technologies = {
	
	@1918 = 0
	@1936 = 2
	@1938 = 4
	@1939 = 6
	@1940 = 8
	@1941 = 10
	@1942 = 12
	@1943 = 14
	@1944 = 16
	@1945 = 18
	@1946 = 20

	LSM_HP_testing = {
		allow = { always = no }
		
		category_front_line = {
			max_strength = -50
		}
	}


	SOV_universal_welfare_tech = {
		allow = { always = no }

		field_hospital = {
			experience_loss_factor = -0.4
			casualty_trickleback = 0.3
		}
	}

	elite_infantry_paratrooper = {
		allow = { always = no }

		paratrooper = {
			experience_loss_factor = -0.02
			casualty_trickleback = 0.02

			hills = {
				attack = 0.05
			}

			urban = {
				attack = 0.05 
				defence = 0.15
			}

			fort = {
				attack = 0.1
				defence = 0.1
			}
		
			forest = {
				attack = 0.05
				defence = 0.10
			}

			mountain = {
				attack = 0.05
				defence = 0.05
			}

			marsh = {
				attack = 0.05
				defence = 0.10
			}

			river = {
				attack = 0.05
				defence = 0.10
			}
		}
	}

	we_shall_fight_on_the_hill = { # We shall never surrender
		allow = { always = no }
		land_reinforce_rate = 0.05
		conscription = 0.05
		no_supply_grace = 72

		enable_tactic = tactic_guerrilla_tactics

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

			urban = {
				attack = 0.15 
				defence = 0.15
				movement = 0.15
			}
		}
	}

	ENG_militia_resistance = { #only added through the last stand decision
		allow = { always = no }
		no_supply_grace = 144

		militia = {
			equipment_capture_factor = 0.1
		}
	}

	santa_winter_buff = { 
		allow = { always = no }
		no_supply_grace = 24
		supply_factor = 0.1
		supply_node_range = 0.1
		supply_consumption_factor = -0.1
		winter_attrition_factor = -0.25
		acclimatization_cold_climate_gain_factor = 2.0

		engineer = {
			snow = {
				attack = 0.1
				defence = 0.1
				movement = 0.1
			}
		}
	}

	santa_winter_debuff = { 
		allow = { always = no }
		no_supply_grace = -24
		acclimatization_cold_climate_gain_factor = -2.0
		winter_attrition_factor = 0.5
		attrition = 0.05

		engineer = {
			snow = {
				attack = -0.25
				defence = -0.25
				movement = -0.5
			}
		}
	}

	natural_winter_acclimatization = { 
		allow = { always = no }
		acclimatization_cold_climate_gain_factor = 0.5
	}

	natural_winter_acclimatization_2 = { 
		allow = { always = no }
		acclimatization_cold_climate_gain_factor = 2.0
	}

	natural_heat_acclimatization = { 
		allow = { always = no }
		acclimatization_hot_climate_gain_factor = 0.5
	}

	natural_heat_acclimatization_2 = { 
		allow = { always = no }
		acclimatization_hot_climate_gain_factor = 2.0
	}

	we_are_good_with_logistics = { #only added through the last stand decision
		allow = { always = no }
		no_supply_grace = 168
		invasion_preparation = -0.5
		supply_factor = 0.25
		supply_node_range = 0.25
		supply_consumption_factor = -0.25
	}


	LSM_infantry_anti_tank = { #only added through the last stand decision
		allow = { always = no }

		category_all_infantry = {
			hard_attack = 0.25
			ap_attack = 1.25
		}

		enable_tactic = tactic_guerrilla_tactics

		infantry = {
			urban = {
				attack = 0.1
				defence = 0.1
				movement = 0.2
			}
		}
	}


	LSM_width_stuff = { 
		allow = { always = no }
	}


	mech_god_tech = { #only added through event because this is a cheat!
		allow = { always = no }

		logistics_company = {
			fuel_consumption_factor = -0.5
		}
		
		mechanized = {

			combat_width = -0.4

			plains = {
				attack = 0.30
				movement = 0.30
			}

			urban = {
				attack = 0.20
				defence = 0.10
			}

			fort = {
				attack = 0.20
				defence = 0.20
			}
		
			forest = {
				attack = 0.10
				defence = 0.10
				movement = 0.10
			}

			hills = {
				attack = 0.20
				defence = 0.20
				movement = 0.20
			}
		}
	}


	LSM_katyusha_tech  = { #only added through weird stuffs
		allow = { always = no }

		motorized_rocket_brigade = {		

			combat_width = -1 #more more more lmao

			urban = {
				attack = 0.3 #we lever cities!
				movement = -0.3
			}

			fort = {
				attack = 0.5
			}
		
			forest = {
				attack = 0.2
				movement = -0.3
			}

			hills = {
				movement = -0.05
			}
		}
	}


	destroyer_of_exploiter  = { #anti exploit mech
		allow = { always = no }

		heavy_armor = {

			urban = {
				attack = 1
				movement = -0.3
			}

			fort = {
				attack = 1
			}
		
			forest = {
				attack = 0.3
				movement = -0.3
			}

			hills = {
				attack = 0.3
				movement = -0.05
			}
			river = { 
				attack = 1 
				movement = -0.4
			}
		}
	}

	LSM_indochinese_warfare = {
		allow = { always = no }

		enable_tactic = tactic_guerrilla_tactics

		category_all_infantry = {
			urban = {
				attack = 0.1
				defence = 0.20
			}
			forest = {
				attack = 0.1
				defence = 0.35
			}
			mountain = {
				attack = 0.2
				defence = 0.50
			}
			jungle = {
				attack = 0.3
				defence = 0.6
			}
		}
	}


	LSM_infantry_anti_tank_GER = { #the end of the world for Germany
		allow = { always = no }

		category_all_infantry = {
			hard_attack = 0.5
			ap_attack = 2
			casualty_trickleback = -0.05 #stackable
			experience_loss_factor = 0.05 #stackable
		}

		enable_tactic = tactic_guerrilla_tactics

		category_all_infantry = {
			urban = {
				attack = 0.2
				defence = 0.5
				movement = 0.5
			}
		}
	}


	JAP_for_the_emperor_tech = { # prepare your purple hearts, damn yankees
		allow = { always = no }
		conscription = 0.02

		category_all_infantry = { #lunge mine is real
			hard_attack = 1.00
			ap_attack = 1.00
			casualty_trickleback = -0.1 #stackable
			experience_loss_factor = 0.1 #stackable
		}

		enable_tactic = tactic_guerrilla_tactics

		category_all_infantry = {
			hills = {
				attack = 0.1
				defence = 0.1
				movement = 0.2
			}
			mountain = {
				defence = 0.2
				movement = 0.1
			}
			urban = {
				attack = 0.1 
				defence = 0.2
				movement = 0.1
			}
			jungle = {
				attack = 0.1
				defence = 0.2
			}
			marsh = {
				attack = 0.1
				defence = 0.2
			}
			forest = {
				attack = 0.1
				defence = 0.2
				movement = 0.5
			}
			plains = {
				attack = 0.1
				movement = 0.3
			}
		}
	}

	USA_flame_tank_meta = {
		allow = { always = no } 

		light_flame_tank = {
			casualty_trickleback = -0.2
			experience_loss_factor = 0.2
			hills = {
				attack = 0.1
			}
			urban = {
				attack = 0.2
			}
			jungle = {
				attack = 0.3
			}
			marsh = {
				attack = 0.3
			}
			forest = {
				attack = 0.15
			}
			fort = {
				attack = 0.15
			}
			amphibious = {
				attack = 0.10
			}
		} 

		medium_flame_tank = {
			casualty_trickleback = -0.2
			experience_loss_factor = 0.2
			hills = {
				attack = 0.2
			}
			urban = {
				attack = 0.3
			}
			jungle = {
				attack = 0.2
			}
			marsh = {
				attack = 0.2
			}
			forest = {
				attack = 0.1
			}
			fort = {
				attack = 0.2
			}
			amphibious = {
				attack = 0.15
			}
		}

		heavy_flame_tank = {
			casualty_trickleback = -0.3
			experience_loss_factor = 0.3
			hills = {
				attack = 0.3
			}
			urban = {
				attack = 0.3
			}
			jungle = {
				attack = 0.05
			}
			marsh = {
				attack = 0.05
			}
			forest = {
				attack = 0.1
			}
			fort = {
				attack = 0.3
			}
			amphibious = {
				attack = 0.2
			}
		}
	}
	USA_artillery_meta = {
		allow = { always = no } 

		land_reinforce_rate = -0.06
		coordination_bonus = 0.20

		category_artillery = { 
			soft_attack = 2.00 
			breakthrough = -0.50
			hills = {
				attack = -0.2
				movement = -0.5
			}
			urban = {
				attack = -0.1
				movement = -0.5
			}
			jungle = {
				attack = -0.3
				movement = -0.5
			}
			marsh = {
				attack = -0.3
				movement = -0.5
			}
			forest = {
				attack = -0.2
				movement = -0.5
			}
			mountain = {
				attack = -0.4
				movement = -0.5
			}
			fort = {
				attack = -0.3
				movement = -0.5
			}
			amphibious = {
				attack = 0.25
				movement = -0.5
			}
		}
	}
}