = {
		text = mio_header_design_and_production
		x = 3
	}

	tree_header_text = {
		text = mio_header_anti_tank
		x = 8
	}

	initial_trait = {
		name = generic_mio_initial_trait_infantry_manufacturer

		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}

		production_bonus = {
			production_efficiency_cap_factor = 0.03
		}

		equipment_bonus = {
			soft_attack = 0.03
		}
	}

	trait = {
		token = generic_mio_trait_drum_pattern_sights
		name = generic_mio_trait_drum_pattern_sights
		icon = GFX_generic_mio_trait_icon_defense

		position = { x=1 y=0 }

		equipment_bonus = {
			defense = 0.035
		}
	}

	trait = {
		token = generic_mio_trait_reinforced_stocks
		name = generic_mio_trait_reinforced_stocks
		icon = GFX_generic_mio_trait_icon_reliability

		position = { x=4 y=0 }
		relative_position_id = generic_mio_trait_drum_pattern_sights

		equipment_bonus = {
			soft_attack = 0.025
			reliability = 0.03
		}
	}

	trait = {
		token = generic_mio_trait_bolt_action
		name = generic_mio_trait_bolt_action
		icon = GFX_generic_mio_department_icon_infantry_line_efficiency

		position = { x=-1 y=2 }
		relative_position_id = generic_mio_trait_reinforced_stocks

		all_parents = { generic_mio_trait_reinforced_stocks }

		mutually_exclusive = { generic_mio_trait_semi_auto }

		equipment_bonus = {
			soft_attack = -0.03
		}

		production_bonus = {
			production_efficiency_gain_factor = 0.05
		}
	}

	trait = {
		token = generic_mio_trait_semi_auto
		name = generic_mio_trait_semi_auto
		icon = GFX_generic_mio_trait_icon_soft_attack

		position = { x=1 y=2 }
		relative_position_id = generic_mio_trait_reinforced_stocks

		all_parents = { generic_mio_trait_reinforced_stocks }

		mutually_exclusive = { generic_mio_trait_bolt_action }

		equipment_bonus = {
			soft_attack = 0.03
			breakthrough = 0.03
		}

		production_bonus = {
			production_efficiency_gain_factor = -0.05
		}
	}

	trait = {
		token = generic_mio_trait_medium_machineguns
		name = generic_mio_trait_medium_machineguns
		icon = GFX_generic_mio_trait_icon_breakthrough

		position = { x=1 y=2 }
		relative_position_id = generic_mio_trait_bolt_action

		any_parent = { generic_mio_trait_semi_auto generic_mio_trait_bolt_action }
		
		equipment_bonus = {
			breakthrough = 0.06
			build_cost_ic = 0.08
		}
	}

	trait = {
		token = generic_mio_trait_advanced_barrel_forging
		name = generic_mio_trait_advanced_barrel_forging
		icon = GFX_generic_mio_trait_icon_efficiency_gain

		position = { x=2 y=2 }
		relative_position_id = generic_mio_trait_drum_pattern_sights

		any_parent = { generic_mio_trait_reinforced_stocks generic_mio_trait_drum_pattern_sights }

		production_bonus = {
			production_efficiency_gain_factor = 0.03
		}
	}

	trait = {
		token = generic_mio_trait_mass_rifle_production
		name = generic_mio_trait_mass_rifle_production
		icon = GFX_generic_mio_department_icon_facilities

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_advanced_barrel_forging

		all_parents = { generic_mio_trait_advanced_barrel_forging }

		production_bonus = {
			production_efficiency_cap_factor = 0.03
			production_cost_factor = -0.03
		}

		organization_modifier = {
			military_industrial_organization_design_team_assign_cost = -0.3
		}
	}


	trait = {
		token = generic_mio_trait_quality_materials
		name = generic_mio_trait_quality_materials
		icon = GFX_generic_mio_trait_icon_reliability

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_drum_pattern_sights

		all_parents = { generic_mio_trait_drum_pattern_sights }

		equipment_bonus = {
			reliability = 0.05
		}

	}

	trait = {
		token = generic_mio_trait_improved_small_arms_bullet_design
		name = generic_mio_trait_improved_small_arms_bullet_design
		icon = GFX_generic_mio_trait_icon_soft_attack

		position = { x=-1 y=2 }
		relative_position_id = generic_mio_trait_quality_materials

		all_parents = { generic_mio_trait_quality_materials }

		mutually_exclusive = { generic_mio_trait_armor_piercing_rounds }

		equipment_bonus = {
			soft_attack = 0.05
			breakthrough = 0.03
		}
	}

	trait = {
		token = generic_mio_trait_armor_piercing_rounds
		name = generic_mio_trait_armor_piercing_rounds
		icon = GFX_generic_mio_trait_icon_ap_attack

		position = { x=1 y=2 }
		relative_position_id = generic_mio_trait_quality_materials

		all_parents = { generic_mio_trait_quality_materials }
		
		mutually_exclusive = { generic_mio_trait_improved_small_arms_bullet_design }

		equipment_bonus = {
			ap_attack = 0.25
			hard_attack = 0.05
		}
	}

	trait = {
		token = generic_mio_trait_heavy_anti_armor_ammunition
		name = generic_mio_trait_heavy_anti_armor_ammunition
		icon = GFX_generic_mio_trait_icon_ap_attack

		position = { x=3 y=0 }
		relative_position_id = generic_mio_trait_reinforced_stocks

		equipment_bonus = {
			hard_attack = 0.1
			ap_attack = 0.25
		}
	}

	trait = {
		token = generic_mio_trait_vehicle_mounted_capabilities
		name = generic_mio_trait_vehicle_mounted_capabilities
		icon = GFX_generic_mio_trait_icon_breakthrough

		position = { x=-1 y=2 }
		relative_position_id = generic_mio_trait_heavy_anti_armor_ammunition

		all_parents = { generic_mio_trait_heavy_anti_armor_ammunition }
		
		mutually_exclusive = { generic_mio_trait_rubber_cushioned_buttpad }

		equipment_bonus = {
			breakthrough = 0.06
			build_cost_ic = 0.05
		}
	}

	trait = {
		token = generic_mio_trait_rubber_cushioned_buttpad
		name = generic_mio_trait_rubber_cushioned_buttpad
		icon = GFX_generic_mio_trait_icon_breakthrough

		position = { x=1 y=2 }
		relative_position_id = generic_mio_trait_heavy_anti_armor_ammunition

		all_parents = { generic_mio_trait_heavy_anti_armor_ammunition }
		
		mutually_exclusive = { generic_mio_trait_vehicle_mounted_capabilities }

		equipment_bonus = {
			breakthrough = 0.02
		}
	}

	trait = {
		token = generic_mio_trait_anti_vechicle_land_mines
		name = generic_mio_trait_anti_vechicle_land_mines
		icon = GFX_generic_mio_department_icon_infantry_quality

		position = { x=1 y=2 }
		relative_position_id = generic_mio_trait_vehicle_mounted_capabilities

		any_parent = { generic_mio_trait_rubber_cushioned_buttpad generic_mio_trait_vehicle_mounted_capabilities }

		equipment_bonus = {
			defense = 0.04
			hard_attack = 0.03
			build_cost_ic = 0.05

		}
	}

}


###################################
######## Support Equipment ########
###################################

generic_support_equipment_organization = {
	icon = GFX_idea_generic_infantry_equipment_manufacturer_1

	allowed = {
		always = no # Archetype only - countries using it have their own verisons
	}

	equipment_type = { mio_cat_eq_all_infantry_weapons support_equipment }
	research_categories = { infantry_weapons support_tech }

	

	tree_header_text = {
		text = mio_header_support
		x = 1
	}

	tree_header_text = {
		text = mio_header_weapons
		x = 6.5
	}

	
	initial_trait = {
		name = generic_mio_initial_trait_support_equipment_manufacturer

		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}

	trait = {
		token = generic_mio_trait_material_recycling
		name = generic_mio_trait_material_recycling
		icon = GFX_generic_mio_department_icon_support_materials
		
		position = { x=1 y=0 }
		
		limit_to_equipment_type = { support_equipment }
		
		production_bonus = {
			production_resource_need_factor = -0.15
		}
	}

	trait = {
		token = generic_mio_trait_scrap_melting
		name = generic_mio_trait_scrap_melting
		icon = GFX_generic_mio_trait_icon_resources
		
		position = { x=-1 y=1 }
		relative_position_id = generic_mio_trait_material_recycling
		
		all_parents = { generic_mio_trait_material_recycling }
		
		mutually_exclusive = { generic_mio_trait_high_quality_material_blend }
		
		limit_to_equipment_type = { support_equipment }
		
		equipment_bonus = {
			reliability = -0.1
		}

		production_bonus = {
			production_resource_need_factor = -0.1
		}
	}

	trait = {
		token = generic_mio_trait_high_quality_material_blend
		name = generic_mio_trait_high_quality_material_blend
		icon = GFX_generic_mio_trait_icon_efficiency_cap
		
		position = { x=1 y=1 }
		relative_position_id = generic_mio_trait_material_recycling
		
		all_parents = { generic_mio_trait_material_recycling }
		
		mutually_exclusive = { generic_mio_trait_scrap_melting }
		
		limit_to_equipment_type = { support_equipment }
		
		production_bonus = {
			production_efficiency_cap_factor = 0.05
			production_resource_need_factor = 0.1
		}
	}

	trait = {
		token = generic_mio_trait_mass_production
		name = generic_mio_trait_mass_production
		icon = GFX_generic_mio_trait_icon_efficiency_gain
		
		position = { x=-1 y=2 }
		relative_position_id = generic_mio_trait_high_quality_material_blend
		
		any_parent = { generic_mio_trait_high_quality_material_blend generic_mio_trait_scrap_melting }
		
		limit_to_equipment_type = { support_equipment }

		production_bonus = {
			production_efficiency_gain_factor = 0.05
		}
	}

	trait = {
		token = generic_mio_trait_research_program
		name = generic_mio_trait_research_program
		icon = GFX_generic_mio_department_icon_facilities
		
		position = { x=-1 y=1 }
		relative_position_id = generic_mio_trait_mass_production
		
		all_parents = { generic_mio_trait_mass_production }
		
		mutually_exclusive = { generic_mio_trait_efficient_scale_up }
		
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.06
		}
	}

	trait = {
		token = generic_mio_trait_efficient_scale_up
		name = generic_mio_trait_efficient_scale_up
		icon = GFX_generic_mio_department_icon_support_production
		
		position = { x=2 y=0 }
		relative_position_id = generic_mio_trait_research_program
		
		all_parents = { generic_mio_trait_mass_production }

		mutually_exclusive = { generic_mio_trait_research_program }
		
		limit_to_equipment_type = { support_equipment }

		production_bonus = {
			production_capacity_factor = 0.05
		}
	}

	trait = {
		token = generic_mio_trait_private_scientists_program
		name = generic_mio_trait_private_scientists_program
		icon = GFX_generic_mio_department_icon_facilities		
		
		position = { x=4 y=0 }
		relative_position_id = generic_mio_trait_material_recycling

		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}


	trait = {
		token = generic_mio_trait_private_tenders
		name = generic_mio_trait_private_tenders
		icon = GFX_generic_mio_department_icon_facilities
		
		position = { x=0 y=1 }
		relative_position_id = generic_mio_trait_private_scientists_program
		
		all_parents = { generic_mio_trait_private_scientists_program }

		organization_modifier = {
			military_industrial_organization_funds_gain = 0.1
		}
	}

	trait = {
		token = generic_mio_trait_anti_tank_rifle #elephant gun
		name = generic_mio_trait_anti_tank_rifle
		icon = GFX_generic_mio_trait_icon_ap_attack
		
		position = { x=3 y=0 }
		relative_position_id = generic_mio_trait_private_scientists_program
		
		limit_to_equipment_type = { mio_cat_eq_all_infantry_weapons }

		equipment_bonus = {
			ap_attack = 0.1
		}
	}

	trait = {
		token = generic_mio_trait_single_shot_man_portable_anti_tank_system #Bazooka boom tank ded
		name = generic_mio_trait_single_shot_man_portable_anti_tank_system
		icon = GFX_generic_mio_trait_icon_soft_attack
		
		position = { x=0 y=4 }
		relative_position_id = generic_mio_trait_anti_tank_rifle
		
		all_parents = { generic_mio_trait_anti_tank_rifle }
		
		mutually_exclusive = { generic_mio_trait_light_mortar }
		
		limit_to_equipment_type = { mio_cat_eq_all_infantry_weapons }

		equipment_bonus = {
			hard_attack = 0.1
			build_cost_ic = 0.05
		}
	}

	trait = {
		token = generic_mio_trait_small_sidearms
		name = generic_mio_trait_small_sidearms
		icon = GFX_generic_mio_trait_icon_defense
		
		position = { x=1 y=2 }
		relative_position_id = generic_mio_trait_private_tenders
		
		all_parents = { generic_mio_trait_private_tenders }
		
		limit_to_equipment_type = { mio_cat_eq_all_infantry_weapons }

		equipment_bonus = {
			defense = 0.02
		}
	}

	trait = {
		token = generic_mio_trait_light_mortar
		name = generic_mio_trait_light_mortar
		icon = GFX_generic_mio_trait_icon_breakthrough
		
		position = { x=0 y=1 }
		relative_position_id = generic_mio_trait_small_sidearms
		
		all_parents = { generic_mio_trait_small_sidearms }

		mutually_exclusive = { generic_mio_trait_single_shot_man_portable_anti_tank_system }

		limit_to_equipment_type = { mio_cat_eq_all_infantry_weapons }

		equipment_bonus = {
			breakthrough = 0.05
			soft_attack = 0.02
			build_cost_ic = 0.06
		}
	}


	trait = {
		token = generic_mio_trait_pontoons
		name = generic_mio_trait_pontoons
		icon = GFX_generic_mio_trait_icon_maximum_speed
		
		position = { x=-1 y=1 }
		relative_position_id = generic_mio_trait_private_tenders
		
		all_parents = { generic_mio_trait_private_tenders }

		limit_to_equipment_type = { mio_cat_eq_all_infantry_weapons}

		equipment_bonus = {
			maximum_speed = 0.05
			build_cost_ic = 0.035
		}
	}
}