# 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_army
			category_front_line
			category_all_infantry
			category_light_infantry
			category_infantry_and_bicycle
		}
		
		##COMBAT stats
		soft_attack = -0.19
		hard_attack = -0.19
		air_attack = -0.19
		defense = -0.19
		breakthrough = -0.28 # Too heavy to breakthrough
		combat_width = 2.0
		
		#Size Definitions
		max_strength = 27.1
		max_organisation = 64
		default_morale = 0.3
		manpower = 1000

		#Misc Abilities
		maximum_speed = -0.1
		training_time = 90
		suppression = 1.98
		weight = 0.865
		
		supply_consumption = 0.01
	
		transport = infantry_equipment

		essential = {
			infantry_equipment
			support_weapon
		}

		need = {
			infantry_equipment = 81
			support_weapon = 36
		}

		forest = {
			attack = 0.00
			defence = 0.00
			movement = 0.00
		}
		jungle = {
			attack = 0.00
			defence = 0.00
			movement = -0.10
		}
		hills = {
			attack = 0.00
			defence = 0.00
			movement = -0.05
		}
		mountain = {
			attack = 0.00
			defence = 0.00
			movement = -0.25
		}
		urban = {
			attack = 0.00
			defence = 0.00
			movement = 0.10
		}
		marsh = {
			attack = 0.00
			defence = 0.00
			movement = -0.35
		}
		desert = {
			attack = 0.00
			defence = 0.00
			movement = -0.20
		}
		river = {
			movement = -0.05
		}
	}
	infantry_l = {
		abbreviation = "INF"
		sprite = infantry
		map_icon_category = infantry
		
		priority = 500
		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 stats
		soft_attack = 0.08
		hard_attack = 0.08
		air_attack = 0.08
		defense = 0.08
		breakthrough = 0.08
		combat_width = 2.0
		
		#Size Definitions
		max_strength = 33.4
		max_organisation = 64
		default_morale = 0.3
		manpower = 1000

		#Misc Abilities
		training_time = 60
		suppression = 2.16
		weight = 0.64
		
		supply_consumption = 0.012
	
		#transport = infantry_equipment

		need = {
			infantry_equipment = 108
		}

		urban = { # Light Infantry
			movement = 0.15
		}
	
	}

	infantry_cav = {
		abbreviation = "INF"
		sprite = cavalry
		map_icon_category = other
		priority = 700
		ai_priority = 200
		active = no
		cavalry = yes

		type = { infantry }
		
		group = mobile
		
		categories = {
			category_front_line
			category_army
			category_mounted_inf
			category_all_infantry
			category_infantry_and_bicycle
		}

		##COMBAT stats
		soft_attack = -0.19
		hard_attack = -0.19
		air_attack = -0.19
		defense = -0.19
		breakthrough = -0.19
		combat_width = 2.0
		
		#Size Definitions
		max_strength = 27.3
		max_organisation = 56
		default_morale = 0.3
		manpower = 1200

		#Misc Abilities
		maximum_speed = 0.5
		training_time = 120
		suppression = 1.98
		weight = 0.885
		
		supply_consumption = 0.012
		own_equipment_fuel_consumption_mult = 0.6 # Semi-Mot are cheap to run
	
		transport = infantry_equipment

		essential = {
			infantry_equipment
			support_weapon
		}
		need = {
			infantry_equipment = 81
			support_weapon = 36
			support_equipment = 9
		}

		forest = {
			attack = 0.00
			defence = 0.00
			movement = -0.15
		}
		jungle = {
			attack = 0.00
			defence = 0.00
			movement = -0.55
		}
		hills = {
			attack = 0.00
			defence = 0.00
			movement = -0.10
		}
		mountain = {
			attack = 0.00
			defence = 0.00
			movement = -0.35
		}
		urban = {
			attack = 0.00
			defence = 0.00
			movement = 0.10
		}
		marsh = {
			attack = 0.00
			defence = 0.00
			movement = -0.65
		}
		desert = {
			attack = 0.00
			defence = 0.00
			movement = -0.25
		}
		river = {
			movement = -0.10
		}
	}
	infantry_mot = {
		abbreviation = "INF"
		sprite = infantry
		map_icon_category = infantry
		
		priority = 625
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		group = mobile
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_infantry_and_bicycle
		}
		
		##COMBAT stats
		soft_attack = -0.19
		hard_attack = -0.19
		air_attack = -0.19
		defense = -0.19
		breakthrough = -0.19
		combat_width = 2.0
		
		#Size Definitions
		max_strength = 27.1
		max_organisation = 64
		default_morale = 0.35
		manpower = 1000

		#Misc Abilities
		maximum_speed = 0.10
		training_time = 90
		suppression = 1.98
		weight = 1.465
		
		supply_consumption = 0.01
		own_equipment_fuel_consumption_mult = 0.4 # Semi-Mot are cheap to run
	
		transport = infantry_equipment

		essential = {
			infantry_equipment
			support_weapon
		}

		need = {
			infantry_equipment = 81
			support_weapon = 36
			motorized_equipment = 12
		}

		forest = {
			attack = 0.00
			defence = 0.00
			movement = -0.10
		}
		jungle = {
			attack = 0.00
			defence = 0.00
			movement = -0.425
		}
		hills = {
			attack = 0.00
			defence = 0.00
			movement = -0.10
		}
		mountain = {
			attack = 0.00
			defence = 0.00
			movement = -0.50
		}
		urban = {
			attack = 0.00
			defence = 0.00
			movement = 0.10
		}
		marsh = {
			attack = 0.00
			defence = 0.00
			movement = -0.60
		}
		desert = {
			attack = 0.00
			defence = 0.00
			movement = -0.25
		}
		river = {
			movement = -0.10
		}
	}

	# Soviet
	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
			category_infantry_and_bicycle
		}
		
		##COMBAT stats
		soft_attack = -0.1
		hard_attack = -0.1
		air_attack = -0.1
		defense = -0.1
		breakthrough = -0.1
		combat_width = 2.0
		
		#Size Definitions
		max_strength = 30 #25 (HP)
		max_organisation = 72 #60 -> Lower HP but higher Org: They should keep fighting longer
		default_morale = 0.4 #0.3 (Recovery) -> Easy to get more punishees
		manpower = 850 #1000 -> Usually no more than 850

		#Misc Abilities
		training_time = 30 #90 -> Already trained
		suppression = 0.51 #1.5 -> Not for suppression roles
		maximum_speed = -0.05
		weight = 0.67
		
		supply_consumption = 0.01 #0.07 -> Don't need that much supply, and they have lower HP
	
		transport = infantry_equipment

		need = {
			infantry_equipment = 90 #100 -> Same ratio as regular Infantry	
			support_weapon = 32		
		}
		
		forest = {
			attack = 0.00
			defence = 0.00
			movement = 0.00
		}
		jungle = {
			attack = 0.00
			defence = 0.00
			movement = -0.10
		}
		hills = {
			attack = 0.00
			defence = 0.00
			movement = -0.05
		}
		mountain = {
			attack = 0.00
			defence = 0.00
			movement = -0.25
		}
		urban = {
			attack = 0.00
			defence = 0.00
			movement = 0.10
		}
		marsh = {
			attack = 0.00
			defence = 0.00
			movement = -0.35
		}
		desert = {
			attack = 0.00
			defence = 0.00
			movement = -0.20
		}
		river = {
			movement = -0.05
		}
	}
	
	# Fake
	fake_intel_unit = {
		sprite = infantry
		map_icon_category = infantry
		
		priority = 0
		ai_priority = 0
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
		}
		
		combat_width = 1
		
		#Size Definitions
		max_strength = 1
		max_organisation = 100
		default_morale = 0.3
		manpower = 0

		#Misc Abilities
		training_time = 90
		suppression = 1
		weight = 0.01
		
		supply_consumption = 0.0
	
		need = {
			infantry_equipment = 1
		}
	}

	# Unused
	infantry_h = {
		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 stats
		soft_attack = 0.08
		hard_attack = 0.08
		air_attack = -0.19
		defense = 0.08
		breakthrough = -0.19 # Too heavy to breakthrough
		combat_width = 2.0
		
		#Size Definitions
		max_strength = 27
		max_organisation = 64
		default_morale = 0.3
		manpower = 1000

		#Misc Abilities
		maximum_speed = -0.2
		training_time = 90
		suppression = 1.53
		weight = 0.765
		
		supply_consumption = 0.11
	
		transport = infantry_equipment

		essential = {
			infantry_equipment
			support_weapon
		}

		need = {
			infantry_equipment = 81
			support_weapon = 72
		}

		forest = {
			attack = 0.00
			defence = 0.00
			movement = 0.00
		}
		jungle = {
			attack = 0.00
			defence = 0.00
			movement = -0.10
		}
		hills = {
			attack = 0.00
			defence = 0.00
			movement = -0.05
		}
		mountain = {
			attack = 0.00
			defence = 0.00
			movement = -0.25
		}
		urban = {
			attack = 0.00
			defence = 0.00
			movement = 0.10
		}
		marsh = {
			attack = 0.00
			defence = 0.00
			movement = -0.35
		}
		desert = {
			attack = 0.00
			defence = 0.00
			movement = -0.20
		}
		river = {
			movement = -0.05
		}
	}
}
