sub_units = {
	engineer = {
		abbreviation = "ENG"
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no

		type = {
			infantry
			support
			flame
		}
		
		group = support
		
		categories = {
			category_all_engineer
			category_support_battalions
			category_army
		}
		battalion_mult = {
			category = category_infatry_heavy_weapons
			defense = 0.20
		}

		##COMBAT stats
		soft_attack = -0.64
		hard_attack = -0.46
		air_attack = -0.64
		defense = -0.46
		breakthrough = -0.46
		combat_width = 0.0
	
		#Size Definitions
		max_strength = 5
		max_organisation = 24
		default_morale = 0.15
		manpower = 300
		training_time = 120

		#Misc Abilities
		weight = 0.1
		supply_consumption = 0.02
		
		entrenchment  = 3

		maximum_speed = 0.6

		essential = {
			support_equipment
		}

		need = {
			infantry_equipment = 12
			support_equipment = 24
		}

		can_be_parachuted = yes

		plains = {
			defence = 0.05
			movement = 0.05
		}
		forest = {
			attack = 0.05
			defence = 0.05
			movement = 0.05
		}
		jungle = {
			attack = 0.10
			defence = 0.05
			movement = 0.15
		}
		hills = {
			defence = 0.05
			movement = 0.05
		}
		mountain = {
			defence = 0.05
			movement = 0.10
		}
		urban = {
			defence = 0.10
			movement = 0.05
		}
		marsh = {
			defence = 0.10
			movement = 0.15
		}
		desert = {
			defence = 0.05
			movement = 0.10
		}
		river = {
			attack = 0.12
			movement = 0.25
		}
		amphibious = {
			attack = 0.08
			movement = 0.15
		}
		fort = {
			attack = 0.12
			defence = 0.05
		}

		same_support_type = engineer
	}
	pioneer_support = {
		abbreviation = "PIO"
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no

		type = {
			infantry
			support
			flame
		}
		
		group = support
		
		categories = {
			category_front_line
			category_all_engineer
			category_support_battalions
			category_army
			category_marines
		}
		battalion_mult = { # Strengthen Marins
			category = category_marines
			defense = 0.1
		}

		##COMBAT stats
		soft_attack = -0.64
		hard_attack = -0.46
		air_attack = -0.64
		defense = -0.46
		breakthrough = -0.46
		combat_width = 0.0
	
		#Size Definitions
		max_strength = 5
		max_organisation = 24
		default_morale = 0.15
		manpower = 300
		training_time = 120

		#Misc Abilities
		weight = 0.1
		supply_consumption = 0.02
		
		entrenchment  = 3

		maximum_speed = 0.6

		essential = {
			support_equipment
		}

		need = {
			infantry_equipment = 12
			support_equipment = 24
		}

		can_be_parachuted = yes

		plains = {
			defence = 0.05
			movement = 0.05
		}
		forest = {
			attack = 0.05
			defence = 0.05
			movement = 0.05
		}
		jungle = {
			attack = 0.10
			defence = 0.05
			movement = 0.15
		}
		hills = {
			defence = 0.05
			movement = 0.05
		}
		mountain = {
			defence = 0.05
			movement = 0.10
		}
		urban = {
			defence = 0.10
			movement = 0.05
		}
		marsh = {
			defence = 0.10
			movement = 0.15
		}
		desert = {
			defence = 0.05
			movement = 0.10
		}
		river = {
			attack = 0.12
			movement = 0.25
		}
		amphibious = {
			attack = 0.08
			movement = 0.15
		}
		fort = {
			attack = 0.12
			defence = 0.05
		}

		same_support_type = engineer
	}

	engineer_motorized = {
		abbreviation = "ENG"
		sprite = motorized
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no

		type = {
			motorized
			support
			flame
		}
		
		group = support
		
		categories = {
			category_all_engineer
			category_support_battalions
			category_army
		}
		battalion_mult = {
			category = category_infatry_heavy_weapons
			defense = 0.25
		}

		##COMBAT stats
		soft_attack = -0.64
		hard_attack = -0.46
		air_attack = -0.64
		defense = -0.46
		breakthrough = -0.46
		combat_width = 0.0
	
		#Size Definitions
		max_strength = 8
		max_organisation = 24
		default_morale = 0.20
		manpower = 300
		training_time = 120

		#Misc Abilities
		weight = 0.1
		supply_consumption = 0.02
		
		entrenchment  = 4

		maximum_speed = 0.1

		transport = motorized_equipment

		essential = {
			support_equipment
		}

		need = {
			infantry_equipment = 12
			support_equipment = 24
			motorized_equipment = 36
		}

		can_be_parachuted = yes

		plains = {
			defence = 0.05
			movement = 0.05
		}
		forest = {
			attack = 0.05
			defence = 0.05
			movement = 0.05
		}
		jungle = {
			attack = 0.10
			defence = 0.05
			movement = 0.10
		}
		hills = {
			defence = 0.05
			movement = 0.05
		}
		mountain = {
			defence = 0.05
			movement = 0.05
		}
		urban = {
			defence = 0.10
			movement = 0.10
		}
		marsh = {
			defence = 0.10
			movement = 0.15
		}
		desert = {
			defence = 0.05
			movement = 0.10
		}
		river = {
			attack = 0.12
			movement = 0.25
		}
		amphibious = {
			attack = 0.08
			movement = 0.15
		}
		fort = {
			attack = 0.12
			defence = 0.05
		}

		same_support_type = engineer
	}

	engineer_fortress = {
		abbreviation = "ENG"
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no

		type = {
			infantry
			support
		}
		
		group = support
		
		categories = {
			category_all_engineer
			category_support_battalions
			category_army
		}
		battalion_mult = {
			category = category_front_line
			defense = 0.3
		}

		##COMBAT stats
		soft_attack = -1.0
		hard_attack = -1.0
		air_attack = -1.0
		defense = -1.0
		breakthrough = -1.0
		combat_width = 0.0
	
		#Size Definitions
		max_strength = 4
		max_organisation = 0
		default_morale = 0
		manpower = 100
		training_time = 120

		#Misc Abilities
		weight = 1
		supply_consumption = 0.02
		
		entrenchment  = 8

		maximum_speed = -0.9

		need = {
			support_equipment = 36
		}

		plains = {
			defence = 0.15
		}
		forest = {
			defence = 0.05
		}
		hills = {
			defence = 0.05
		}
		mountain = {
			defence = 0.10
		}
		river = {
			defence = 0.05
			movement = -0.80
		}
		amphibious = {
			defence = 0.05
			movement = -1.00
		}
		fort = {
			defence = 0.40
		}
	}
}
