# New Companies Expanded — combat and line-unit size variants
# Updated against the MD unit files supplied on 2026-10-13; existing NCE size rules retained.
# MD parent units are not redefined here. Scenario-only HOL, zombie, walker, HACS, ALN and space-artillery units are intentionally excluded.
# Draft scaling: company 50%, platoon 23%, team 7%; terrain retains 75% / 50% / 30% of parent modifiers.

sub_units = {
	smol_Militia_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 10
			active = yes
			type = { infantry }
			group = militia
	
			categories = {
				category_front_line
				category_light_infantry
				category_all_infantry
				category_army
				category_foot_inf
				category_militia
			
				category_NCE_company
			}
	
			combat_width = 1.5
	
			#Size Definitions
			max_strength = 13.8
			max_organisation = 46
			default_morale = 0.13
			manpower = 75
	
			#Misc Abilities
			training_time = 90
			weight = 0.25
	
			defense = -0.6
			breakthrough = -0.6
			entrenchment = 0
			suppression = 0.25
	
			transport = infantry_weapons_type
	
			need = {
				infantry_weapons_type = 75
				L_AT_Equipment = 8
				AA_Equipment = 2
			}
			urban = { attack = 0.0375 defence = 0.075 }
			forest = { defence = 0.0375 }
			hills = { defence = 0.0375 }
			plains = { attack = -0.075 }
			desert = { attack = -0.1125 movement = -0.075 }
			mountain = { attack = -0.1125 defence = -0.0375 movement = -0.075 }
			jungle = { attack = -0.075 movement = -0.0375 }
			marsh = { movement = -0.0375 }
	
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			air_attack = -0.6
		
			ap_attack = -0.6
		
			armor_value = -0.5
		}

	XS_Militia_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 10
			active = yes
			type = { infantry }
			group = militia
	
			categories = {
				category_front_line
				category_light_infantry
				category_all_infantry
				category_army
				category_foot_inf
				category_militia
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 8.05
			max_organisation = 46
			default_morale = 0.13
			manpower = 34
	
			#Misc Abilities
			training_time = 90
			weight = 0.115
	
			defense = -0.816
			breakthrough = -0.816
			entrenchment = 0
			suppression = 0.115
	
			transport = infantry_weapons_type
	
			need = {
				infantry_weapons_type = 34
				L_AT_Equipment = 3
				AA_Equipment = 1
			}
			urban = { attack = 0.025 defence = 0.05 }
			forest = { defence = 0.025 }
			hills = { defence = 0.025 }
			plains = { attack = -0.05 }
			desert = { attack = -0.075 movement = -0.05 }
			mountain = { attack = -0.075 defence = -0.025 movement = -0.05 }
			jungle = { attack = -0.05 movement = -0.025 }
			marsh = { movement = -0.025 }
	
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			air_attack = -0.816
		
			ap_attack = -0.816
		
			armor_value = -0.77
		}

	smol_Mot_Militia_Bat = {
			sprite = MD_motorized
			map_icon_category = infantry
			ai_priority = 0
			priority = 15
			active = yes
			type = { motorized }
			group = militia
	
			categories = {
				category_front_line
				category_all_infantry
				category_army
				category_militia
				category_mot_inf
			
				category_NCE_company
			}
	
			combat_width = 2
	
			#Size Definitions
			max_strength = 12
			max_organisation = 45
			default_morale = 0.11
			manpower = 75
	
			defense = -0.6
			breakthrough = -0.6
			air_attack = -0.6
			ap_attack = -0.6
			suppression = 0.75
	
			#Misc Abilities
			training_time = 120
			weight = 0.25
	
			transport = util_vehicle_type
	
			need = {
				infantry_weapons_type = 75
				L_AT_Equipment = 8
				AA_Equipment = 2
				util_vehicle_type = 8
			}
			plains = { attack = 0.0375 movement = 0.075 }
			desert = { movement = 0.0375 }
			hills = { movement = -0.0375 }
			forest = { attack = -0.075 movement = -0.075 }
			mountain = { attack = -0.15 defence = -0.075 movement = -0.1125 }
			jungle = { attack = -0.1125 movement = -0.1125 }
			marsh = { attack = -0.075 movement = -0.1125 }
			urban = { defence = 0.0375 }
	
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			armor_value = -0.5
		
		entrenchment = -0.075
	}

	XS_Mot_Militia_Bat = {
			sprite = MD_motorized
			map_icon_category = infantry
			ai_priority = 0
			priority = 15
			active = yes
			type = { motorized }
			group = militia
	
			categories = {
				category_front_line
				category_all_infantry
				category_army
				category_militia
				category_mot_inf
			
				category_NCE_platoon
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 7
			max_organisation = 45
			default_morale = 0.11
			manpower = 34
	
			defense = -0.816
			breakthrough = -0.816
			air_attack = -0.816
			ap_attack = -0.816
			suppression = 0.345
	
			#Misc Abilities
			training_time = 120
			weight = 0.115
	
			transport = util_vehicle_type
	
			need = {
				infantry_weapons_type = 34
				L_AT_Equipment = 3
				AA_Equipment = 1
				util_vehicle_type = 3
			}
			plains = { attack = 0.025 movement = 0.05 }
			desert = { movement = 0.025 }
			hills = { movement = -0.025 }
			forest = { attack = -0.05 movement = -0.05 }
			mountain = { attack = -0.1 defence = -0.05 movement = -0.075 }
			jungle = { attack = -0.075 movement = -0.075 }
			marsh = { attack = -0.05 movement = -0.075 }
			urban = { defence = 0.025 }
	
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			armor_value = -0.77
		
		entrenchment = -0.05
	}

	smol_Mech_Militia_Bat = {
			sprite = MD_mechanized
			map_icon_category = armored
			ai_priority = 0
			priority = 20
			active = no
			type = { mechanized }

			group = militia

			categories = {
				category_front_line
				category_all_infantry
				category_army
				category_all_armor
				category_apc
				category_militia
				category_mech_inf

				category_NCE_company
			}

			combat_width = 2

			#Size Definitions
			max_strength = 10.8
			max_organisation = 43
			default_morale = 0.10
			manpower = 60
			entrenchment = -0.15
			suppression = 1

			defense = -0.6
			breakthrough = -0.6
			air_attack = -0.6
			ap_attack = -0.6

			#Misc Abilities
			training_time = 120
			weight = 0.5

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

			essential = {
				medium_tank_amphibious_chassis
			}

			need = {
				infantry_weapons_type = 60
				L_AT_Equipment = 6
				AA_Equipment = 2
				medium_tank_amphibious_chassis = 6
			}
			plains = { attack = 0.075 movement = 0.1125 }
			desert = { attack = 0.075 movement = 0.1125 }
			hills = { attack = -0.0375 movement = -0.0375 }
			forest = { attack = -0.1125 movement = -0.075 }
			mountain = { attack = -0.1875 defence = -0.1125 movement = -0.15 }
			jungle = { attack = -0.15 movement = -0.1125 }
			marsh = { attack = -0.0375 movement = 0.0375 }
			urban = { attack = -0.075 }

			soft_attack = -0.5
			hard_attack = -0.5
			armor_value = -0.5
		}


	XS_Mech_Militia_Bat = {
			sprite = MD_mechanized
			map_icon_category = armored
			ai_priority = 0
			priority = 20
			active = no
			type = { mechanized }

			group = militia

			categories = {
				category_front_line
				category_all_infantry
				category_army
				category_all_armor
				category_apc
				category_militia
				category_mech_inf

				category_NCE_platoon
			}

			combat_width = 1

			#Size Definitions
			max_strength = 6.3
			max_organisation = 43
			default_morale = 0.10
			manpower = 28
			entrenchment = -0.1
			suppression = 0.46

			defense = -0.816
			breakthrough = -0.816
			air_attack = -0.816
			ap_attack = -0.816

			#Misc Abilities
			training_time = 120
			weight = 0.23

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

			essential = {
				medium_tank_amphibious_chassis
			}

			need = {
				infantry_weapons_type = 28
				L_AT_Equipment = 3
				AA_Equipment = 1
				medium_tank_amphibious_chassis = 3
			}
			plains = { attack = 0.05 movement = 0.075 }
			desert = { attack = 0.05 movement = 0.075 }
			hills = { attack = -0.025 movement = -0.025 }
			forest = { attack = -0.075 movement = -0.05 }
			mountain = { attack = -0.125 defence = -0.075 movement = -0.1 }
			jungle = { attack = -0.1 movement = -0.075 }
			marsh = { attack = -0.025 movement = 0.025 }
			urban = { attack = -0.05 }

			soft_attack = -0.77
			hard_attack = -0.77
			armor_value = -0.77
		}


	smol_L_Inf_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 10
			active = yes
			mountaineers = yes
			type = { infantry }
			group = infantry
	
			categories = {
				category_front_line
				category_light_infantry
				category_conventional_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_foot_inf
			
				category_NCE_company
			}
	
			combat_width = 1.5
	
			#Size Definitions
			max_strength = 12
			max_organisation = 46
			default_morale = 0.15
			manpower = 100
			entrenchment = 0
			suppression = 0.5
	
			#Misc Abilities
			training_time = 120
			weight = 0.25
			transport = cnc_equipment_type
	
			need = {
				infantry_weapons_type = 100
				L_AT_Equipment = 10
				AA_Equipment = 10
				cnc_equipment_type = 10
			}
			plains = { attack = -0.0375 }
			desert = { attack = -0.0375 movement = -0.0375 }
			hills = { attack = 0.0375 defence = 0.075 }
			forest = { attack = 0.075 defence = 0.1125 movement = 0.0375 }
			mountain = { attack = 0.1125 defence = 0.15 movement = 0.0375 }
			jungle = { attack = 0.075 defence = 0.1125 movement = 0.0375 }
			marsh = { attack = 0.0375 defence = 0.075 movement = 0.075 }
			urban = { attack = 0.075 defence = 0.075 }
			amphibious = { attack = -0.0375 }
	
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_L_Inf_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 10
			active = yes
			mountaineers = yes
			type = { infantry }
			group = infantry
	
			categories = {
				category_front_line
				category_light_infantry
				category_conventional_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_foot_inf
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 7
			max_organisation = 46
			default_morale = 0.15
			manpower = 46
			entrenchment = 0
			suppression = 0.23
	
			#Misc Abilities
			training_time = 120
			weight = 0.115
			transport = cnc_equipment_type
	
			need = {
				infantry_weapons_type = 46
				L_AT_Equipment = 5
				AA_Equipment = 5
				cnc_equipment_type = 5
			}
			plains = { attack = -0.025 }
			desert = { attack = -0.025 movement = -0.025 }
			hills = { attack = 0.025 defence = 0.05 }
			forest = { attack = 0.05 defence = 0.075 movement = 0.025 }
			mountain = { attack = 0.075 defence = 0.1 movement = 0.025 }
			jungle = { attack = 0.05 defence = 0.075 movement = 0.025 }
			marsh = { attack = 0.025 defence = 0.05 movement = 0.05 }
			urban = { attack = 0.05 defence = 0.05 }
			amphibious = { attack = -0.025 }
	
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			defense = -0.77
		
			breakthrough = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	smol_Mot_Inf_Bat = {
			sprite = MD_motorized
			map_icon_category = infantry
			ai_priority = 0
			priority = 15
			active = yes
	
			type = {
				motorized
			}
	
			group = mobile
	
			categories = {
				category_front_line
				category_conventional_infantry
				category_all_infantry
				category_mot_inf
				category_army
				category_non_militia
			
				category_NCE_company
			}
	
			combat_width = 2
	
			#Size Definitions
			max_strength = 10.2
			max_organisation = 40
			default_morale = 0.13
			manpower = 100
			entrenchment = -0.075
			suppression = 1
	
			#Misc Abilities
			training_time = 120
			weight = 0.5
	
			transport = util_vehicle_type
	
			need = {
				infantry_weapons_type = 100
				L_AT_Equipment = 10
				AA_Equipment = 10
				cnc_equipment_type = 10
				util_vehicle_type = 10
			}
			plains = { attack = 0.075 movement = 0.075 }
			desert = { attack = 0.0375 movement = 0.075 }
			hills = { movement = -0.0375 }
			forest = { attack = -0.075 movement = -0.075 }
			mountain = { attack = -0.15 defence = -0.075 movement = -0.1125 }
			jungle = { attack = -0.1125 movement = -0.1125 }
			marsh = { attack = -0.075 movement = -0.1125 }
			urban = { attack = -0.0375 }
	
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Mot_Inf_Bat = {
			sprite = MD_motorized
			map_icon_category = infantry
			ai_priority = 0
			priority = 15
			active = yes
	
			type = {
				motorized
			}
	
			group = mobile
	
			categories = {
				category_front_line
				category_conventional_infantry
				category_all_infantry
				category_mot_inf
				category_army
				category_non_militia
			
				category_NCE_platoon
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 5.95
			max_organisation = 40
			default_morale = 0.13
			manpower = 46
			entrenchment = -0.05
			suppression = 0.46
	
			#Misc Abilities
			training_time = 120
			weight = 0.23
	
			transport = util_vehicle_type
	
			need = {
				infantry_weapons_type = 46
				L_AT_Equipment = 5
				AA_Equipment = 5
				cnc_equipment_type = 5
				util_vehicle_type = 5
			}
			plains = { attack = 0.05 movement = 0.05 }
			desert = { attack = 0.025 movement = 0.05 }
			hills = { movement = -0.025 }
			forest = { attack = -0.05 movement = -0.05 }
			mountain = { attack = -0.1 defence = -0.05 movement = -0.075 }
			jungle = { attack = -0.075 movement = -0.075 }
			marsh = { attack = -0.05 movement = -0.075 }
			urban = { attack = -0.025 }
	
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			defense = -0.77
		
			breakthrough = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	smol_Hvy_Mot_Inf_Bat = {
			sprite = MD_motorized
			map_icon_category = infantry
			ai_priority = 0
			priority = 15
			active = yes
	
			type = { motorized }
	
			group = mobile
	
			categories = {
				category_front_line
				category_conventional_infantry
				category_all_infantry
				category_mot_inf
				category_army
				category_non_militia
			
				category_NCE_company
			}
	
			combat_width = 2
	
			#Size Definitions
			max_strength = 9.6
			max_organisation = 35
			default_morale = 0.13
			suppression = 1
			manpower = 100
			entrenchment = -0.1125
	
			#Misc Abilities
			training_time = 120
			weight = 1
	
			transport = heavy_util_vehicle_type
	
			need = {
				infantry_weapons_type = 100
				L_AT_Equipment = 10
				AA_Equipment = 10
				cnc_equipment_type = 10
				heavy_util_vehicle_type = 10
			
				H_AT_Equipment = 5
			}
			plains = { attack = 0.075 movement = 0.075 }
			desert = { attack = 0.0375 movement = 0.075 }
			hills = { movement = -0.0375 }
			forest = { attack = -0.075 movement = -0.075 }
			mountain = { attack = -0.15 defence = -0.075 movement = -0.1125 }
			jungle = { attack = -0.1125 movement = -0.1125 }
			marsh = { attack = -0.075 movement = -0.1125 }
			urban = { attack = -0.0375 }
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Hvy_Mot_Inf_Bat = {
			sprite = MD_motorized
			map_icon_category = infantry
			ai_priority = 0
			priority = 15
			active = yes
	
			type = { motorized }
	
			group = mobile
	
			categories = {
				category_front_line
				category_conventional_infantry
				category_all_infantry
				category_mot_inf
				category_army
				category_non_militia
			
				category_NCE_platoon
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 5.6
			max_organisation = 35
			default_morale = 0.13
			suppression = 0.46
			manpower = 46
			entrenchment = -0.075
	
			#Misc Abilities
			training_time = 120
			weight = 0.46
	
			transport = heavy_util_vehicle_type
	
			need = {
				infantry_weapons_type = 46
				L_AT_Equipment = 5
				AA_Equipment = 5
				cnc_equipment_type = 5
				heavy_util_vehicle_type = 5
			
				H_AT_Equipment = 2
			}
			plains = { attack = 0.05 movement = 0.05 }
			desert = { attack = 0.025 movement = 0.05 }
			hills = { movement = -0.025 }
			forest = { attack = -0.05 movement = -0.05 }
			mountain = { attack = -0.1 defence = -0.05 movement = -0.075 }
			jungle = { attack = -0.075 movement = -0.075 }
			marsh = { attack = -0.05 movement = -0.075 }
			urban = { attack = -0.025 }
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			defense = -0.77
		
			breakthrough = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}


	smol_Mech_Inf_Bat = {
			sprite = MD_mechanized
			map_icon_category = armored
	
			priority = 20
			active = no
			type = { mechanized }
	
			group = armor
	
			categories = {
				category_front_line
				category_all_infantry
				category_conventional_infantry
				category_army
				category_all_armor
				category_apc
				category_non_militia
				category_mech_inf
			
				category_NCE_company
			}
	
			combat_width = 2
	
			#Size Definitions
			max_strength = 9
			max_organisation = 39
			default_morale = 0.12
			manpower = 80
			entrenchment = -0.15
			suppression = 1
	
			#Misc Abilities
			training_time = 120
			weight = 0.5
	
			# this is what moves us and sets speed
			transport = medium_tank_amphibious_chassis
	
			essential = {
				medium_tank_amphibious_chassis
			}
	
			need = {
				infantry_weapons_type = 80
				L_AT_Equipment = 8
				
				AA_Equipment = 8
				cnc_equipment_type = 8
				medium_tank_amphibious_chassis = 10
			}
			plains = { attack = 0.075 movement = 0.1125 }
			desert = { attack = 0.075 movement = 0.1125 }
			hills = { attack = -0.0375 movement = -0.0375 }
			forest = { attack = -0.1125 movement = -0.075 }
			mountain = { attack = -0.1875 defence = -0.1125 movement = -0.15 }
			jungle = { attack = -0.15 movement = -0.1125 }
			marsh = { attack = -0.0375 movement = 0.0375 }
			urban = { attack = -0.075 }
	
		
			ai_priority = 0
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Mech_Inf_Bat = {
			sprite = MD_mechanized
			map_icon_category = armored
	
			priority = 20
			active = no
			type = { mechanized }
	
			group = armor
	
			categories = {
				category_front_line
				category_all_infantry
				category_conventional_infantry
				category_army
				category_all_armor
				category_apc
				category_non_militia
				category_mech_inf
			
				category_NCE_platoon
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 5.25
			max_organisation = 39
			default_morale = 0.12
			manpower = 37
			entrenchment = -0.1
			suppression = 0.46
	
			#Misc Abilities
			training_time = 120
			weight = 0.23
	
			# this is what moves us and sets speed
			transport = medium_tank_amphibious_chassis
	
			essential = {
				medium_tank_amphibious_chassis
			}
	
			need = {
				infantry_weapons_type = 37
				L_AT_Equipment = 4
				
				AA_Equipment = 4
				cnc_equipment_type = 4
				medium_tank_amphibious_chassis = 5
			}
			plains = { attack = 0.05 movement = 0.075 }
			desert = { attack = 0.05 movement = 0.075 }
			hills = { attack = -0.025 movement = -0.025 }
			forest = { attack = -0.075 movement = -0.05 }
			mountain = { attack = -0.125 defence = -0.075 movement = -0.1 }
			jungle = { attack = -0.1 movement = -0.075 }
			marsh = { attack = -0.025 movement = 0.025 }
			urban = { attack = -0.05 }
	
		
			ai_priority = 0
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			defense = -0.77
		
			breakthrough = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	smol_Arm_Inf_Bat = {
			sprite = MD_light_armor
			map_icon_category = armored
			ai_priority = 0
			priority = 25
			active = no
	
			type = { mechanized }
	
			group = armor
	
			categories = {
				category_front_line
				category_all_infantry
				category_conventional_infantry
				category_army
				category_all_armor
				category_IFV
				category_non_militia
				category_mech_inf
			
				category_NCE_company
			}
	
			combat_width = 2
	
			#Size Definitions
			max_strength = 7.8
			max_organisation = 33
			default_morale = 0.1
			manpower = 60
			entrenchment = -0.225
			suppression = 1.25
	
			#Misc Abilities
			training_time = 120
			weight = 0.5
	
			# this is what moves us and sets speed
			transport = medium_tank_flame_chassis
	
			need = {
				infantry_weapons_type = 60
				L_AT_Equipment = 6
				
				AA_Equipment = 3
				cnc_equipment_type = 6
				medium_tank_flame_chassis = 10
			}
			plains = { attack = 0.0375 movement = 0.075 }
			desert = { attack = 0.0375 movement = 0.075 }
			hills = { attack = 0.0375 movement = -0.0375 }
			forest = { attack = -0.0375 movement = -0.075 }
			mountain = { attack = -0.1875 defence = -0.1125 movement = -0.15 }
			jungle = { attack = -0.15 movement = -0.1125 }
			marsh = { attack = -0.15 movement = -0.15 }
			urban = { attack = -0.0375 defence = -0.075 }
	
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Arm_Inf_Bat = {
			sprite = MD_light_armor
			map_icon_category = armored
			ai_priority = 0
			priority = 25
			active = no
	
			type = { mechanized }
	
			group = armor
	
			categories = {
				category_front_line
				category_all_infantry
				category_conventional_infantry
				category_army
				category_all_armor
				category_IFV
				category_non_militia
				category_mech_inf
			
				category_NCE_platoon
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 4.55
			max_organisation = 33
			default_morale = 0.1
			manpower = 28
			entrenchment = -0.15
			suppression = 0.575
	
			#Misc Abilities
			training_time = 120
			weight = 0.23
	
			# this is what moves us and sets speed
			transport = medium_tank_flame_chassis
	
			need = {
				infantry_weapons_type = 28
				L_AT_Equipment = 3
				
				AA_Equipment = 1
				cnc_equipment_type = 3
				medium_tank_flame_chassis = 5
			}
			plains = { attack = 0.025 movement = 0.05 }
			desert = { attack = 0.025 movement = 0.05 }
			hills = { attack = 0.025 movement = -0.025 }
			forest = { attack = -0.025 movement = -0.05 }
			mountain = { attack = -0.125 defence = -0.075 movement = -0.1 }
			jungle = { attack = -0.1 movement = -0.075 }
			marsh = { attack = -0.1 movement = -0.1 }
			urban = { attack = -0.025 defence = -0.05 }
	
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			defense = -0.77
		
			breakthrough = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	smol_L_Air_Inf_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			ai_priority = 0
			priority = 10
			active = yes
	
			type = {
				infantry
			}
	
			group = airborne_infantry
	
			categories = {
				category_front_line
				category_special_forces
				category_light_infantry
				category_all_infantry
				category_conventional_infantry
				category_army
				category_non_militia
				category_foot_inf
				category_inf_airborne
			
				category_NCE_company
			}
	
			combat_width = 1.5
	
			#Size Definitions
			max_strength = 12
			max_organisation = 46
			default_morale = 0.16
			manpower = 100
			breakthrough = -0.475
			entrenchment = 0
			suppression = 0.5
	
			#Misc Abilities
			training_time = 180
			weight = 0.25
	
			transport = cnc_equipment_type
	
			can_be_parachuted = yes
	
			need = {
				infantry_weapons_type = 150
				L_AT_Equipment = 10
				AA_Equipment = 5
				cnc_equipment_type = 10
			}
			plains = { attack = -0.0375 }
			desert = { attack = -0.0375 }
			hills = { attack = 0.0375 defence = 0.075 }
			forest = { attack = 0.075 defence = 0.1125 movement = 0.0375 }
			mountain = { attack = 0.075 defence = 0.1125 movement = 0.0375 }
			jungle = { attack = 0.075 defence = 0.1125 }
			marsh = { attack = 0.0375 defence = 0.075 movement = 0.0375 }
			urban = { attack = 0.0375 defence = 0.0375 }
	
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_L_Air_Inf_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			ai_priority = 0
			priority = 10
			active = yes
	
			type = {
				infantry
			}
	
			group = airborne_infantry
	
			categories = {
				category_front_line
				category_special_forces
				category_light_infantry
				category_all_infantry
				category_conventional_infantry
				category_army
				category_non_militia
				category_foot_inf
				category_inf_airborne
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 7
			max_organisation = 46
			default_morale = 0.16
			manpower = 46
			breakthrough = -0.7585
			entrenchment = 0
			suppression = 0.23
	
			#Misc Abilities
			training_time = 180
			weight = 0.115
	
			transport = cnc_equipment_type
	
			can_be_parachuted = yes
	
			need = {
				infantry_weapons_type = 69
				L_AT_Equipment = 5
				AA_Equipment = 2
				cnc_equipment_type = 5
			}
			plains = { attack = -0.025 }
			desert = { attack = -0.025 }
			hills = { attack = 0.025 defence = 0.05 }
			forest = { attack = 0.05 defence = 0.075 movement = 0.025 }
			mountain = { attack = 0.05 defence = 0.075 movement = 0.025 }
			jungle = { attack = 0.05 defence = 0.075 }
			marsh = { attack = 0.025 defence = 0.05 movement = 0.025 }
			urban = { attack = 0.025 defence = 0.025 }
	
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			defense = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	smol_Mot_Air_Inf_Bat = {
			sprite = MD_motorized
			map_icon_category = infantry
			special_forces = yes
			ai_priority = 0
			priority = 15
			active = yes
	
			type = {
				motorized
				infantry
			}
	
			group = airborne_infantry
	
			categories = {
				category_front_line
				category_special_forces
				category_all_infantry
				category_conventional_infantry
				category_army
				category_non_militia
				category_mot_airborne
				category_mot_inf
			
				category_NCE_company
			}
	
			combat_width = 2
	
			#Size Definitions
			max_strength = 10.2
			max_organisation = 40
			default_morale = 0.14
			manpower = 100
			breakthrough = -0.475
			entrenchment = -0.075
			suppression = 0.75
	
			#Misc Abilities
			training_time = 200
			weight = 0.25
	
			transport = util_vehicle_type
	
			can_be_parachuted = yes
	
			need = {
				infantry_weapons_type = 100
				L_AT_Equipment = 5
				AA_Equipment = 5
				cnc_equipment_type = 10
				util_vehicle_type = 10
			}
			plains = { attack = 0.075 movement = 0.075 }
			desert = { movement = 0.0375 }
			hills = { movement = -0.0375 }
			forest = { attack = -0.0375 movement = -0.075 }
			mountain = { attack = -0.1125 defence = -0.075 movement = -0.1125 }
			jungle = { attack = -0.075 movement = -0.075 }
			marsh = { movement = -0.075 }
	
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Mot_Air_Inf_Bat = {
			sprite = MD_motorized
			map_icon_category = infantry
			special_forces = yes
			ai_priority = 0
			priority = 15
			active = yes
	
			type = {
				motorized
				infantry
			}
	
			group = airborne_infantry
	
			categories = {
				category_front_line
				category_special_forces
				category_all_infantry
				category_conventional_infantry
				category_army
				category_non_militia
				category_mot_airborne
				category_mot_inf
			
				category_NCE_platoon
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 5.95
			max_organisation = 40
			default_morale = 0.14
			manpower = 46
			breakthrough = -0.7585
			entrenchment = -0.05
			suppression = 0.345
	
			#Misc Abilities
			training_time = 200
			weight = 0.115
	
			transport = util_vehicle_type
	
			can_be_parachuted = yes
	
			need = {
				infantry_weapons_type = 46
				L_AT_Equipment = 2
				AA_Equipment = 2
				cnc_equipment_type = 5
				util_vehicle_type = 5
			}
			plains = { attack = 0.05 movement = 0.05 }
			desert = { movement = 0.025 }
			hills = { movement = -0.025 }
			forest = { attack = -0.025 movement = -0.05 }
			mountain = { attack = -0.075 defence = -0.05 movement = -0.075 }
			jungle = { attack = -0.05 movement = -0.05 }
			marsh = { movement = -0.05 }
	
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			defense = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	smol_Mech_Air_Inf_Bat = {
			sprite = MD_mechanized
			map_icon_category = armored
			special_forces = yes
			ai_priority = 0
			priority = 20
			active = no
	
			type = {
				mechanized
				infantry
			}
	
			group = airborne_infantry
	
			categories = {
				category_front_line
				category_special_forces
				category_all_infantry
				category_conventional_infantry
				category_army
				category_all_armor
				category_apc
				category_non_militia
				category_arm_airborne
			
				category_NCE_company
			}
	
			combat_width = 2
	
			#Size Definitions
			max_strength = 9
			max_organisation = 39
			default_morale = 0.13
			manpower = 80
			breakthrough = -0.475
			entrenchment = -0.15
			suppression = 1
	
			#Misc Abilities
			training_time = 200
			weight = 0.5
	
			# this is what moves us and sets speed
			transport = medium_tank_amphibious_chassis
	
			can_be_parachuted = yes
	
			need = {
				infantry_weapons_type = 80
				L_AT_Equipment = 4
				
				AA_Equipment = 4
				cnc_equipment_type = 8
				medium_tank_amphibious_chassis = 10
			}
			plains = { attack = 0.075 movement = 0.075 }
			desert = { attack = 0.075 movement = 0.075 }
			hills = { movement = -0.0375 }
			forest = { attack = -0.1125 movement = -0.075 }
			mountain = { attack = -0.1875 defence = -0.1125 movement = -0.15 }
			jungle = { attack = -0.15 movement = -0.1125 }
			marsh = { attack = -0.075 movement = -0.1125 }
			urban = { attack = -0.0375 }
	
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Mech_Air_Inf_Bat = {
			sprite = MD_mechanized
			map_icon_category = armored
			special_forces = yes
			ai_priority = 0
			priority = 20
			active = no
	
			type = {
				mechanized
				infantry
			}
	
			group = airborne_infantry
	
			categories = {
				category_front_line
				category_special_forces
				category_all_infantry
				category_conventional_infantry
				category_army
				category_all_armor
				category_apc
				category_non_militia
				category_arm_airborne
			
				category_NCE_platoon
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 5.25
			max_organisation = 39
			default_morale = 0.13
			manpower = 37
			breakthrough = -0.7585
			entrenchment = -0.1
			suppression = 0.46
	
			#Misc Abilities
			training_time = 200
			weight = 0.23
	
			# this is what moves us and sets speed
			transport = medium_tank_amphibious_chassis
	
			can_be_parachuted = yes
	
			need = {
				infantry_weapons_type = 37
				L_AT_Equipment = 2
				
				AA_Equipment = 2
				cnc_equipment_type = 4
				medium_tank_amphibious_chassis = 5
			}
			plains = { attack = 0.05 movement = 0.05 }
			desert = { attack = 0.05 movement = 0.05 }
			hills = { movement = -0.025 }
			forest = { attack = -0.075 movement = -0.05 }
			mountain = { attack = -0.125 defence = -0.075 movement = -0.1 }
			jungle = { attack = -0.1 movement = -0.075 }
			marsh = { attack = -0.05 movement = -0.075 }
			urban = { attack = -0.025 }
	
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			defense = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	smol_Arm_Air_Inf_Bat = {
			sprite = MD_light_armor
			map_icon_category = armored
			special_forces = yes
			ai_priority = 0
			priority = 25
			active = no
	
			type = {
				mechanized
				infantry
			}
	
			group = airborne_infantry
	
			categories = {
				category_front_line
				category_special_forces
				category_all_infantry
				category_conventional_infantry
				category_army
				category_all_armor
				category_IFV
				category_non_militia
				category_arm_airborne
			
				category_NCE_company
			}
	
			combat_width = 2
	
			#Size Definitions
			max_strength = 7.8
			max_organisation = 33
			default_morale = 0.12
			manpower = 60
			breakthrough = -0.475
			entrenchment = -0.225
			suppression = 1.25
	
			#Misc Abilities
			training_time = 200
			weight = 0.5
	
			# this is what moves us and sets speed
			transport = medium_tank_flame_chassis
	
			can_be_parachuted = yes
	
			need = {
				infantry_weapons_type = 60
				L_AT_Equipment = 3
				
				AA_Equipment = 3
				cnc_equipment_type = 6
				medium_tank_flame_chassis = 10
			}
			plains = { attack = 0.075 movement = 0.075 }
			desert = { attack = 0.075 movement = 0.075 }
			hills = { movement = -0.0375 }
			forest = { attack = -0.1125 movement = -0.075 }
			mountain = { attack = -0.1875 defence = -0.1125 movement = -0.15 }
			jungle = { attack = -0.15 movement = -0.1125 }
			marsh = { attack = -0.075 movement = -0.1125 }
			urban = { attack = 0.0375 defence = 0.0375 }
	
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Arm_Air_Inf_Bat = {
			sprite = MD_light_armor
			map_icon_category = armored
			special_forces = yes
			ai_priority = 0
			priority = 25
			active = no
	
			type = {
				mechanized
				infantry
			}
	
			group = airborne_infantry
	
			categories = {
				category_front_line
				category_special_forces
				category_all_infantry
				category_conventional_infantry
				category_army
				category_all_armor
				category_IFV
				category_non_militia
				category_arm_airborne
			
				category_NCE_platoon
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 4.55
			max_organisation = 33
			default_morale = 0.12
			manpower = 28
			breakthrough = -0.7585
			entrenchment = -0.15
			suppression = 0.575
	
			#Misc Abilities
			training_time = 200
			weight = 0.23
	
			# this is what moves us and sets speed
			transport = medium_tank_flame_chassis
	
			can_be_parachuted = yes
	
			need = {
				infantry_weapons_type = 28
				L_AT_Equipment = 1
				
				AA_Equipment = 1
				cnc_equipment_type = 3
				medium_tank_flame_chassis = 5
			}
			plains = { attack = 0.05 movement = 0.05 }
			desert = { attack = 0.05 movement = 0.05 }
			hills = { movement = -0.025 }
			forest = { attack = -0.075 movement = -0.05 }
			mountain = { attack = -0.125 defence = -0.075 movement = -0.1 }
			jungle = { attack = -0.1 movement = -0.075 }
			marsh = { attack = -0.05 movement = -0.075 }
			urban = { attack = 0.025 defence = 0.025 }
	
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			defense = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	smol_L_Marine_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			marines = yes
			ai_priority = 0
			priority = 10
			active = yes
	
			type = {
				infantry
			}
	
			group = marine_infantry
	
			categories = {
				category_front_line
				category_special_forces
				category_conventional_infantry
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_all_amphibous
				category_foot_inf
				category_inf_amphib
			
				category_NCE_company
			}
	
			combat_width = 1.5
	
			#Size Definitions
			max_strength = 12
			max_organisation = 46
			default_morale = 0.16
			manpower = 100
			entrenchment = 0.075
			suppression = 0.5
	
			#Misc Abilities
			training_time = 200
			weight = 0.25
	
			transport = cnc_equipment_type
	
			need = {
				infantry_weapons_type = 100
				L_AT_Equipment = 10
				AA_Equipment = 5
				cnc_equipment_type = 10
			}
			amphibious = { attack = 0.15 defence = 0.075 }
			marsh = { attack = 0.075 defence = 0.1125 movement = 0.075 }
			forest = { attack = 0.0375 defence = 0.075 }
			hills = { attack = 0.0375 defence = 0.0375 }
			urban = { attack = 0.0375 defence = 0.0375 }
			plains = { attack = -0.0375 }
			desert = { attack = -0.0375 movement = -0.0375 }
			mountain = { attack = -0.0375 }
	
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_L_Marine_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			marines = yes
			ai_priority = 0
			priority = 10
			active = yes
	
			type = {
				infantry
			}
	
			group = marine_infantry
	
			categories = {
				category_front_line
				category_special_forces
				category_conventional_infantry
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_all_amphibous
				category_foot_inf
				category_inf_amphib
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 7
			max_organisation = 46
			default_morale = 0.16
			manpower = 46
			entrenchment = 0.05
			suppression = 0.23
	
			#Misc Abilities
			training_time = 200
			weight = 0.115
	
			transport = cnc_equipment_type
	
			need = {
				infantry_weapons_type = 46
				L_AT_Equipment = 5
				AA_Equipment = 2
				cnc_equipment_type = 5
			}
			amphibious = { attack = 0.1 defence = 0.05 }
			marsh = { attack = 0.05 defence = 0.075 movement = 0.05 }
			forest = { attack = 0.025 defence = 0.05 }
			hills = { attack = 0.025 defence = 0.025 }
			urban = { attack = 0.025 defence = 0.025 }
			plains = { attack = -0.025 }
			desert = { attack = -0.025 movement = -0.025 }
			mountain = { attack = -0.025 }
	
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			defense = -0.77
		
			breakthrough = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	smol_Mot_Marine_Bat = {
			sprite = MD_motorized
			map_icon_category = infantry
			special_forces = yes
			marines = yes
			ai_priority = 0
			priority = 15
			active = yes
	
			type = {
				motorized
			}
	
			group = marine_infantry
	
			categories = {
				category_front_line
				category_conventional_infantry
				category_special_forces
				category_all_infantry
				category_army
				category_non_militia
				category_all_amphibous
				category_mot_amphib
				category_mot_inf
			
				category_NCE_company
			}
	
			combat_width = 2
	
			#Size Definitions
			max_strength = 10.2
			max_organisation = 40
			default_morale = 0.14
			manpower = 100
			entrenchment = 0
			suppression = 0.75
	
			#Misc Abilities
			training_time = 200
			weight = 0.25
	
			transport = util_vehicle_type
	
			need = {
				infantry_weapons_type = 100
				L_AT_Equipment = 10
				AA_Equipment = 5
				cnc_equipment_type = 10
				util_vehicle_type = 10
			
				H_AT_Equipment = 5
			}
			amphibious = { attack = 0.1125 }
			plains = { attack = 0.0375 movement = 0.075 }
			desert = { movement = 0.0375 }
			marsh = { movement = 0.0375 }
			forest = { movement = -0.0375 }
			mountain = { attack = -0.1125 defence = -0.075 movement = -0.075 }
	
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Mot_Marine_Bat = {
			sprite = MD_motorized
			map_icon_category = infantry
			special_forces = yes
			marines = yes
			ai_priority = 0
			priority = 15
			active = yes
	
			type = {
				motorized
			}
	
			group = marine_infantry
	
			categories = {
				category_front_line
				category_conventional_infantry
				category_special_forces
				category_all_infantry
				category_army
				category_non_militia
				category_all_amphibous
				category_mot_amphib
				category_mot_inf
			
				category_NCE_platoon
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 5.95
			max_organisation = 40
			default_morale = 0.14
			manpower = 46
			entrenchment = 0
			suppression = 0.345
	
			#Misc Abilities
			training_time = 200
			weight = 0.115
	
			transport = util_vehicle_type
	
			need = {
				infantry_weapons_type = 46
				L_AT_Equipment = 5
				AA_Equipment = 2
				cnc_equipment_type = 5
				util_vehicle_type = 5
			
				H_AT_Equipment = 2
			}
			amphibious = { attack = 0.075 }
			plains = { attack = 0.025 movement = 0.05 }
			desert = { movement = 0.025 }
			marsh = { movement = 0.025 }
			forest = { movement = -0.025 }
			mountain = { attack = -0.075 defence = -0.05 movement = -0.05 }
	
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			defense = -0.77
		
			breakthrough = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	smol_Mech_Marine_Bat = {
			sprite = MD_mechanized
			map_icon_category = armored
			special_forces = yes
			marines = yes
			ai_priority = 0
			priority = 20
			active = no
	
			type = {
				mechanized
			}
	
			group = marine_infantry
	
			categories = {
				category_front_line
				category_conventional_infantry
				category_special_forces
				category_all_infantry
				category_army
				category_all_armor
				category_apc
				category_non_militia
				category_all_amphibous
				category_arm_amphib
			
				category_NCE_company
			}
	
			combat_width = 2
	
			#Size Definitions
			max_strength = 9
			max_organisation = 39
			default_morale = 0.13
			manpower = 80
			entrenchment = -0.075
			suppression = 0.5
	
			#Misc Abilities
			training_time = 200
			weight = 0.5
	
			# this is what moves us and sets speed
			transport = medium_tank_amphibious_chassis
	
			need = {
				infantry_weapons_type = 80
				L_AT_Equipment = 8
				H_AT_Equipment = 5
				AA_Equipment = 4
				cnc_equipment_type = 10
				medium_tank_amphibious_chassis = 10
			}
			amphibious = { attack = 0.075 }
			plains = { attack = 0.075 movement = 0.075 }
			desert = { attack = 0.0375 movement = 0.075 }
			marsh = { movement = 0.0375 }
			forest = { attack = -0.075 movement = -0.075 }
			mountain = { attack = -0.15 defence = -0.075 movement = -0.1125 }
			urban = { attack = 0.0375 }
	
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Mech_Marine_Bat = {
			sprite = MD_mechanized
			map_icon_category = armored
			special_forces = yes
			marines = yes
			ai_priority = 0
			priority = 20
			active = no
	
			type = {
				mechanized
			}
	
			group = marine_infantry
	
			categories = {
				category_front_line
				category_conventional_infantry
				category_special_forces
				category_all_infantry
				category_army
				category_all_armor
				category_apc
				category_non_militia
				category_all_amphibous
				category_arm_amphib
			
				category_NCE_platoon
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 5.25
			max_organisation = 39
			default_morale = 0.13
			manpower = 37
			entrenchment = -0.05
			suppression = 0.23
	
			#Misc Abilities
			training_time = 200
			weight = 0.23
	
			# this is what moves us and sets speed
			transport = medium_tank_amphibious_chassis
	
			need = {
				infantry_weapons_type = 37
				L_AT_Equipment = 4
				H_AT_Equipment = 2
				AA_Equipment = 2
				cnc_equipment_type = 5
				medium_tank_amphibious_chassis = 5
			}
			amphibious = { attack = 0.05 }
			plains = { attack = 0.05 movement = 0.05 }
			desert = { attack = 0.025 movement = 0.05 }
			marsh = { movement = 0.025 }
			forest = { attack = -0.05 movement = -0.05 }
			mountain = { attack = -0.1 defence = -0.05 movement = -0.075 }
			urban = { attack = 0.025 }
	
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			defense = -0.77
		
			breakthrough = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	smol_Arm_Marine_Bat = {
			sprite = MD_light_armor
			map_icon_category = armored
			special_forces = yes
			marines = yes
			ai_priority = 0
			priority = 25
			active = no
	
			type = {
				mechanized
			}
	
			group = marine_infantry
	
			categories = {
				category_front_line
				category_conventional_infantry
				category_special_forces
				category_all_infantry
				category_army
				category_all_armor
				category_IFV
				category_non_militia
				category_all_amphibous
				category_arm_amphib
			
				category_NCE_company
			}
	
			combat_width = 2
	
			#Size Definitions
			max_strength = 7.8
			max_organisation = 33
			default_morale = 0.12
			manpower = 60
			entrenchment = -0.15
			suppression = 0.5
	
			#Misc Abilities
			training_time = 200
			weight = 0.5
	
			# this is what moves us and sets speed
			transport = medium_tank_flame_chassis
	
			need = {
				infantry_weapons_type = 60
				L_AT_Equipment = 6
				H_AT_Equipment = 5
				AA_Equipment = 3
				cnc_equipment_type = 10
				medium_tank_flame_chassis = 10
			}
			amphibious = { attack = 0.075 }
			plains = { attack = 0.075 movement = 0.075 }
			desert = { attack = 0.075 movement = 0.075 }
			marsh = { movement = 0.0375 }
			forest = { attack = -0.1125 movement = -0.075 }
			mountain = { attack = -0.1875 defence = -0.1125 movement = -0.15 }
			urban = { attack = 0.075 defence = 0.0375 }
	
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Arm_Marine_Bat = {
			sprite = MD_light_armor
			map_icon_category = armored
			special_forces = yes
			marines = yes
			ai_priority = 0
			priority = 25
			active = no
	
			type = {
				mechanized
			}
	
			group = marine_infantry
	
			categories = {
				category_front_line
				category_conventional_infantry
				category_special_forces
				category_all_infantry
				category_army
				category_all_armor
				category_IFV
				category_non_militia
				category_all_amphibous
				category_arm_amphib
			
				category_NCE_platoon
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 4.55
			max_organisation = 33
			default_morale = 0.12
			manpower = 28
			entrenchment = -0.1
			suppression = 0.23
	
			#Misc Abilities
			training_time = 200
			weight = 0.23
	
			# this is what moves us and sets speed
			transport = medium_tank_flame_chassis
	
			need = {
				infantry_weapons_type = 28
				L_AT_Equipment = 3
				H_AT_Equipment = 2
				AA_Equipment = 1
				cnc_equipment_type = 5
				medium_tank_flame_chassis = 5
			}
			amphibious = { attack = 0.05 }
			plains = { attack = 0.05 movement = 0.05 }
			desert = { attack = 0.05 movement = 0.05 }
			marsh = { movement = 0.025 }
			forest = { attack = -0.075 movement = -0.05 }
			mountain = { attack = -0.125 defence = -0.075 movement = -0.1 }
			urban = { attack = 0.05 defence = 0.025 }
	
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			defense = -0.77
		
			breakthrough = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	smol_L_Air_assault_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 10
			active = yes
	
			type = {
				infantry
			}
	
			group = airmobile
	
			categories = {
				category_front_line
				category_special_forces
				category_conventional_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_all_airborne
				category_air_aslt
			
				category_NCE_company
			}
	
			combat_width = 1.5
	
			#Size Definitions
			max_strength = 5.4
			max_organisation = 40
			default_morale = 0.16
			manpower = 80
			entrenchment = -0.225
			suppression = 1
	
			#Misc Abilities
			training_time = 200
			weight = 0.25
	
			need = {
				infantry_weapons_type = 120
				L_AT_Equipment = 8
				AA_Equipment = 4
				cnc_equipment_type = 8
				heavy_tank_amphibious_chassis = 8
			}
			hills = { attack = 0.0375 defence = 0.075 }
			forest = { attack = 0.0375 defence = 0.075 }
			mountain = { attack = 0.0375 defence = 0.1125 }
			jungle = { attack = 0.0375 defence = 0.075 }
			marsh = { defence = 0.075 movement = 0.0375 }
			urban = { attack = 0.0375 defence = 0.0375 }
	
			transport = heavy_tank_amphibious_chassis
	
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_L_Air_assault_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 10
			active = yes
	
			type = {
				infantry
			}
	
			group = airmobile
	
			categories = {
				category_front_line
				category_special_forces
				category_conventional_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_all_airborne
				category_air_aslt
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 3.15
			max_organisation = 40
			default_morale = 0.16
			manpower = 37
			entrenchment = -0.15
			suppression = 0.46
	
			#Misc Abilities
			training_time = 200
			weight = 0.115
	
			need = {
				infantry_weapons_type = 55
				L_AT_Equipment = 4
				AA_Equipment = 2
				cnc_equipment_type = 4
				heavy_tank_amphibious_chassis = 4
			}
			hills = { attack = 0.025 defence = 0.05 }
			forest = { attack = 0.025 defence = 0.05 }
			mountain = { attack = 0.025 defence = 0.075 }
			jungle = { attack = 0.025 defence = 0.05 }
			marsh = { defence = 0.05 movement = 0.025 }
			urban = { attack = 0.025 defence = 0.025 }
	
			transport = heavy_tank_amphibious_chassis
	
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			defense = -0.77
		
			breakthrough = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	smol_air_assault_Arty_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = no
	
			type = {
				artillery
			}
	
			group = airmobile
	
			categories = {
				category_army
				category_artillery
				category_air_aslt
			
				category_NCE_company
			}
	
			combat_width = 1.5
	
			need = {
				artillery_equipment = 6
				heavy_tank_amphibious_chassis = 6
				cnc_equipment_type = 6
			}
			hills = { attack = 0.0375 defence = 0.0375 }
			mountain = { attack = 0.0375 defence = 0.075 }
			jungle = { attack = 0.0375 defence = 0.0375 }
			forest = { attack = 0.0375 defence = 0.0375 }
			urban = { attack = 0.0375 }
			plains = { attack = -0.0375 }
			desert = { attack = -0.0375 }
	
			manpower = 60
			training_time = 120
			max_organisation = 4
			default_morale = 0.05
			max_strength = 0.48
			weight = 0.05
			entrenchment = -0.1125
	
			# this is what moves us and sets speed
			transport = heavy_tank_amphibious_chassis
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_air_assault_Arty_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = no
	
			type = {
				artillery
			}
	
			group = airmobile
	
			categories = {
				category_army
				category_artillery
				category_air_aslt
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			need = {
				artillery_equipment = 3
				heavy_tank_amphibious_chassis = 3
				cnc_equipment_type = 3
			}
			hills = { attack = 0.025 defence = 0.025 }
			mountain = { attack = 0.025 defence = 0.05 }
			jungle = { attack = 0.025 defence = 0.025 }
			forest = { attack = 0.025 defence = 0.025 }
			urban = { attack = 0.025 }
			plains = { attack = -0.025 }
			desert = { attack = -0.025 }
	
			manpower = 28
			training_time = 120
			max_organisation = 4
			default_morale = 0.05
			max_strength = 0.28
			weight = 0.023
			entrenchment = -0.075
	
			# this is what moves us and sets speed
			transport = heavy_tank_amphibious_chassis
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			defense = -0.77
		
			breakthrough = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_air_assault_Arty_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = no
	
			type = {
				artillery
			}
	
			group = airmobile
	
			categories = {
				category_army
				category_artillery
				category_air_aslt
			
				category_NCE_team
			}
	
			combat_width = 0.5
	
			need = {
				artillery_equipment = 1
				heavy_tank_amphibious_chassis = 1
				cnc_equipment_type = 1
			}
			hills = { attack = 0.015 defence = 0.015 }
			mountain = { attack = 0.015 defence = 0.03 }
			jungle = { attack = 0.015 defence = 0.015 }
			forest = { attack = 0.015 defence = 0.015 }
			urban = { attack = 0.015 }
			plains = { attack = -0.015 }
			desert = { attack = -0.015 }
	
			manpower = 8
			training_time = 120
			max_organisation = 4
			default_morale = 0.05
			max_strength = 0.144
			weight = 0.007
			entrenchment = -0.045
	
			# this is what moves us and sets speed
			transport = heavy_tank_amphibious_chassis
		
			soft_attack = -0.93
		
			hard_attack = -0.93
		
			defense = -0.93
		
			breakthrough = -0.93
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_attack_helo_bat = {
			sprite = MD_light_armor
			map_icon_category = armored
			ai_priority = 0
			priority = 5
			active = no
	
			type = {
				armor
			}
	
			group = airmobile
	
			categories = {
				category_army
				category_non_militia
				category_all_airborne
				category_atk_helo
				category_air_aslt
			
				category_NCE_company
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 2.4
			max_organisation = 15
			default_morale = 0.12
			manpower = 30
	
			#Misc Abilities
			training_time = 200
			weight = 0.5
			suppression = 0.5
	
			# this is what moves us and sets speed
			transport = heavy_tank_chassis
	
			need = {
				heavy_tank_chassis = 6
				cnc_equipment_type = 6
			}
			urban = { attack = -0.075 }
			forest = { attack = -0.0375 }
			jungle = { attack = -0.075 }
			mountain = { attack = -0.0375 movement = -0.0375 }
	
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	smol_armor_Bat = {
			sprite = MD_medium_armor
			map_icon_category = armored
			priority = 30
			active = no
			ai_priority = 0
			type = {
				armor
				mechanized
			}
	
			group = armor
	
			categories = {
				category_tanks
				category_front_line
				category_real_tanks
				category_all_armor
				category_army
				category_non_militia
			
				category_NCE_company
			}
	
			combat_width = 2
	
			essential = {
				medium_tank_chassis
			}
	
			need = {
				medium_tank_chassis = 12
				cnc_equipment_type = 12
			}
			plains = { attack = 0.15 defence = 0.075 movement = 0.075 }
			desert = { attack = 0.1125 defence = 0.075 movement = 0.075 }
			hills = { attack = -0.075 movement = -0.075 }
			forest = { attack = -0.1875 defence = -0.075 movement = -0.1125 }
			mountain = { attack = -0.2625 defence = -0.15 movement = -0.1875 }
			jungle = { attack = -0.225 defence = -0.1125 movement = -0.15 }
			marsh = { attack = -0.15 defence = -0.0375 movement = -0.1875 }
			urban = { attack = -0.1125 defence = -0.075 }
			amphibious = { attack = -0.075 movement = -0.075 }
	
			manpower = 60
			max_organisation = 17
			max_strength = 4.8
			default_morale = 0.05
			training_time = 180
			weight = 0.75
			entrenchment = -0.1125
			suppression = 1.25
	
			transport = medium_tank_chassis
	
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	smol_L_arm_Bat = {
			sprite = MD_medium_armor
			map_icon_category = armored
			priority = 20
			active = no
			ai_priority = 0
			type = {
				armor
				anti_tank
				mechanized
			}
	
			group = armor
	
			categories = {
				category_tanks
				category_front_line
				category_all_armor
				category_asg
				category_army
				category_non_militia
			
				category_NCE_company
			}
	
			combat_width = 2
	
			need = {
				medium_tank_destroyer_chassis = 12
				cnc_equipment_type = 12
			}
			plains = { attack = 0.1125 defence = 0.075 movement = 0.075 }
			desert = { attack = 0.1125 movement = 0.075 }
			hills = { attack = -0.0375 movement = -0.0375 }
			forest = { attack = -0.15 movement = -0.1125 }
			mountain = { attack = -0.225 defence = -0.15 movement = -0.15 }
			jungle = { attack = -0.1875 defence = -0.1125 movement = -0.15 }
			marsh = { attack = -0.1125 movement = -0.15 }
			urban = { attack = -0.075 }
	
			manpower = 60
			max_organisation = 17
			max_strength = 4.8
			default_morale = 0.05
			training_time = 180
			weight = 0.75
			suppression = 1.25
	
			transport = medium_tank_destroyer_chassis
	
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_L_arm_Bat = {
			sprite = MD_medium_armor
			map_icon_category = armored
			priority = 20
			active = no
			ai_priority = 0
			type = {
				armor
				anti_tank
				mechanized
			}
	
			group = armor
	
			categories = {
				category_tanks
				category_front_line
				category_all_armor
				category_asg
				category_army
				category_non_militia
			
				category_NCE_platoon
			}
	
			combat_width = 1
	
			need = {
				medium_tank_destroyer_chassis = 6
				cnc_equipment_type = 6
			}
			plains = { attack = 0.075 defence = 0.05 movement = 0.05 }
			desert = { attack = 0.075 movement = 0.05 }
			hills = { attack = -0.025 movement = -0.025 }
			forest = { attack = -0.1 movement = -0.075 }
			mountain = { attack = -0.15 defence = -0.1 movement = -0.1 }
			jungle = { attack = -0.125 defence = -0.075 movement = -0.1 }
			marsh = { attack = -0.075 movement = -0.1 }
			urban = { attack = -0.05 }
	
			manpower = 28
			max_organisation = 17
			max_strength = 2.8
			default_morale = 0.05
			training_time = 180
			weight = 0.345
			suppression = 0.575
	
			transport = medium_tank_destroyer_chassis
	
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			defense = -0.77
		
			breakthrough = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	smol_A_L_arm_Bat = {
			sprite = MD_medium_armor
			map_icon_category = armored
			priority = 20
			active = no
			ai_priority = 0
			type = {
				armor
				anti_tank
				mechanized
			}
	
			group = airborne_infantry
	
			categories = { category_tanks category_front_line category_all_armor category_asg category_army category_non_militia category_mot_airborne category_arm_airborne category_NCE_company }
	
			combat_width = 2
	
			need = {
				medium_tank_destroyer_chassis = 12
				cnc_equipment_type = 12
			}
			plains = { attack = 0.1125 defence = 0.075 movement = 0.075 }
			desert = { attack = 0.1125 movement = 0.075 }
			hills = { attack = -0.0375 movement = -0.0375 }
			forest = { attack = -0.15 movement = -0.1125 }
			mountain = { attack = -0.225 defence = -0.15 movement = -0.15 }
			jungle = { attack = -0.1875 defence = -0.1125 movement = -0.15 }
			marsh = { attack = -0.1125 movement = -0.15 }
			urban = { attack = -0.075 }
	
			manpower = 60
			max_organisation = 17
			max_strength = 4.8
			default_morale = 0.05
			training_time = 180
			weight = 0.75
			suppression = 1.25
	
			can_be_parachuted = yes
			transport = medium_tank_destroyer_chassis
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		
		special_forces = yes
	}

	XS_A_L_arm_Bat = {
			sprite = MD_medium_armor
			map_icon_category = armored
			priority = 20
			active = no
			ai_priority = 0
			type = {
				armor
				anti_tank
				mechanized
			}
	
			group = airborne_infantry
	
			categories = { category_tanks category_front_line category_all_armor category_asg category_army category_non_militia category_mot_airborne category_arm_airborne category_NCE_platoon }
	
			combat_width = 1
	
			need = {
				medium_tank_destroyer_chassis = 6
				cnc_equipment_type = 6
			}
			plains = { attack = 0.075 defence = 0.05 movement = 0.05 }
			desert = { attack = 0.075 movement = 0.05 }
			hills = { attack = -0.025 movement = -0.025 }
			forest = { attack = -0.1 movement = -0.075 }
			mountain = { attack = -0.15 defence = -0.1 movement = -0.1 }
			jungle = { attack = -0.125 defence = -0.075 movement = -0.1 }
			marsh = { attack = -0.075 movement = -0.1 }
			urban = { attack = -0.05 }
	
			manpower = 28
			max_organisation = 17
			max_strength = 2.8
			default_morale = 0.05
			training_time = 180
			weight = 0.345
			suppression = 0.575
	
			can_be_parachuted = yes
			transport = medium_tank_destroyer_chassis
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			defense = -0.77
		
			breakthrough = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		
		special_forces = yes
	}


	smol_Arty_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
	
			type = {
				artillery
			}
	
			group = combat_support
	
			categories = {
				category_army
				category_artillery
			
				category_NCE_company
			}
	
			combat_width = 1.5
	
			need = {
				artillery_equipment = 9
				cnc_equipment_type = 9
			
				util_vehicle_type = 12
			}
			plains = { attack = 0.0375 }
			desert = { attack = 0.0375 }
			mountain = { attack = -0.075 movement = -0.075 }
			jungle = { attack = -0.075 movement = -0.075 }
			marsh = { movement = -0.0375 }
			forest = { attack = -0.0375 movement = -0.0375 }
			urban = { attack = -0.0375 }
	
			manpower = 60
			training_time = 120
			max_organisation = 4
			default_morale = 0.05
			max_strength = 0.48
			weight = 0.05
			entrenchment = -0.1125
			suppression = 0.5
	
	
			transport = util_vehicle_type
	
	
			can_be_parachuted = yes
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	smol_SP_Arty_Bat = { #Rev 3 - has large counter
			sprite = MD_medium_armor
			map_icon_category = armored
			ai_priority = 0
			priority = 5
			active = no
	
			type = {
				armor
				artillery
				mechanized
			}
	
			group = combat_support
	
			categories = {
				category_all_armor
				category_army
				category_artillery
				category_spart
			
				category_NCE_company
			}
			combat_width = 2
	
			need = {
				medium_tank_artillery_chassis = 9
				cnc_equipment_type = 9
			
				util_vehicle_type = 3
			}
			plains = { attack = 0.075 movement = 0.0375 }
			desert = { attack = 0.0375 movement = 0.0375 }
			mountain = { attack = -0.1125 movement = -0.1125 }
			jungle = { attack = -0.075 movement = -0.075 }
			marsh = { movement = -0.075 }
			forest = { attack = -0.0375 movement = -0.0375 }
			urban = { attack = -0.0375 }
	
			essential = {
				medium_tank_artillery_chassis
			}
	
			manpower = 60
			max_organisation = 3
			default_morale = 0.05
			max_strength = 0.15
			training_time = 180
			weight = 0.625
			entrenchment = -0.1125
			suppression = 0.5
	
	
			transport = medium_tank_artillery_chassis
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	smol_SP_R_Arty_Bat = { #Rev 3 - has large counter
			sprite = MD_medium_armor
			map_icon_category = armored
			ai_priority = 0
			priority = 5
			active = no
	
			type = {
				armor
				rocket
				mechanized
			}
	
			group = combat_support
	
			categories = {
				category_all_armor
				category_army
				category_artillery
				category_mlrs
			
				category_NCE_company
			}
			combat_width = 2
	
			need = {
				medium_tank_rocket_chassis = 9
				cnc_equipment_type = 9
			
				util_vehicle_type = 3
			}
			plains = { attack = 0.075 movement = 0.0375 }
			desert = { attack = 0.0375 movement = 0.0375 }
			mountain = { attack = -0.075 movement = -0.1125 }
			jungle = { attack = -0.0375 movement = -0.075 }
			marsh = { movement = -0.075 }
			urban = { attack = -0.075 }
	
			essential = {
				medium_tank_rocket_chassis
			}
	
			manpower = 60
			max_organisation = 3
			default_morale = 0.05
			max_strength = 0.15
			training_time = 180
			weight = 0.625
			entrenchment = -0.1125
			suppression = 0.5
	
	
			transport = medium_tank_rocket_chassis
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	smol_SP_AA_Bat = {
			sprite = MD_medium_armor
			map_icon_category = armored
			ai_priority = 0
			priority = 1
			active = no
	
			type = {
				armor
				anti_air
				mechanized
			}
	
			group = combat_support
	
			categories = {
				category_all_armor
				category_army
				category_SP_AA
			
				category_NCE_company
			}
	
			combat_width = 1
	
			need = {
				medium_tank_aa_chassis = 9
				cnc_equipment_type = 9
			
				util_vehicle_type = 3
			}
			plains = { movement = 0.0375 }
			mountain = { movement = -0.075 }
			marsh = { movement = -0.0375 }
			jungle = { movement = -0.0375 }
			manpower = 60
			max_organisation = 3
			default_morale = 0.05
			max_strength = 0.15
			training_time = 180
			weight = 0.625
			suppression = 0.25
	
			transport = medium_tank_aa_chassis
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	smol_Military_Police_Bat = { 
			sprite = MD_motorized
			map_icon_category = infantry
			ai_priority = 0
			priority = 5
			active = yes
			type = {
				motorized
			}
	
			group = mobile
	
			categories = {
				category_front_line
				category_light_infantry
				category_conventional_infantry
				category_all_infantry
				category_mot_inf
				category_army
				category_non_militia
	                        category_police
			
				category_NCE_company
			}
	
			combat_width = 2
	
			#Size Definitions
			max_strength = 8.4
			max_organisation = 40
			default_morale = 0.3
			manpower = 100
	
	                defense = -0.65
	
			#Misc Abilities
			training_time = 90
			suppression = 1.5
			weight = 0.25
	
			supply_consumption = 0.015
	
			transport = util_vehicle_type
	
			essential = {
				infantry_weapons_type
				util_vehicle_type
			}
	
			need = {
				infantry_weapons_type = 100
				util_vehicle_type = 10
	
			}
	
			hills = {
				attack = 0.15
				defence = 0.225
			}
			desert = {
				attack = -0.1125
			}
			mountain = {
				defence = 0.1125
			}
			jungle = {
				attack = -0.1125
			}
			marsh = {
				attack = -0.1125
			}
			urban = {
				attack = 0.1125
				defence = 0.225
			}
			supercity = {
	                        attack = 0.075
				defence = 0.15
			}
			forest = {
				defence = 0.1125
			}
			river = {
				attack = -0.15
			}
			amphibious = {
				attack = -0.15
			}
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Military_Police_Bat = { 
			sprite = MD_motorized
			map_icon_category = infantry
			ai_priority = 0
			priority = 5
			active = yes
			type = {
				motorized
			}
	
			group = mobile
	
			categories = {
				category_front_line
				category_light_infantry
				category_conventional_infantry
				category_all_infantry
				category_mot_inf
				category_army
				category_non_militia
	                        category_police
			
				category_NCE_platoon
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 4.9
			max_organisation = 40
			default_morale = 0.3
			manpower = 46
	
	                defense = -0.839
	
			#Misc Abilities
			training_time = 90
			suppression = 0.69
			weight = 0.115
	
			supply_consumption = 0.0069
	
			transport = util_vehicle_type
	
			essential = {
				infantry_weapons_type
				util_vehicle_type
			}
	
			need = {
				infantry_weapons_type = 46
				util_vehicle_type = 5
	
			}
	
			hills = {
				attack = 0.1
				defence = 0.15
			}
			desert = {
				attack = -0.075
			}
			mountain = {
				defence = 0.075
			}
			jungle = {
				attack = -0.075
			}
			marsh = {
				attack = -0.075
			}
			urban = {
				attack = 0.075
				defence = 0.15
			}
			supercity = {
	                        attack = 0.05
				defence = 0.1
			}
			forest = {
				defence = 0.075
			}
			river = {
				attack = -0.1
			}
			amphibious = {
				attack = -0.1
			}
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			breakthrough = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	smol_Military_Police_Foot_Bat = { 
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 5
			active = yes
			type = {
				infantry
			}
	
			group = infantry
	
			categories = {
				category_front_line
				category_light_infantry
				category_conventional_infantry
				category_all_infantry
				category_army
				category_non_militia
	                        category_foot_inf
	                        category_police
			
				category_NCE_company
			}
	
			combat_width = 1.5
	
			#Size Definitions
			max_strength = 12
			max_organisation = 40
			default_morale = 0.3
			manpower = 100
	
			#Misc Abilities
			training_time = 90
			suppression = 1.5
			weight = 0.25
	
			supply_consumption = 0.015
	
			transport = cnc_equipment_type
	
			essential = {
				infantry_weapons_type
	                        cnc_equipment_type
			}
	
			need = {
				infantry_weapons_type = 100
				cnc_equipment_type = 10
	
			}
	
			plains = {
				attack = -0.375
				defence = -0.2625
			}
			desert = {
				attack = -0.375
				defence = -0.2625
			}
			mountain = {
				attack = 0.06
				defence = 0.15
			}
			jungle = {
				defence = 0.06
			}
			marsh = {
				defence = 0.06
			}
			urban = {
				attack = 0.225
				defence = 0.15
			}
			supercity = {
				attack = 0.225
				defence = 0.15
			}
			hills = {
				attack = -0.135
			}
			forest = {
				attack = 0.06
				defence = 0.15
			}
			amphibious = {
				attack = -0.3
			}
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Military_Police_Foot_Bat = { 
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 5
			active = yes
			type = {
				infantry
			}
	
			group = infantry
	
			categories = {
				category_front_line
				category_light_infantry
				category_conventional_infantry
				category_all_infantry
				category_army
				category_non_militia
	                        category_foot_inf
	                        category_police
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 7
			max_organisation = 40
			default_morale = 0.3
			manpower = 46
	
			#Misc Abilities
			training_time = 90
			suppression = 0.69
			weight = 0.115
	
			supply_consumption = 0.0069
	
			transport = cnc_equipment_type
	
			essential = {
				infantry_weapons_type
	                        cnc_equipment_type
			}
	
			need = {
				infantry_weapons_type = 46
				cnc_equipment_type = 5
	
			}
	
			plains = {
				attack = -0.25
				defence = -0.175
			}
			desert = {
				attack = -0.25
				defence = -0.175
			}
			mountain = {
				attack = 0.04
				defence = 0.1
			}
			jungle = {
				defence = 0.04
			}
			marsh = {
				defence = 0.04
			}
			urban = {
				attack = 0.15
				defence = 0.1
			}
			supercity = {
				attack = 0.15
				defence = 0.1
			}
			hills = {
				attack = -0.09
			}
			forest = {
				attack = 0.04
				defence = 0.1
			}
			amphibious = {
				attack = -0.2
			}
		
			soft_attack = -0.77
		
			hard_attack = -0.77
		
			defense = -0.77
		
			breakthrough = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	smol_Special_Police_Unit_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			ai_priority = 0
			priority = 5
			active = yes
			can_be_parachuted = yes
			type = {
				infantry
			}
	
			group = infantry
	
			categories = {
				category_front_line
				category_special_forces
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
	                        category_special_police
			
				category_NCE_company
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 3.6
			max_organisation = 40
			default_morale = 0.18
			manpower = 50
			soft_attack = -0.4
			hard_attack = -0.4
			defense = -0.4
			breakthrough = -0.45
			entrenchment = -0.075
	
			#Misc Abilities
			training_time = 200
			suppression = 1.5
			weight = 0.25
	
			supply_consumption = 0.01#0.07
	
			transport = cnc_equipment_type
	
			need = {
				infantry_weapons_type = 50
				L_AT_Equipment = 2
				AA_Equipment = 2
				cnc_equipment_type = 10
			}
	
			plains = {
				attack = -0.1125
				defence = -0.075
			}
			desert = {
				attack = -0.1125
				defence = -0.075
			}
			hills = {
				attack = -0.075
				movement = 0.0375
			}
			forest = {
				attack = 0.075
				defence = 0.1125
				movement = 0.075
			}
			mountain = {
				attack = 0.075
				defence = 0.1125
				movement = 0.075
			}
			marsh = {
				attack = 0.075
				defence = 0.075
				movement = 0.075
			}
			river = {
				attack = 0.075
				movement = 0.075
			}
			amphibious = {
				attack = 0.075
				movement = 0.075
			}
			jungle = {
				attack = 0.075
				defence = 0.075
				movement = 0.075
			}
			urban = {
				attack = 0.27
				defence = 0.15
				movement = 0.09
			}
			supercity = {
				attack = 0.27
				defence = 0.15
				movement = 0.0675
			}
	        
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Special_Police_Unit_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			ai_priority = 0
			priority = 5
			active = yes
			can_be_parachuted = yes
			type = {
				infantry
			}
	
			group = infantry
	
			categories = {
				category_front_line
				category_special_forces
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
	                        category_special_police
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 2.1
			max_organisation = 40
			default_morale = 0.18
			manpower = 23
			soft_attack = -0.724
			hard_attack = -0.724
			defense = -0.724
			breakthrough = -0.747
			entrenchment = -0.05
	
			#Misc Abilities
			training_time = 200
			suppression = 0.69
			weight = 0.115
	
			supply_consumption = 0.0046#0.07
	
			transport = cnc_equipment_type
	
			need = {
				infantry_weapons_type = 23
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 5
			}
	
			plains = {
				attack = -0.075
				defence = -0.05
			}
			desert = {
				attack = -0.075
				defence = -0.05
			}
			hills = {
				attack = -0.05
				movement = 0.025
			}
			forest = {
				attack = 0.05
				defence = 0.075
				movement = 0.05
			}
			mountain = {
				attack = 0.05
				defence = 0.075
				movement = 0.05
			}
			marsh = {
				attack = 0.05
				defence = 0.05
				movement = 0.05
			}
			river = {
				attack = 0.05
				movement = 0.05
			}
			amphibious = {
				attack = 0.05
				movement = 0.05
			}
			jungle = {
				attack = 0.05
				defence = 0.05
				movement = 0.05
			}
			urban = {
				attack = 0.18
				defence = 0.1
				movement = 0.06
			}
			supercity = {
				attack = 0.18
				defence = 0.1
				movement = 0.045
			}
	        
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	smol_AT_Inf_Bat = { 
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 5
			active = yes
			mountaineers = yes
			type = { infantry }
			group = infantry
	
			categories = {
				category_front_line
				category_light_infantry
				category_conventional_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_foot_inf
	                        category_unarmored_infantry
			
				category_NCE_company
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 12
			max_organisation = 23.07
			default_morale = 0.1
			
			can_be_parachuted = yes
			
			manpower = 100
	
			#Misc Abilities
			soft_attack = -0.875
			hard_attack = 2.75
			ap_attack = 1
			training_time = 90
			suppression = 0.5
			weight = 0.25
			supply_consumption = 0.01
			transport = cnc_equipment_type
			essential = { L_AT_Equipment }
	
			need = {
				infantry_weapons_type = 100
				L_AT_Equipment = 10
				cnc_equipment_type = 10
			}
	
			plains = {
				attack = -0.225
				defence = -0.15
			}
			desert = {
				attack = -0.225
				defence = -0.15
			}
			mountain = {
				attack = 0.1125
				defence = 0.225
			}
			jungle = {
				defence = 0.1125
			}
			marsh = {
				defence = 0.1125
			}
			urban = {
				attack = 0.1875
				defence = 0.375
			}
			supercity = {
				attack = 0.2625
				defence = 0.375
			}
			hills = {
				attack = -0.1125
			}
			forest = {
				attack = 0.1125
				defence = 0.225
			}
			amphibious = {
				attack = -0.15
			}
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			armor_value = -0.5
		}

	smol_AA_Inf_Bat = { 
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 5
			active = yes
			mountaineers = yes
			type = { infantry }
			group = infantry
	
			categories = {
				category_front_line
				category_light_infantry
				category_conventional_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_foot_inf
	                        category_unarmored_infantry
			
				category_NCE_company
			}
	
			combat_width = 1
	
			can_be_parachuted = yes
	
			#Size Definitions
			max_strength = 12
			max_organisation = 23.07
			default_morale = 0.1
			
			manpower = 100
	
			#Misc Abilities
			soft_attack = -0.875
			hard_attack = -0.875
			
			air_attack = 2
			
			training_time = 90
			suppression = 0.5
			weight = 0.25
			supply_consumption = 0.01
			transport = cnc_equipment_type
			essential = { AA_Equipment }
	
			need = {
				infantry_weapons_type = 100
				AA_Equipment = 5
				cnc_equipment_type = 10
			}
	
			plains = {
				attack = -0.225
				defence = -0.15
			}
			desert = {
				attack = -0.225
				defence = -0.15
			}
			mountain = {
				attack = 0.1125
				defence = 0.225
			}
			jungle = {
				defence = 0.1125
			}
			marsh = {
				defence = 0.1125
			}
			urban = {
				attack = 0.1875
				defence = 0.375
			}
			supercity = {
				attack = 0.2625
				defence = 0.375
			}
			hills = {
				attack = -0.1125
			}
			forest = {
				attack = 0.1125
				defence = 0.225
			}
			amphibious = {
				attack = -0.15
			}
		
			defense = -0.5
		
			breakthrough = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	smol_H_Engi_Bat = { #Rev 3 - has large counter
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
	
			type = {
				armor
			}
	
			group = armor
	
			categories = {
				category_front_line
				category_light_infantry
				category_all_infantry
				category_army
	                        category_heavy_engi
			
				category_NCE_company
			}
	
			combat_width = 2
	
			#Size Definitions
			max_strength = 8.4
			max_organisation = 0
			default_morale = 0.1
			manpower = 80
	
			#Misc Abilities
			training_time = 90
			suppression = 0.5
			weight = 0.25
			supply_consumption = 0.03
			entrenchment = 3.75
			defense = -0.85
			breakthrough = -0.85
			soft_attack = -0.85
			hard_attack = -0.85
			can_be_parachuted = yes
	
			transport = medium_tank_amphibious_chassis
	
			essential = {
				infantry_weapons_type
				medium_tank_amphibious_chassis
			}
	
			need = {
				infantry_weapons_type = 80
				cnc_equipment_type = 10
				medium_tank_amphibious_chassis = 10
	
			}
	
			forest = {
				attack = 0.1125
				movement = 0.1875
				defence = 0.075			
			}
	
			hills = {
				attack = 0.1125
				movement = 0.1875
				defence = 0.075			
			}
	
			desert = {
				attack = 0.1125
				movement = 0.1875
				defence = 0.075			
	
			}
	
			jungle = {
				attack = 0.1125
				movement = 0.1875
				defence = 0.075			
			}
	
			marsh = {
				attack = 0.1125
				movement = 0.1875
				defence = 0.075			
			}
	
			urban = {
				attack = 0.075
				movement = 0.1875
				defence = 0.075			
			}
			supercity = {
				attack = 0.1125
				movement = 0.1875
				defence = 0.15			
			}		
			river = {
				defence = 0.075
			}			
			amphibious = {
				attack = 0.1125
				movement = 0.1875
			    defence = 0.075
			}
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	smol_Armored_Engi_Bat = { 
			sprite = MD_medium_armor
			map_icon_category = armored
			ai_priority = 0
			priority = 1
			active = yes
	
			type = {
				armor
			}
	
			group = armor
	
			categories = {
				category_tanks
				category_front_line
				category_all_armor
				category_army
				category_non_militia
	                        category_heavy_engi
			
				category_NCE_company
			}
	
			combat_width = 2
	
			essential = {
				medium_tank_chassis
			}
	
			need = {
				medium_tank_chassis = 4
				cnc_equipment_type = 10
			}
			
			transport = medium_tank_chassis
			
			#Size Definitions
			max_strength = 8.4
			max_organisation = 0
			default_morale = 0.1
			manpower = 80
	
			#Misc Abilities
			training_time = 90
			suppression = 0.5
			weight = 0.25
			supply_consumption = 0.03
			entrenchment = 7.5
			defense = -0.75
			breakthrough = -0.75
			soft_attack = -0.85
			hard_attack = -0.85
			ap_attack = -0.995
			can_be_parachuted = no
	
			forest = {
				attack = 0.2475
				movement = 0.36
				defence = 0.1275			
			}
	
			hills = {
				attack = 0.2475
				movement = 0.36
				defence = 0.1275			
			}
	
			desert = {
				attack = 0.2475
				movement = 0.36
				defence = 0.1275			
	
			}
	
			jungle = {
				attack = 0.2475
				movement = 0.36
				defence = 0.1275
			}
	
			marsh = {
				attack = 0.2475
				movement = 0.36
				defence = 0.1275			
			}
	
			urban = {
				attack = 0.1125
				movement = 0.36
				defence = 0.1275
			}
			supercity = {
				attack = 0.1125
				movement = 0.36
				defence = 0.1275			
			}		
			river = {
				defence = 0.1275
			}
			
			amphibious = {
				attack = 0.465
				movement = 0.36
				defence = 0.1275
			}		
		
			air_attack = -0.5
		
			armor_value = -0.5
		}

	smol_L_Engi_Bat = { #Rev 3 - has large counter
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 0
			active = yes
	
			type = {
				infantry
			}
	
			group = infantry
	
			categories = {
				category_front_line
				category_light_infantry
				category_all_infantry
				category_army
	                        category_light_engi
			
				category_NCE_company
			}
	
			combat_width = 1.5
	
			#Size Definitions
			max_strength = 12
			max_organisation = 0
			default_morale = 0.1
			manpower = 100
	
			#Misc Abilities
			training_time = 90
			suppression = 0.5
			weight = 0.25
			supply_consumption = 0.01
			entrenchment = 3.75
			defense = -0.85
			breakthrough = -0.85
			soft_attack = -0.85
			hard_attack = -0.85
			can_be_parachuted = yes
	
			transport = util_vehicle_type
	
			essential = {
				infantry_weapons_type
				util_vehicle_type
			}
	
			need = {
				infantry_weapons_type = 100
				cnc_equipment_type = 10
				util_vehicle_type = 2
			}
	
			forest = {
				attack = 0.1125
				movement = 0.1875
				defence = 0.075			
			}
	
			hills = {
				attack = 0.1125
				movement = 0.1875
				defence = 0.075			
			}
	
			desert = {
				attack = 0.1125
				movement = 0.1875
				defence = 0.075			
	
			}
	
			jungle = {
				attack = 0.1125
				movement = 0.1875
				defence = 0.075			
			}
	
			marsh = {
				attack = 0.1125
				movement = 0.1875
				defence = 0.075			
			}
	
			urban = {
				attack = 0.0375
				movement = 0.1875
				defence = 0.075			
			}
			supercity = {
				attack = 0.0375
				movement = 0.1875
				defence = 0.075			
			}		
			river = {
				defence = 0.075
			}			
			amphibious = {
				attack = 0.1125
				movement = 0.1875
			    defence = 0.075
			}
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	smol_Air_Transport_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 5
			active = yes
	
			type = {
				infantry
			}
	
			group = infantry
	
			categories = {
				category_front_line
				category_special_forces
				category_conventional_infantry
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_all_airborne
				category_inf_aslt
	                        category_unarmored_infantry
	                        category_Transport_Air
			
				category_NCE_company
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 5.4
			max_organisation = 50
			default_morale = 0.16
			manpower = 75
			hardness = -0.7
	
	                defense = -0.925
	                breakthrough = -0.925
			soft_attack = -0.925
			hard_attack = -0.925
	
			#Misc Abilities
			training_time = 120
			suppression = 0.1
			weight = 0.25
	
			supply_consumption = 0.015#0.07
	
	
			can_be_parachuted = yes
	
			need = {
				infantry_weapons_type = 75
				cnc_equipment_type = 8
				heavy_tank_amphibious_chassis = 4
			}
	
			transport = heavy_tank_amphibious_chassis
	
			plains = {
				movement = 0.3
			}
			desert = {
				movement = 0.3
			}
			mountain = {
				movement = 0.3
			}
			jungle = {
				movement = 0.3
			}
			marsh = {
				movement = 0.3
			}
			urban = {
				movement = 0.3
			}
			supercity = {
				movement = 0.3
			}
			hills = {
				movement = 0.3 #Cancel default penalty since in helos
			}
			forest = {
				movement = 0.3
			}
			amphibious = {
				movement = 0.3
			}
			river = {
				movement = 0.3 #Cancel default penalty since in helos
			}
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Air_Transport_Bat = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 5
			active = yes
	
			type = {
				infantry
			}
	
			group = infantry
	
			categories = {
				category_front_line
				category_special_forces
				category_conventional_infantry
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_all_airborne
				category_inf_aslt
	                        category_unarmored_infantry
	                        category_Transport_Air
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 3.15
			max_organisation = 50
			default_morale = 0.16
			manpower = 34
			hardness = -0.7
	
	                defense = -0.9655
	                breakthrough = -0.9655
			soft_attack = -0.9655
			hard_attack = -0.9655
	
			#Misc Abilities
			training_time = 120
			suppression = 0.046
			weight = 0.115
	
			supply_consumption = 0.0069#0.07
	
	
			can_be_parachuted = yes
	
			need = {
				infantry_weapons_type = 34
				cnc_equipment_type = 3
				heavy_tank_amphibious_chassis = 2
			}
	
			transport = heavy_tank_amphibious_chassis
	
			plains = {
				movement = 0.2
			}
			desert = {
				movement = 0.2
			}
			mountain = {
				movement = 0.2
			}
			jungle = {
				movement = 0.2
			}
			marsh = {
				movement = 0.2
			}
			urban = {
				movement = 0.2
			}
			supercity = {
				movement = 0.2
			}
			hills = {
				movement = 0.2 #Cancel default penalty since in helos
			}
			forest = {
				movement = 0.2
			}
			amphibious = {
				movement = 0.2
			}
			river = {
				movement = 0.2 #Cancel default penalty since in helos
			}
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	smol_Transport_Bat = {
			sprite = MD_motorized
			map_icon_category = infantry
			ai_priority = 0
			priority = 5
			active = yes
	
			type = {
				motorized
			}
	
			group = mobile
	
			categories = {
				category_front_line
				category_light_infantry
				category_conventional_infantry
				category_all_infantry
				category_mot_inf
				category_army
				category_non_militia
	                        category_unarmored_infantry
	                        category_Transport
			
				category_NCE_company
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 8.4
			max_organisation = 40
			default_morale = 0.13
			manpower = 75
			entrenchment = -0.225
	
	                defense = -0.925
	                breakthrough = -0.925
			soft_attack = -0.925
			hard_attack = -0.925
	
			#Misc Abilities
			training_time = 120
			suppression = 0.01
			weight = 0.5
	
			supply_consumption = 0.015#0.11
	
			transport = heavy_util_vehicle_type
	
			need = {
				infantry_weapons_type = 75
				cnc_equipment_type = 8
				heavy_util_vehicle_type = 8
			}
	
			hills = {
				movement = 0.2625
			}
			desert = {
				movement = 0.2625
			}
			mountain = {
				movement = 0.2625
			}
			jungle = {
				movement = 0.2625
			}
			marsh = {
				movement = 0.2625
			}
			urban = {
				movement = 0.2625
			}
			supercity = {
				movement = 0.2625
			}
			forest = {
				movement = 0.2625
			}
			river = {
				movement = 0.2625
			}
			amphibious = {
				movement = 0.2625
			}
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Transport_Bat = {
			sprite = MD_motorized
			map_icon_category = infantry
			ai_priority = 0
			priority = 5
			active = yes
	
			type = {
				motorized
			}
	
			group = mobile
	
			categories = {
				category_front_line
				category_light_infantry
				category_conventional_infantry
				category_all_infantry
				category_mot_inf
				category_army
				category_non_militia
	                        category_unarmored_infantry
	                        category_Transport
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 4.9
			max_organisation = 40
			default_morale = 0.13
			manpower = 34
			entrenchment = -0.15
	
	                defense = -0.9655
	                breakthrough = -0.9655
			soft_attack = -0.9655
			hard_attack = -0.9655
	
			#Misc Abilities
			training_time = 120
			suppression = 0.0046
			weight = 0.23
	
			supply_consumption = 0.0069#0.11
	
			transport = heavy_util_vehicle_type
	
			need = {
				infantry_weapons_type = 34
				cnc_equipment_type = 3
				heavy_util_vehicle_type = 3
			}
	
			hills = {
				movement = 0.175
			}
			desert = {
				movement = 0.175
			}
			mountain = {
				movement = 0.175
			}
			jungle = {
				movement = 0.175
			}
			marsh = {
				movement = 0.175
			}
			urban = {
				movement = 0.175
			}
			supercity = {
				movement = 0.175
			}
			forest = {
				movement = 0.175
			}
			river = {
				movement = 0.175
			}
			amphibious = {
				movement = 0.175
			}
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}
}
