sub_units = {
	engineer = {
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no

		type = {
			infantry
			support
		}
		
		group = support
		
		categories = {
			category_front_line
			category_support_battalions
			category_army
			category_engineer
		}

	
		combat_width = 0
	
		#Size Definitions
		max_strength = 2
		max_organisation = 20
		default_morale = 0.3
		manpower = 300
		training_time = 120

		#Misc Abilities
		weight = 0.1
		supply_consumption = 0.02
		
		entrenchment  = 2

		battalion_mult = {
			category = category_all_infantry
			entrenchment = 0.20
			add = yes
		}
				
		defense = 0.1
		breakthrough = 0.5

		# Support nerfs to combat abilities
		soft_attack = -0.5

		essential = {
			support_equipment
		}

		need = {
			infantry_equipment = 10
			support_equipment = 30
		}

		can_be_parachuted = yes

		forest = {
			defence = 0.25
			movement = 0.05
		}

		hills = {
			defence = 0.1
		}

		jungle = {
			defence = 0.25
		}

		marsh = {
			defence = 0.25
			movement = 0.2
		}

		fort = {
			attack = 0.1
			defence = 0.25
		}

		river = {
			defence = 0.25
			movement = 0.25
		}

		amphibious = {
			attack = 0.25
		}
		
		same_support_type = engineer
		
	}
	
	engineer_battalion = {
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no

		type = {
			infantry
			support
		}
		
		group = support
		
		categories = {
			category_front_line
			category_support_battalions
			category_army
			category_engineer
		}

	
		combat_width = 0
	
		#Size Definitions
		max_strength = 7
		max_organisation = 25
		default_morale = 0.35
		manpower = 1000
		training_time = 120

		#Misc Abilities
		weight = 0.1
		supply_consumption = 0.1
		
		entrenchment  = 5
		
		battalion_mult = {
			category = category_all_infantry
			entrenchment = 0.20
			add = yes
		}

				
		defense = 0.1
		breakthrough = 0.5

		# Support nerfs to combat abilities
		soft_attack = -0.4

		essential = {
			support_equipment
		}

		need = {
			infantry_equipment = 30
			support_equipment = 100
		}

		can_be_parachuted = yes

		forest = {
			defence = 0.30
			movement = 0.1
		}

		hills = {
			defence = 0.15
		}

		jungle = {
			defence = 0.3
		}

		marsh = {
			defence = 0.3
			movement = 0.25
		}

		fort = {
			attack = 0.15
			defence = 0.3
		}

		river = {
			defence = 0.3
			movement = 0.3
		}

		amphibious = {
			attack = 0.3
		}
		
		same_support_type = engineer
		
	}
	
	combat_engineering_vehicles = {
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no

		type = {
			infantry
			support
		}
		
		group = support
		
		categories = {
			category_front_line
			category_support_battalions
			category_army
			category_all_armor
			category_engineer
		}

	
		combat_width = 0
	
		#Size Definitions
		max_strength = 2
		max_organisation = 20
		default_morale = 0.3
		manpower = 300
		training_time = 120

		#Misc Abilities
		weight = 0.1
		supply_consumption = 0.02
		
		entrenchment  = 4
		
		battalion_mult = {
			category = category_all_infantry
			entrenchment = 0.20
			add = yes
		}
		battalion_mult = {
			category = category_all_armor
			entrenchment = 0.10
			add = yes
		}

				
		defense = 0.1
		breakthrough = 0.75



		essential = {
			support_equipment
			support_afv_equipment
			infantry_equipment
		}
		
		need = {
			infantry_equipment = 15
			support_equipment = 5
			support_afv_equipment = 20
		}

		can_be_parachuted = no

		forest = {
			attack = 0.1
			defence = 0.1
			movement = 0.1
		}

		hills = {
			attack = 0.1
			defence = 0.1
			movement = 0.1
		}

		jungle = {
			attack 0.1
			defence = 0.1
			movement = 0.1
		}

		marsh = {
			attack = 0.1
			defence = 0.1
			movement = 0.1
		}

		fort = {
			attack = 0.5
			defence = 0.25
		}

		river = {
			attack = 0.35
			defence = 0.25
			movement = 0.35
		}

		amphibious = {
			attack = 0.15
		}
		urban = {
			attack = 0.30
			defence = 0.15
			movement = 0.15
		}
		
		same_support_type = engineer
	}

	pioneer_support = {
		abbreviation = "PIO"
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no

		type = {
			infantry
			support
		}
		
		group = support
		
		categories = {
			category_front_line
			category_support_battalions
			category_army
			category_marines
			category_engineer
			category_special_forces
		}

	
		combat_width = 0
	
		#Size Definitions
		max_strength = 2
		max_organisation = 20
		default_morale = 0.3
		manpower = 300
		training_time = 120

		#Misc Abilities
		weight = 0.1
		supply_consumption = 0.02

		
		entrenchment = 2.5
		defense = 0.1
		breakthrough = 0.5
		
		battalion_mult = {
			category = category_all_infantry
			entrenchment = 0.05
			add = yes
		}
		
		battalion_mult = {
			category = category_marines
			breakthrough = 0.15
		}

		# Support nerfs to combat abilities
		soft_attack = -0.5

		essential = {
			support_equipment
		}

		need = {
			infantry_equipment = 10
			support_equipment = 40
		}

		can_be_parachuted = yes

		marsh = {
			attack = 0.10
			defence = 0.20
			movement = 0.2
		}

		fort = {
			attack = 0.15
			defence = 0.20
		}

		river = {
			attack = 0.10
			defence = 0.20
			movement = 0.25
		}
		
		amphibious = {
			attack = 0.25
		}
		
		same_support_type = engineer
		
	}
	
	jungle_pioneers_support = { #ToA support for jungle/rainforest terrain
		abbreviation = "JLS"
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no

		type = {
			infantry
			support
		}
		
		group = support
		
		categories = {
			category_support_battalions
			category_army
			category_engineer
		}

	
		combat_width = 0
	
		#Size Definitions
		max_strength = 1
		max_organisation = 30
		default_morale = 0.3
		manpower = 500
		training_time = 120

		#Misc Abilities
		weight = 0.1
		supply_consumption = 0.1
		can_be_parachuted = yes
		acclimatization_hot_climate_gain_factor = 3

		# Support nerfs to combat abilities
		
		entrenchment = 2
		breakthrough = 0.3
		defense = 0.05
		
		essential = {
			infantry_equipment
			support_equipment
		}

		need = {
			infantry_equipment = 10
			support_equipment = 40
		}
		
		forest = {
			attack = 0.1
			defence = 0.05
			movement = 0.3
		}
		
		jungle = {
			attack = 0.1
			defence = 0.2
			movement = 0.3
		}

		river = {
			attack = 0.1
			defence = 0.25
			movement = 0.25
		}


		same_support_type = engineer
	}
}
