# options for map_icon_category:
# For land units: infantry,armored,other
# For sea units: ship,transport,uboat

sub_units = {

	infantry = {
		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
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 25
		max_organisation = 60
		default_morale = 0.3
		manpower = 1000

		#Misc Abilities
		training_time = 90
		suppression = 1.5
		weight = 0.5
		
		supply_consumption = 0.07
	
		need = {
			infantry_equipment = 100
		}
	}

	bicycle_battalion = {
		sprite = bicycle
		map_icon_category = infantry
		
		priority = 600
		ai_priority = 150
		active = yes

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 25
		max_organisation = 60
		default_morale = 0.3
		maximum_speed = 0.6
		manpower = 1000

		#Misc Abilities
		training_time = 90
		suppression = 2
		weight = 0.5
		
		supply_consumption = 0.07
	
		need = {
			infantry_equipment = 100
			support_equipment = 10			
		}

		forest = {
			movement = 0.00
		}
		hills = {
			movement = 0.1
		}
		mountain = {
			movement = 0.05
		}
		marsh = {
			movement = 0.05
		}
		plains = {
			movement = 0.2
		}
		urban = {
			movement = 0.2
		}
		desert = {
			movement = 0.05
		}
		river = {
			movement = -0.05
		}
		amphibious = {
			movement = -0.05
		}
	}

	shock = {
		sprite = infantry
		map_icon_category = infantry
		special_forces = yes
		shocks = yes
		
		priority = 601
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_special_forces
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 20
		max_organisation = 70
		default_morale = 0.4
		manpower = 1000

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.5
		supply_consumption = 0.06
		breakthrough = 0.3
	
		need = {
			infantry_equipment = 150
		}

		plains = {
			attack = 0.3
		}
		forest = {
			attack = 0.1	
		}
		urban = {
			attack = 0.3
		}
	}
	
	marine = {
		sprite = infantry
		map_icon_category = infantry
		special_forces = yes
		marines = yes
		
		priority = 601
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_special_forces
			category_marines
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 20
		max_organisation = 70
		default_morale = 0.4
		manpower = 1000

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.5
		supply_consumption = 0.06
		breakthrough = 0.3
	
		need = {
			infantry_equipment = 150
			support_equipment = 10
		}


		river = {
			attack = 0.3
		}
		amphibious = {
			attack = 0.5
		}
	}
	
	marine_commando  = {
		abbreviation = "MRC"
		sprite = infantry
		map_icon_category = infantry
		special_forces = yes
		marines = yes
		can_exfiltrate_from_coast = yes
		
		priority = 601
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_special_forces
			category_marines
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 20
		max_organisation = 70
		default_morale = 0.4
		manpower = 1000

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.5
		supply_consumption = 0.05
		breakthrough = 0.3
	
		need = {
			infantry_equipment = 150
			support_equipment = 15
		}

		marsh = {
			attack = 0.3
		}
		river = {
			attack = 0.3
		}
		amphibious = {
			attack = 0.5
		}
	}
	
	mountaineers = {
		sprite = infantry
		map_icon_category = infantry
		special_forces = yes
		mountaineers = yes

		priority = 601
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_special_forces
			category_mountaineers
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 20
		max_organisation = 70
		default_morale = 0.4
		manpower = 1000

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.5
		
		supply_consumption = 0.07
		breakthrough = 0.3
	
		need = {
			infantry_equipment = 140
			support_equipment = 10
		}

		hills = {
			attack = 0.2
			defence = 0.05
			movement = 0.1
		}
		mountain = {
			attack = 0.35
			defence = 0.1
			movement = 0.2
		}
	}
	
	mountaineers_mech = {
		sprite = infantry
		map_icon_category = infantry
		special_forces = yes
		mountaineers = yes

		priority = 601
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		group = mobile
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_special_forces
			category_mountaineers
			category_mechanized
		}
		
		combat_width = 2
		transport = mechanized_equipment
		
		#Size Definitions
		max_strength = 20
		max_organisation = 70
		default_morale = 0.4
		manpower = 1000

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.5
		
		supply_consumption = 0.07
		breakthrough = 0.3
	
		need = {
			mechanized_equipment = 50
			infantry_equipment = 140
			support_equipment = 20
		}

		hills = {
			attack = 0.2
			defence = 0.05
			movement = 0.1
		}
		mountain = {
			attack = 0.3
			defence = 0.1
			movement = 0.2
		}		
		forest = {
			attack = -0.2
		}
		jungle = {
			attack = -0.3
		}
		marsh = {
			attack = -0.1
		}
		urban = {
			attack = -0.2
			defence = -0.05
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.4
		}
	}
	
	mountaineers_ifv = {
		sprite = infantry
		map_icon_category = infantry
		special_forces = yes
		mountaineers = yes

		priority = 601
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		group = mobile
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_special_forces
			category_mountaineers
			category_mechanized
		}
		
		combat_width = 2
		transport = ifv_equipment
		
		#Size Definitions
		max_strength = 20
		max_organisation = 70
		default_morale = 0.4
		manpower = 1000

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.5
		
		supply_consumption = 0.07
		breakthrough = 0.3
	
		need = {
			ifv_equipment = 70
			infantry_equipment = 140
			support_equipment = 20
		}

		hills = {
			attack = 0.2
			defence = 0.05
			movement = 0.1
		}
		mountain = {
			attack = 0.3
			defence = 0.1
			movement = 0.2
		}		
		forest = {
			attack = -0.2
		}
		jungle = {
			attack = -0.3
		}
		marsh = {
			attack = -0.1
		}
		urban = {
			attack = -0.2
			defence = -0.05
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.4
		}
	}

	deserti = {
		sprite = infantry
		map_icon_category = infantry
		special_forces = yes
		desertis = yes

		priority = 601
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_special_forces
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 20
		max_organisation = 70
		default_morale = 0.4
		manpower = 1000

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.5
		
		supply_consumption = 0.07
		breakthrough = 0.3
	
		need = {
			infantry_equipment = 140
			support_equipment = 10
		}

		desert = {
			attack = 0.35
			defence = 0.1
			movement = 0.2
		}
	}

	foresti = {
		sprite = infantry
		map_icon_category = infantry
		special_forces = yes
		foresti = yes

		priority = 601
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_special_forces
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 20
		max_organisation = 70
		default_morale = 0.4
		manpower = 1000

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.5
		
		supply_consumption = 0.07
		breakthrough = 0.3
	
		need = {
			infantry_equipment = 140
			support_equipment = 10
		}


	}

	paratrooper = {
		sprite = infantry
		map_icon_category = infantry
		special_forces = yes

		priority = 2
		ai_priority = 2
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_special_forces
			category_paratroopers
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 22
		max_organisation = 70
		default_morale = 0.4
		manpower = 1000

		#Misc Abilities
		training_time = 150
		suppression = 1
		weight = 0.5
		supply_consumption = 0.06

		can_be_parachuted = yes
	
		need = {
			infantry_equipment = 130
			support_equipment = 10
		}
	}

	commando = {
		sprite = infantry
		map_icon_category = infantry
		special_forces = yes
		commandos=yes
		affects_speed = no

		priority = 2
		ai_priority = 2
		active = no

		type = {
			infantry
			support
		}
		
		group = support
		
		categories = {
			category_support_battalions
			category_light_infantry
			category_all_infantry
			category_army
			category_special_forces
			category_paratroopers
		}
		
		combat_width = 0
		
		#Size Definitions
		max_strength = 20
		max_organisation = 80
		default_morale = 0.4
		manpower = 1000

		#Misc Abilities
		training_time = 180
		suppression = 1
		weight = 0.5
		supply_consumption = 0.06
		can_be_parachuted = yes
	
		need = {
			infantry_equipment = 300
			support_equipment = 30
		}

		hills = {
			attack = 0.2
			movement = 0.2
		}
		plains = {
			attack = 0.2
			movement = 0.2
		}
		forest = {
			attack = 0.2
			movement = 0.2
		}
		urban = {
			attack = 0.2
			movement = 0.2
		}
		desert = {
			attack = 0.2
			movement = 0.2
		}
	}

	motorized = {
		sprite = motorized
		map_icon_category = infantry

		priority = 599
		ai_priority = 200
		active = no

		type = {
			motorized
		}
		
		group = mobile
		
		categories = {
			category_front_line
			category_all_infantry
			category_army
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 25
		max_organisation = 60
		default_morale = 0.30
		manpower = 1200

		#Misc Abilities
		training_time = 90
		suppression = 2.2
		weight = 0.75
		supply_consumption = 0.11
	
		# this is what moves us and sets speed
		transport = motorized_equipment
	
		need = {
			infantry_equipment = 100
			motorized_equipment = 50
		}

		forest = {
			attack = -0.1
			movement = -0.5
		}
		mountain = {
			attack = -0.05
		}
		jungle = {
			attack = -0.2
			movement = -0.5
		}
		marsh = {
			attack = -0.1
			movement = -0.3
		}
		urban = {
			attack = -0.1
		}
		river = {
			attack = -0.1
			movement = -0.1
		}
		amphibious = {
			attack = -0.2
		}
	}

	mechanized = {
		sprite = mechanized
		map_icon_category = infantry

		priority = 610
		ai_priority = 200
		active = yes

		type = {
			mechanized
		}
		
		group = mobile
		
		categories = {
			category_front_line
			category_all_infantry
			category_army
			category_mechanized
		}

		combat_width = 2

		#Offensive Abilities
		soft_attack = 0.1
		hard_attack = 4.0
		
		#Size Definitions
		max_strength = 30
		max_organisation = 60
		default_morale = 0.3
		manpower = 1200

		#Misc Abilities
		training_time = 120
		suppression = 2
		weight = 1
		
		supply_consumption = 0.18
		
		# needed since we give so much bonus to infantry even with no mech equipment
		essential = {
			infantry_equipment
			mechanized_equipment
		}

		# this is what moves us and sets speed
		transport = mechanized_equipment

		need = {
			mechanized_equipment = 50
			infantry_equipment = 100
		}

		forest = {
			attack = -0.2
		}
		mountain = {
			attack = -0.05
		}
		jungle = {
			attack = -0.3
		}
		marsh = {
			attack = -0.1
		}
		urban = {
			attack = -0.2
			defence = -0.05
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.4
		}

		#hardness = 0.2 moving these buffs to unit stats
	}
	
	ifv_mechanized = {
		sprite = mechanized
		map_icon_category = infantry

		priority = 610
		ai_priority = 200
		active = yes

		type = {
			mechanized
		}
		
		group = mobile
		
		categories = {
			category_front_line
			category_all_infantry
			category_army
			category_mechanized
		}

		combat_width = 2
		transport = ifv_equipment
		
		#Offensive Abilities
		soft_attack = 0.1
		hard_attack = 4.0
		
		#Size Definitions
		max_strength = 30
		max_organisation = 60
		default_morale = 0.3
		manpower = 1200

		#Misc Abilities
		training_time = 120
		suppression = 2
		weight = 1
		
		supply_consumption = 0.22
		
		# needed since we give so much bonus to infantry even with no mech equipment
		essential = {
			infantry_equipment
			ifv_equipment
		}

		# this is what moves us and sets speed
		transport = ifv_equipment

		need = {
			ifv_equipment = 70
			infantry_equipment = 100
			support_equipment = 20
		}

		forest = {
			attack = -0.2
		}
		mountain = {
			attack = -0.05
		}
		jungle = {
			attack = -0.3
		}
		marsh = {
			attack = -0.1
		}
		urban = {
			attack = -0.2
			defence = -0.05
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.4
		}

		#hardness = 0.2 moving these buffs to unit stats
	}
	
	tank_ifv_mechanized = {
		sprite = mechanized
		map_icon_category = infantry

		priority = 610
		ai_priority = 200
		active = yes

		type = {
			mechanized
		}
		
		group = mobile
		
		categories = {
			category_front_line
			category_all_infantry
			category_army
			category_mechanized
		}

		combat_width = 2

		#Offensive Abilities
		soft_attack = 0.1
		hard_attack = 4.0
		
		#Size Definitions
		max_strength = 30
		max_organisation = 60
		default_morale = 0.3
		manpower = 1200

		#Misc Abilities
		training_time = 120
		suppression = 2
		weight = 1
		
		supply_consumption = 0.25
		
		# needed since we give so much bonus to infantry even with no mech equipment
		essential = {
			infantry_equipment
			tank_ifv_equipment
		}

		# this is what moves us and sets speed
		transport = tank_ifv_equipment

		need = {
			tank_ifv_equipment = 70
			infantry_equipment = 100
		}

		forest = {
			attack = -0.2
		}
		mountain = {
			attack = -0.05
		}
		jungle = {
			attack = -0.3
		}
		marsh = {
			attack = -0.1
		}
		urban = {
			attack = -0.2
			defence = -0.05
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.4
		}

		#hardness = 0.2 moving these buffs to unit stats
	}

	amechanized = {
		sprite = mechanized
		map_icon_category = infantry
		special_forces = yes

		priority = 610
		ai_priority = 200
		active = no

		type = {
			mechanized
		}
		
		group = mobile
		
		categories = {
			category_front_line
			category_all_infantry
			category_army
			category_paratroopers
			category_special_forces
			category_mechanized
		}

		combat_width = 2

		#Offensive Abilities
		soft_attack = 0.1
		hard_attack = 4.0
		
		#Size Definitions
		max_strength = 30
		max_organisation = 60
		default_morale = 0.3
		manpower = 1200

		#Misc Abilities
		training_time = 120
		suppression = 2
		weight = 1
		
		supply_consumption = 0.18
		can_be_parachuted = yes
		
		# needed since we give so much bonus to infantry even with no mech equipment
		essential = {
			infantry_equipment
			mechanized_equipment
		}

		# this is what moves us and sets speed
		transport = mechanized_equipment

		need = {
			mechanized_equipment = 50
			infantry_equipment = 100
			support_equipment = 20
		}

		forest = {
			attack = -0.2
		}
		mountain = {
			attack = -0.05
		}
		jungle = {
			attack = -0.3
		}
		marsh = {
			attack = -0.1
		}
		urban = {
			attack = -0.2
			defence = -0.05
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.4
		}

		#hardness = 0.2 moving these buffs to unit stats
	}
	
	amechanized_ifv = {
		sprite = mechanized
		map_icon_category = infantry
		special_forces = yes

		priority = 610
		ai_priority = 200
		active = no

		type = {
			mechanized
		}
		
		group = mobile
		
		categories = {
			category_front_line
			category_all_infantry
			category_army
			category_paratroopers
			category_special_forces
			category_mechanized
		}

		combat_width = 2

		#Offensive Abilities
		soft_attack = 0.1
		hard_attack = 4.0
		
		#Size Definitions
		max_strength = 30
		max_organisation = 60
		default_morale = 0.3
		manpower = 1200

		#Misc Abilities
		training_time = 120
		suppression = 2
		weight = 1
		
		supply_consumption = 0.18
		can_be_parachuted = yes
		
		# needed since we give so much bonus to infantry even with no mech equipment
		essential = {
			infantry_equipment
			ifv_equipment
		}

		# this is what moves us and sets speed
		transport = ifv_equipment

		need = {
			ifv_equipment = 70
			infantry_equipment = 100
			support_equipment = 20
		}

		forest = {
			attack = -0.2
		}
		mountain = {
			attack = -0.05
		}
		jungle = {
			attack = -0.3
		}
		marsh = {
			attack = -0.1
		}
		urban = {
			attack = -0.2
			defence = -0.05
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.4
		}

		#hardness = 0.2 moving these buffs to unit stats
	}
	
	
	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 = 0.5
		
		supply_consumption = 0.0
	
		need = {
			infantry_equipment = 1
		}
	}
	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
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 15 #25 (HP)
		max_organisation = 70 #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 = 50 #90 -> Already trained
		suppression = 0.5 #1.5 -> Not for suppression roles
		weight = 0.5
		
		supply_consumption = 0.05 #0.07 -> Don't need that much supply, and they have lower HP
	
		need = {
			infantry_equipment = 85 #100 -> Same ratio as regular Infantry			
		}
	}
	irregular_infantry = {
		abbreviation = "IRR"
		sprite = infantry
		map_icon_category = infantry
		
		priority = 400
		ai_priority = 150
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 30 # reg inf 25
		max_organisation = 45 # reg inf 60
		default_morale = 0.2 #  reg inf 0.3
		manpower = 1000

		#Misc Abilities
		training_time = 30 # was 75  # reg inf 90
		suppression = 1.5 # reg inf 1.5
		weight = 0.5
		
		supply_consumption = 0.04 # reg inf  0.06

		# generally not as drilled in modern warfare as regular troops 
		soft_attack = -0.05
		# breakthrough = -0.1  
		defense = -0.15 # was -0.25 

		# Terrain bonuses
		# Attack bonuses higher as they thought defending was dishonourable
		hills = {
			attack = 0.15 # was 0.1 
			defence = 0.05
		}
		forest = {
			attack = 0.15 # was 0.1 
			defence = 0.05
		}
		mountain = {
			attack = 0.15 # was 0.1 
			defence = 0.05
		}
		desert = {
			attack = 0.25 # was 0.1 
			defence = 0.10	
		}
		
		
		need = {
			infantry_equipment = 80 # was 100 
		}
	}

	militia = {
		abbreviation = "MIL"
		sprite = infantry
		map_icon_category = infantry
		
		priority = 400
		ai_priority = 150
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_militia
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 25
		max_organisation = 50 #reg infantry 60
		default_morale = 0.3
		manpower = 1000

		#Misc Abilities
		training_time = 80 #reg infantry 90
		suppression = 1.5
		weight = 0.5
		
		supply_consumption = 0.06
	
		need = {
			infantry_equipment = 100
		}
	}
	
	light_anti_tank = {
		sprite = anti_tank
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no
		
		group = support
		
		type = {
			infantry
			support
		}
		
		categories = {
			category_front_line
			category_support_battalions
			category_army
			category_all_infantry
			category_antitank
		}


		combat_width = 0

		need = {
			light_anti_tank_equipment = 24
		}
		manpower = 300
		max_organisation = 0
		default_morale = 0.1
		max_strength = 0.2
		training_time = 120
		weight = 0.1

		can_be_parachuted = yes
		
		supply_consumption = 0.08

		# Support nerfs to combat abilities
		defense = -0.5
		breakthrough = -0.5
		soft_attack = -0.5
		hard_attack = -0.5
		ap_attack = -0.15
	}
	light_anti_tank_brigade = {
		sprite = anti_tank
		map_icon_category = infantry
		priority = 1197
		ai_priority = 100
		active = no
		
		type = {
			infantry
			anti_tank
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_army
			category_all_infantry
			category_antitank
		}		
		
		combat_width = 1

		need = {
			light_anti_tank_equipment = 36
		}
		manpower = 400
		max_organisation = 0
		default_morale = 0
		max_strength = 0.6
		training_time = 120
		weight = 0.5

		supply_consumption = 0.1


	}
	mot_light_anti_tank_brigade = {
		sprite = anti_tank
		map_icon_category = infantry
		priority = 1197
		ai_priority = 100
		active = no
		
		type = {
			motorized
			anti_tank
		}
		
		group = mobile
		
		categories = {
			category_front_line
			category_army
			category_all_infantry
			category_antitank
		}		
		
		combat_width = 1
		transport = motorized_equipment
		need = {
			light_anti_tank_equipment = 36
			motorized_equipment = 40
		}
		manpower = 400
		max_organisation = 0
		default_morale = 0
		max_strength = 0.6
		training_time = 120
		weight = 0.5

		supply_consumption = 0.15

		forest = {
			attack = -0.1
			movement = -0.5
		}
		mountain = {
			attack = -0.05
		}
		jungle = {
			attack = -0.2
			movement = -0.5
		}
		marsh = {
			attack = -0.1
			movement = -0.3
		}
		urban = {
			attack = -0.1
		}
		river = {
			attack = -0.1
			movement = -0.1
		}
		amphibious = {
			attack = -0.2
		}
	}

	elite_infantry = {
		sprite = infantry
		map_icon_category = infantry
		special_forces = yes
		
		priority = 1001
		ai_priority = 200
		active = no

		type = {
			infantry
		}
		
		group = infantry
		
		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_special_forces
		}
		
		combat_width = 2
		
		#Size Definitions
		max_strength = 30
		max_organisation = 80
		default_morale = 0.5
		manpower = 1000

		#Misc Abilities
		training_time = 100
		suppression = 2
		weight = 0.5
		supply_consumption = 0.1
		breakthrough = 0.6
		maximum_speed = 0.1
		ap_attack = -0.825
		hard_attack = 0.25
		transport = infantry_equipment
	
		need = {
			infantry_equipment = 150
		}
		
		forest = {
			attack = 0.1
			movement = 0.15
		}
		hills = {
			attack = 0.15
			defence = 0.15
			movement = 0.1
		}
		marsh = {
			attack = 0.05
			movement = 0.1
		}
		urban = {
			attack = 0.15
			defence = 0.1
			movement = 0.2
		}
		river = {
			attack = 0.05
			movement = 0.05
		}
	}
}
