special_elite_forces = {
	folder = elite_forces

	name = SPECIAL_FORCES_ELITE
	description = SPECIAL_FORCES_ELITE_DESC
	icon = GFX_doctrine_special_elite_forces
	available = {
		always = yes
	}

	xp_cost = 50
	xp_type = army

	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			OR = {
				has_idea = non_power
				has_idea = minor_power
			}
		}
	}

	tracks = {
		special_forces_marines
		marine_massive_forces_track
		airborn_forces_track
		airborn_operations_track
		ranger_forces_track
	}
	 #effects

	effect = {
		set_technology = {
			marine_commandos = 1 # test
			expanded_marine_commandos = 1 # test
			air_assault_artillery = 1 #test
			dedicated_saboteurs = 1 #test
		}
	}
	milestones = {
		{
			#1
			L_Marine_Cdo_Bat = {
				max_organisation = 2
				recon = 0.02
				breakthrough = 0.05
				maximum_speed = 0.05
			}
			smol_Marine_Cdo_Bat = {
				max_organisation = 2
				recon = 0.02
				breakthrough = 0.05
				maximum_speed = 0.05
			}
			XS_Marine_Cdo_Bat = {
				max_organisation = 2
				recon = 0.02
				breakthrough = 0.05
				maximum_speed = 0.05
			}
			Team_Marine_Cdo_Bat = {
				max_organisation = 2
				recon = 0.02
				breakthrough = 0.05
				maximum_speed = 0.05
			}
		}
		{
			#2
			category_all_amphibous = {
				breakthrough = 0.05
				armor_value = 0.1
				ap_attack = 0.05
			}
		}
		{
			#3
			category_all_airborne = {
				defense = 0.15
				soft_attack = 0.05
				hard_attack = 0.05
				entrenchment = 0.10
			}
		}
		{
			#4
			pocket_penalty = -0.1
			extra_paratrooper_supply_grace = 100
		}
		{
			#5
			category_all_ranger = {
				breakthrough = 0.05
				entrenchment = 0.10
			}
		}
	}
}
