upgrades = {
	# TODO: Finish LandUpgrades -- work on improving the UI platform for variants to include multiple
	##Tanks/APC/IFVS
	tank_gun_upgrade = {
		max_level = 99
		cost = land		# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		hard_attack = 0.03
		ap_attack = 0.03
		maximum_speed = -0.01
		reliability = -0.05
		build_cost_ic = 0.05
	}
	tank_support_weapons_upgrade = {
		max_level = 99
		cost = land
		soft_attack = 0.03
		maximum_speed = -0.01
		build_cost_ic = 0.02
	}
	tank_armor_upgrade = {
		max_level = 99
		cost = land
		armor_value = 0.05
		maximum_speed = -0.02
		reliability = -0.05		##Engine is more likely to fail
		build_cost_ic = 0.1		##heavy increase to cost
	}
	tank_engine_upgrade = {
		max_level = 99
		cost = land
		maximum_speed = 0.05
		fuel_consumption = 0.05
		build_cost_ic = 0.05
	}
	tank_reliability_upgrade = {
		max_level = 99
		cost = land
		reliability = 0.1
		build_cost_ic = 0.06		##Increases costs due to applying more time to improve the quality
	}
	tank_cutting_corners_upgrade = {
		max_level = 99
		cost = land
		build_cost_ic = -0.05
		reliability = -0.05
	}
	##Utility Vehicles
	Util_Weapons = {
		max_level = 99
		cost = land		# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		hard_attack = 0.1
		ap_attack = 0.07
		maximum_speed = -0.01
		reliability = -0.05
		build_cost_ic = 0.05
	}
	Util_Mobility = {
		max_level = 99
		cost = land
		maximum_speed = 0.05
		build_cost_ic = 0.03
		#Fuel
	}
	Util_infantry_help_upgrade = {
		max_level = 99
		cost = land
		defense = 0.08
		breakthrough = 0.08
		build_cost_ic = 0.06		##Increases costs due to applying more time to improve the quality
	}
	Util_cutting_corners_upgrade = {
		max_level = 99
		cost = land
		build_cost_ic = -0.03
		reliability = -0.05
	}
	##Non-Vehicle - Manpads/AA/SP_AA/AT/SP_AT
	AA_Fire_Control = {
		max_level = 99
		cost = land		# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		air_attack = 0.1
		reliability = -0.05
		build_cost_ic = 0.03
	}
	AA_Reliability = {
		max_level = 99
		cost = land
		reliability = 0.05
		build_cost_ic = 0.03
	}
	SP_AA_Fire_Control = {
		max_level = 99
		cost = land		# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		air_attack = 0.03
		maximum_speed = -0.01
		reliability = -0.025
		build_cost_ic = 0.03
	}
	#following two entries added to stop errors - Rabbit
	SP_AA_Weight = {
		max_level = 99
		cost = land
		maximum_speed = 0.03
		#Fuel
	}
	SP_AA_Warhead = {
		max_level = 99
		cost = land
		ap_attack = 0.03
		reliability = -0.025
		build_cost_ic = 0.03
	}
	SP_AA_Reliability = {
		max_level = 99
		cost = land
		reliability = 0.05
		build_cost_ic = 0.03
	}
	L_Arty_Fire_Control = {
		max_level = 99
		cost = land		# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		soft_attack = 0.05
		hard_attack = 0.05
		reliability = -0.05
		build_cost_ic = 0.03
	}
	L_Arty_Warhead = {
		max_level = 99
		cost = land
		ap_attack = 0.03
		maximum_speed = -0.01
		reliability = -0.05
		build_cost_ic = 0.03
	}
	L_Arty_Reliability = {
		max_level = 99
		cost = land
		reliability = 0.1
		build_cost_ic = 0.03
	}
	SP_Arty_Fire_Control = {
		max_level = 99
		cost = land		# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		soft_attack = 0.05
		hard_attack = 0.05
		maximum_speed = -0.01
		reliability = -0.05
		build_cost_ic = 0.03
	}
	SP_Arty_Warhead = {
		max_level = 99
		cost = land
		ap_attack = 0.03
		maximum_speed = -0.01
		reliability = -0.05
		build_cost_ic = 0.03
	}
	SP_Arty_engine_upgrade = {
		max_level = 99
		cost = land
		maximum_speed = 0.05
		fuel_consumption = 0.05
		build_cost_ic = 0.03
	}
	SP_Arty_Reliability = {
		max_level = 99
		cost = land
		reliability = 0.1
	}
	L_AT_Fire_Control = {
		max_level = 99
		cost = land		# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		soft_attack = 0.05
		hard_attack = 0.05
		reliability = -0.03
		build_cost_ic = 0.03
	}
	L_AT_Warhead = {
		max_level = 99
		cost = land
		ap_attack = 0.03
		reliability = -0.03
		build_cost_ic = 0.03
	}
	L_AT_Reliability = {
		max_level = 99
		cost = land
		reliability = 0.05
		build_cost_ic = 0.03
	}
	H_AT_Fire_Control = {
		max_level = 99
		cost = land		# This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval
		soft_attack = 0.05
		hard_attack = 0.05
		reliability = -0.03
		build_cost_ic = 0.03
	}
	H_AT_Warhead = {
		max_level = 99
		cost = land
		ap_attack = 0.03
		reliability = -0.03
		build_cost_ic = 0.03
	}
	H_AT_Reliability = {
		max_level = 99
		cost = land
		reliability = 0.07
		build_cost_ic = 0.03
	}
	Inf_eq_gadjets = {
		max_level = 99
		cost = land
		soft_attack = 0.05
		hard_attack = 0.05
		reliability = -0.02
		build_cost_ic = 0.07
	}
	Inf_eq_mortars = {
		max_level = 99
		cost = land
		defense = 0.07
		breakthrough = 0.07
		build_cost_ic = 0.07
	}
	Inf_eq_heavy_weapons = {
		max_level = 99
		cost = land
		soft_attack = 0.03
		hard_attack = 0.03
		defense = 0.03
		breakthrough = 0.03
		reliability = -0.03
		build_cost_ic = 0.07
	}
	Inf_eq_cutting_corners = {
		max_level = 99
		cost = land
		reliability = -0.05
		build_cost_ic = -0.1
	}
	Cnc_eq_cutting_corners = {
		max_level = 99
		cost = land
		reliability = -0.05
		build_cost_ic = -0.07
	}
	Cnc_eq_better_radios = {
		max_level = 99
		cost = land
		build_cost_ic = 0.1
		max_organisation = 0.1
		reliability = -0.03
	}
	Cnc_eq_better_ergonomics = {
		max_level = 99
		cost = land
		build_cost_ic = 0.1
		default_morale = 0.2
		reliability = -0.03
	}
	### NSB ###
	tank_nsb_armor_upgrade = {
		abbreviation = "arm"
		max_level = 99
		cost = land
		linear_cost = {
			cost_by_level = 1
			cost_by_level_for_licensed_equipment = 2
		}
		resource_cost_thresholds = {
			# resource values defined here are TOTAL added cost, not cumulative
			4 = {
				#more armor requires more resources
				steel = 1
			}
			8 = {
				steel = 1
				chromium = 1
			}
		}
		maximum_speed = -0.025
		reliability = -0.02
		armor_value = 0.075
		add_stats = {
			breakthrough = 0.25
			defense = 0.1
			build_cost_ic = 0.2
		}
	}
	afv_nsb_armor_upgrade = {
		abbreviation = "larm"
		max_level = 99
		cost = land
		linear_cost = {
			cost_by_level = 1
			cost_by_level_for_licensed_equipment = 2
		}
		resource_cost_thresholds = {
			# resource values defined here are TOTAL added cost, not cumulative
			4 = {
				#more armor requires more resources
				steel = 1
			}
			8 = {
				steel = 1
				aluminium = 1
			}
		}
		maximum_speed = -0.025
		reliability = -0.02
		armor_value = 0.075
		add_stats = {
			breakthrough = 0.1
			defense = 0.25
			build_cost_ic = 0.2
		}
	}
	art_nsb_fire_upgrade = {
		abbreviation = "larm"
		max_level = 99
		cost = land
		linear_cost = {
			cost_by_level = 2
			cost_by_level_for_licensed_equipment = 3
		}
		maximum_speed = -0.025
		reliability = -0.05
		add_stats = {
			build_cost_ic = 0.25
		}
		multiply_stats = {
			soft_attack = 0.05
			hard_attack = 0.05
			defense = 0.05
			breakthrough = 0.05
			build_cost_ic = 0.03
		}
	}
	spaa_nsb_fire_upgrade = {
		abbreviation = "spau"
		max_level = 99
		cost = land
		linear_cost = {
			cost_by_level = 2
			cost_by_level_for_licensed_equipment = 3
		}
		maximum_speed = -0.025
		reliability = -0.05
		add_stats = {
			build_cost_ic = 0.25
		}
		multiply_stats = {
			soft_attack = 0.05
			hard_attack = 0.05
			defense = 0.05
			breakthrough = 0.05
			air_attack = 0.05
			build_cost_ic = 0.03
		}
	}
	helicopter_nsb_upgrade = {
		abbreviation = "hnsbu"
		max_level = 99
		cost = land
		linear_cost = {
			cost_by_level = 2
			cost_by_level_for_licensed_equipment = 3
		}
		maximum_speed = -0.01
		reliability = -0.025
		multiply_stats = {
			soft_attack = 0.05
			hard_attack = 0.05
			build_cost_ic = 0.025
		}
	}
}
