# New Companies Expanded — original full-sized parent units retained from the submod
# 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 = {
	logistics_company = {
			abbreviation = "LOG"
			sprite = MD_infantry_2
			map_icon_category = infantry
			priority = 1
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				motorized
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
			}
	
		
			combat_width = 1
		
			#Size Definitions
			max_strength = 1
			max_organisation = -5
			default_morale = 0.1
			manpower = 150
	
			#Misc Abilities
			weight = 0.3
	
			# Support nerfs to combat abilities
			defense = -0.99
			breakthrough = -0.99
			soft_attack = -0.99
			hard_attack = -0.99
	
			# Important Ability
			supply_consumption_factor = -0.20
			fuel_consumption_factor = -0.20
			can_be_parachuted = yes		
			same_support_type = support		
			essential = {
				util_vehicle_type
				infantry_weapons_type
			}
	
			need = {
				infantry_weapons_type = 150
				util_vehicle_type = 22
				cnc_equipment_type = 30
			}
		}

	helicopter_logistics_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			#special_forces = yes
			ai_priority = 0
			priority = 5
			active = yes
	
			type = {
				armor
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
			}
		
			combat_width = 1
		
			#Size Definitions
			max_strength = 0.6
			max_organisation = -5
			default_morale = 0.3
			manpower = 150
	
			#Misc Abilities
			weight = 0.3
			can_be_parachuted = yes
			same_support_type = support
			# Support nerfs to combat abilities
			defense = -0.99
			breakthrough = -0.99
			soft_attack = -0.99
			hard_attack = -0.99
	
			# Important Ability
			supply_consumption_factor = -0.35
			fuel_consumption_factor = -0.35
			
			essential = {
				heavy_tank_amphibious_chassis
				infantry_weapons_type
			}
	
			need = {
				infantry_weapons_type = 25
				heavy_tank_amphibious_chassis = 22
				cnc_equipment_type = 30
			}
		}

	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
			}
	
			combat_width = 4
	
			#Size Definitions
			max_strength = 14
			max_organisation = 40
			default_morale = 0.3
			manpower = 200
	
	                defense = -0.3
	
			#Misc Abilities
			training_time = 90
			suppression = 3
			weight = 0.5
	
			supply_consumption = 0.03
	
			transport = util_vehicle_type
	
			essential = {
				infantry_weapons_type
				util_vehicle_type
			}
	
			need = {
				infantry_weapons_type = 200
				util_vehicle_type = 20
	
			}
	
			hills = {
				attack = 0.2
				defence = 0.3
			}
			desert = {
				attack = -0.15
			}
			mountain = {
				defence = 0.15
			}
			jungle = {
				attack = -0.15
			}
			marsh = {
				attack = -0.15
			}
			urban = {
				attack = 0.15
				defence = 0.3
			}
			supercity = {
	                        attack = 0.1
				defence = 0.2
			}
			forest = {
				defence = 0.15
			}
			river = {
				attack = -0.2
			}
			amphibious = {
				attack = -0.2
			}
		}

	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
			}
	
			combat_width = 3
	
			#Size Definitions
			max_strength = 20
			max_organisation = 40
			default_morale = 0.3
			manpower = 200
	
			#Misc Abilities
			training_time = 90
			suppression = 3
			weight = 0.5
	
			supply_consumption = 0.03
	
			transport = cnc_equipment_type
	
			essential = {
				infantry_weapons_type
	                        cnc_equipment_type
			}
	
			need = {
				infantry_weapons_type = 200
				cnc_equipment_type = 20
	
			}
	
			plains = {
				attack = -0.5
				defence = -0.35
			}
			desert = {
				attack = -0.5
				defence = -0.35
			}
			mountain = {
				attack = 0.08
				defence = 0.2
			}
			jungle = {
				defence = 0.08
			}
			marsh = {
				defence = 0.08
			}
			urban = {
				attack = 0.3
				defence = 0.2
			}
			supercity = {
				attack = 0.3
				defence = 0.2
			}
			hills = {
				attack = -0.18
			}
			forest = {
				attack = 0.08
				defence = 0.2
			}
			amphibious = {
				attack = -0.4
			}
		}

	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
			}
	
			combat_width = 2
	
			#Size Definitions
			max_strength = 6
			max_organisation = 40
			default_morale = 0.18
			manpower = 100
			soft_attack = 0.2
			hard_attack = 0.2
			defense = 0.2
			breakthrough = 0.1
			entrenchment = -0.1
	
			#Misc Abilities
			training_time = 200
			suppression = 3
			weight = 0.5
	
			supply_consumption = 0.02 #0.07
	
			transport = cnc_equipment_type
	
			need = {
				infantry_weapons_type = 100
				L_AT_Equipment = 5
				AA_Equipment = 5
				cnc_equipment_type = 20
			}
	
			plains = {
				attack = -0.15
				defence = -0.1
			}
			desert = {
				attack = -0.15
				defence = -0.1
			}
			hills = {
				attack = -0.1
				movement = 0.05
			}
			forest = {
				attack = 0.1
				defence = 0.15
				movement = 0.1
			}
			mountain = {
				attack = 0.1
				defence = 0.15
				movement = 0.1
			}
			marsh = {
				attack = 0.1
				defence = 0.1
				movement = 0.1
			}
			river = {
				attack = 0.1
				movement = 0.1
			}
			amphibious = {
				attack = 0.1
				movement = 0.1
			}
			jungle = {
				attack = 0.1
				defence = 0.1
				movement = 0.1
			}
			urban = {
				attack = 0.36
				defence = 0.2
				movement = 0.12
			}
			supercity = {
				attack = 0.36
				defence = 0.2
				movement = 0.09
			}
	        }

	CTU_Police_Unit_Comp = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 5
			active = yes
			can_be_parachuted = yes
			type = {
				infantry
	                        support
			}
	
			group = support
	
			categories = {
				category_front_line
				category_special_forces
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
	                        category_special_police
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 2
			max_organisation = 40
			default_morale = 0.18
			manpower = 30
			soft_attack = -0.4
			hard_attack = -0.4
			defense = -0.4
			breakthrough = -0.4
	
			#Misc Abilities
			training_time = 200
			suppression = 1.5
			weight = 0.5
	
			supply_consumption = 0.01 #0.07
	
			transport = cnc_equipment_type
	
			need = {
				infantry_weapons_type = 30
				L_AT_Equipment = 2
				AA_Equipment = 1
				cnc_equipment_type = 4
			}
	
			plains = {
				attack = -0.22
				defence = -0.18
			}
			desert = {
				attack = -0.22
				defence = -0.18
			}
			hills = {
				attack = -0.18
				movement = 0.03
			}
			forest = {
				attack = -0.12
				defence = -0.18
				movement = 0.1
			}
			mountain = {
				attack = -0.12
				defence = -0.15
				movement = 0.1
			}
			marsh = {
				attack = -0.12
				defence = -0.12
				movement = 0.1
			}
			river = {
				attack = -0.12
				movement = 0.1
			}
			amphibious = {
				attack = -0.12
				movement = 0.1
			}
			jungle = {
				attack = -0.08
				defence = 0.08
				movement = 0.1
			}
			urban = {
				attack = 0.45
				defence = 0.25
				movement = 0.08
			}
			supercity = {
				attack = 0.45
				defence = 0.25
				movement = 0.09
			}
	        }

	air_recon_Comp = { 
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 5
			active = yes
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_all_recon
				category_support_battalions
				category_army
				category_all_airborne			
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 3
			max_organisation = 23.07
			default_morale = 0.1
			manpower = 70
	
			#Misc Abilities
			training_time = 120
			suppression = 1
			weight = 0.2
			recon = 2.5
			initiative = 0.05
			
			supply_consumption = 0.03
	
			defense = -0.65
			breakthrough = -0.65
			soft_attack = -0.65
			hard_attack = -0.65
	
			transport = heavy_tank_amphibious_chassis
	
			essential = {
				infantry_weapons_type
				heavy_tank_amphibious_chassis
			}
	
			can_be_parachuted = yes
	
			need = {
				infantry_weapons_type = 70
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 7
				heavy_tank_amphibious_chassis = 5
			}
	
			forest = {
				movement = 0.065
			}
			hills = {
				movement = 0.065
			}
			mountain = {
				movement = 0.065
			}
			jungle = {
				movement = 0.065
			}
			marsh = {
				movement = 0.065
			}
			plains = {
				movement = 0.065
			}
			desert = {
				movement = 0.065
			}
			river = {
				movement = 0.065
			}
			same_support_type = recon	
	                	
		}

	Mot_Special_Forces_Bat = { 
			sprite = MD_motorized
			map_icon_category = infantry
			special_forces = yes
			marines = yes
			ai_priority = 0
			priority = 5
			active = yes
	
			type = {
				motorized
			}
	
			group = special_forces
	
			categories = {
				category_front_line
				category_special_forces
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_mot_airborne
				category_mot_inf	
	                        category_elite_forces	
	                        category_elite_mot_inf	
			}
	
			combat_width = 3
	
			#Size Definitions
			max_strength = 6
			max_organisation = 61.5 #C&C gives 30% bonus = 60 org
			default_morale = 0.35
			manpower = 100
			
			soft_attack = 0.6
			hard_attack = 0.6
			defense = 0.6
			breakthrough = 0.6
			
			#Misc Abilities
			training_time = 200
			suppression = 1
			weight = 0.5
	
	
	
			supply_consumption = 0.04 #0.11
	
			transport = util_vehicle_type
			can_be_parachuted = yes
			essential = {
				infantry_weapons_type
				util_vehicle_type
			}
	
			need = {
				infantry_weapons_type = 100
				L_AT_Equipment = 5
				AA_Equipment = 5
				cnc_equipment_type = 20
				util_vehicle_type = 11
			}
	
			hills = {
				attack = 0.25
				defence = 0.4
			}
			desert = {
				attack = 0.15
			}
			mountain = {
				defence = 0.15
				attack = 0.15
			}
			jungle = {
				attack = 0.1
				defence = 0.15
			}
			marsh = {
				attack = 0.1
			}
			urban = {
				attack = 0.2
				defence = 0.35
			}
			supercity = {
				attack = 0.2
				defence = 0.2
				movement = 0.05
			}		
			forest = {
				attack = 0.1
				defence = 0.15
			}
			river = {
				attack = -0.1
			}
			amphibious = {
				attack = -0.2
			}
	        }

	Special_Forces_Air_assault_Bat = { #wip - has large counter
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			ai_priority = 0
			priority = 5
			active = yes
	
			type = {
				infantry
			}
	
			group = special_forces
	
			categories = {
				category_front_line
				category_special_forces
				category_light_infantry
				category_all_infantry
				category_army
				category_non_militia
				category_arm_airborne
				category_atk_helo
				category_air_aslt
	                        category_elite_forces	
	                        category_elite_air_inf		
			}
	
			combat_width = 3
	
			#Size Definitions
			max_strength = 6
			max_organisation = 61.5 #C&C gives 30% bonus = 67
			default_morale = 0.35
			manpower = 100
			
			soft_attack = 0.6
			hard_attack = 0.6
			defense = 0.6
			breakthrough = 0.6
			
			#Misc Abilities
			training_time = 300
			suppression = 1
			weight = 0.5
			can_be_parachuted = yes
	
	
			supply_consumption = 0.03 
	
			transport = heavy_tank_amphibious_chassis
	
			essential = {
				infantry_weapons_type
				heavy_tank_amphibious_chassis
			}
	
			can_be_parachuted = yes
			transport = heavy_tank_amphibious_chassis
	
			need = {
				infantry_weapons_type = 100
				L_AT_Equipment = 5
				AA_Equipment = 5
				cnc_equipment_type = 20
				heavy_tank_amphibious_chassis = 5
			}
	
			plains = {
				attack = 0.1
				defence = 0.1
			}
			desert = {
				attack = 0.1
				defence = 0.1
			}
			hills = {
				movement = 0.1 #Cancel default penalty since in helos
			}
			forest = {
				attack = 0.15
				defence = 0.3
				movement = 0.15
			}
			mountain = {
				attack = 0.15
				defence = 0.3
				movement = 0.3
			}
			urban = {
				attack = 0.25
				defence = 0.5
				movement = 0.2
			}
			supercity = {
				attack = 0.45
				defence = 0.5
				movement = 0.1
			}		
			jungle = {
				attack = 0.15
				defence = 0.3
				movement = 0.15
			}
			marsh = {
				attack = 0.1
				movement = 0.3 #Cancel default penalty since in helos
			}
			river = {
				movement = 0.5 #Cancel default penalty since in helos
			}
	
		}

	medical_company = {
			abbreviation = "LOG"
			sprite = MD_infantry_2
			map_icon_category = infantry
			priority = 1
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				motorized
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army	
			}
	
		
			combat_width = 1
		
			#Size Definitions
			max_strength = 1
			max_organisation = 15
			default_morale = 0.1
			manpower = 150
	
			#Misc Abilities
			weight = 0.3
			can_be_parachuted = yes
	
			# Support nerfs to combat abilities
			defense = -0.99
			breakthrough = -0.99
			soft_attack = -0.99
			hard_attack = -0.99
	
			# Important Ability
			casualty_trickleback = 0.20
			experience_loss_factor = -0.10
			
			essential = {
				util_vehicle_type
				infantry_weapons_type
			}
	
			need = {
				infantry_weapons_type = 150
				util_vehicle_type = 22
				cnc_equipment_type = 30
			}
		}

	armor_maintenance_comp = {
			sprite = MD_medium_armor
			map_icon_category = armored
			priority = 1
			active = yes
			ai_priority = 0
			type = {
				armor
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army	
			}
	
			combat_width = 1
	
			essential = {
				medium_tank_chassis
			}
	
			need = {
				medium_tank_chassis = 12
				cnc_equipment_type = 30
			}
	
			manpower = 100
			max_organisation = 23.07
			max_strength = 1
			default_morale = 0.3
			training_time = 90
			weight = 0.5
	
			supply_consumption = 0.03
	
			reliability_factor = 0.15
			equipment_capture_factor = 0.09
	
			transport = medium_tank_chassis
	
			# Support nerfs to combat abilities
			defense = -0.99
			breakthrough = -0.99
			soft_attack = -0.99
			hard_attack = -0.99
			ap_attack = -0.99
			
			forest = {
				attack = -0.02
				defence = -0.02
			}
			hills = {
				attack = -0.01
				defence = -0.01
			}
			mountain = {
				attack = -0.03
				defence = -0.1
			}
			jungle = {
				attack = -0.03
				defence = -0.02
			}
			marsh = {
				attack = -0.03
				defence = -0.01
			}
			urban = {
				attack = -0.01
			}
			supercity = {
				attack = -0.03
				defence = -0.02
			}
			amphibious = {
				attack = -0.02
			}
		}

	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
			}
	
			combat_width = 2
	
			#Size Definitions
			max_strength = 20
			max_organisation = 23.07
			default_morale = 0.1
			
			can_be_parachuted = yes
			
			manpower = 200
	
			#Misc Abilities
			soft_attack = -0.7
			hard_attack = 3.5
			ap_attack = 3		
			training_time = 90
			suppression = 1
			weight = 0.5
			supply_consumption = 0.02
			transport = cnc_equipment_type
			essential = { L_AT_Equipment }
	
			need = {
				infantry_weapons_type = 200
				L_AT_Equipment = 20
				cnc_equipment_type = 20
			}
	
			plains = {
				attack = -0.3
				defence = -0.2
			}
			desert = {
				attack = -0.3
				defence = -0.2
			}
			mountain = {
				attack = 0.15
				defence = 0.3
			}
			jungle = {
				defence = 0.15
			}
			marsh = {
				defence = 0.15
			}
			urban = {
				attack = 0.25
				defence = 0.5
			}
			supercity = {
				attack = 0.35
				defence = 0.5
			}
			hills = {
				attack = -0.15
			}
			forest = {
				attack = 0.15
				defence = 0.3
			}
			amphibious = {
				attack = -0.2
			}
		}

	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
			}
	
			combat_width = 2
	
			can_be_parachuted = yes
	
			#Size Definitions
			max_strength = 20
			max_organisation = 23.07
			default_morale = 0.1
			
			manpower = 200
	
			#Misc Abilities
			soft_attack = -0.75
			hard_attack = -0.75
			
			air_attack = 4
			
			training_time = 90
			suppression = 1
			weight = 0.5
			supply_consumption = 0.02
			transport = cnc_equipment_type
			essential = { AA_Equipment }
	
			need = {
				infantry_weapons_type = 200
				AA_Equipment = 10
				cnc_equipment_type = 20
			}
	
			plains = {
				attack = -0.3
				defence = -0.2
			}
			desert = {
				attack = -0.3
				defence = -0.2
			}
			mountain = {
				attack = 0.15
				defence = 0.3
			}
			jungle = {
				defence = 0.15
			}
			marsh = {
				defence = 0.15
			}
			urban = {
				attack = 0.25
				defence = 0.5
			}
			supercity = {
				attack = 0.35
				defence = 0.5
			}
			hills = {
				attack = -0.15
			}
			forest = {
				attack = 0.15
				defence = 0.3
			}
			amphibious = {
				attack = -0.2
			}
		}

	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
			}
	
			combat_width = 4
	
			#Size Definitions
			max_strength = 14
			max_organisation = 0
			default_morale = 0.1
			manpower = 160
	
			#Misc Abilities
			training_time = 90
			suppression = 1
			weight = 0.5
			supply_consumption = 0.06
			entrenchment = 5
			defense = -0.7
			breakthrough = -0.7
			soft_attack = -0.7
			hard_attack = -0.7
			can_be_parachuted = yes
	
			transport = medium_tank_amphibious_chassis
	
			essential = {
				infantry_weapons_type
				medium_tank_amphibious_chassis
			}
	
			need = {
				infantry_weapons_type = 160
				cnc_equipment_type = 20
				medium_tank_amphibious_chassis = 20
	
			}
	
			forest = {
				attack = 0.15
				movement = 0.25
				defence = 0.1			
			}
	
			hills = {
				attack = 0.15
				movement = 0.25
				defence = 0.1			
			}
	
			desert = {
				attack = 0.15
				movement = 0.25
				defence = 0.1			
	
			}
	
			jungle = {
				attack = 0.15
				movement = 0.25
				defence = 0.1			
			}
	
			marsh = {
				attack = 0.15
				movement = 0.25
				defence = 0.1			
			}
	
			urban = {
				attack = 0.1
				movement = 0.25
				defence = 0.1			
			}
			supercity = {
				attack = 0.15
				movement = 0.25
				defence = 0.2			
			}		
			river = {
				defence = 0.1
			}			
			amphibious = {
				attack = 0.15
				movement = 0.25
			    defence = 0.1
			}
		}

	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
			}
	
			combat_width = 4
	
			essential = {
				medium_tank_chassis
			}
	
			need = {
				medium_tank_chassis = 9
				cnc_equipment_type = 20
			}
			
			transport = medium_tank_chassis
			
			#Size Definitions
			max_strength = 14
			max_organisation = 0
			default_morale = 0.1
			manpower = 160
	
			#Misc Abilities
			training_time = 90
			suppression = 1
			weight = 0.5
			supply_consumption = 0.06
			entrenchment = 10
			defense = -0.5
			breakthrough = -0.5
			soft_attack = -0.7
			hard_attack = -0.7
			ap_attack = -0.99
			can_be_parachuted = no
	
			forest = {
				attack = 0.33
				movement = 0.48
				defence = 0.17			
			}
	
			hills = {
				attack = 0.33
				movement = 0.48
				defence = 0.17			
			}
	
			desert = {
				attack = 0.33
				movement = 0.48
				defence = 0.17			
	
			}
	
			jungle = {
				attack = 0.33
				movement = 0.48
				defence = 0.17
			}
	
			marsh = {
				attack = 0.33
				movement = 0.48
				defence = 0.17			
			}
	
			urban = {
				attack = 0.15
				movement = 0.48
				defence = 0.17
			}
			supercity = {
				attack = 0.15
				movement = 0.48
				defence = 0.17			
			}		
			river = {
				defence = 0.17
			}
			
			amphibious = {
				attack = 0.62
				movement = 0.48
				defence = 0.17
			}		
		}

	Armored_Engi_Comp = { 
			sprite = MD_medium_armor
			map_icon_category = armored
			ai_priority = 0
			priority = 1
			active = yes
	
			type = {
				armor
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
			}
	
			combat_width = 1
	
			manpower = 100
			max_organisation = 23.07
			max_strength = 4
			default_morale = 0.3
			training_time = 180
	
			#Misc Abilities
			training_time = 90
			suppression = 1
			weight = 0.5
	
			supply_consumption = 0.02
			entrenchment = 4
	
			# Support nerfs to combat abilities
			defense = -0.7
			breakthrough = -0.7
			soft_attack = -0.99
			hard_attack = -0.99
			ap_attack = -0.99
			can_be_parachuted = no
	
			transport = medium_tank_chassis
	
			essential = {
				medium_tank_chassis
			}
	
			need = {
				medium_tank_chassis = 9
				cnc_equipment_type = 10
			}
			forest = {
				attack = 0.065
				movement = 0.075
				defence = 0.08							
			}
	
			hills = {
				attack = 0.055
				movement = 0.075
				defence = 0.08				
			}
	
			desert = {
				attack = 0.055
				movement = 0.075
				defence = 0.08				
			}
	
			jungle = {
				attack = 0.055
				movement = 0.075
				defence = 0.08				
			}
	
			marsh = {
				attack = 0.055
				movement = 0.075
				defence = 0.08				
			}
	
			urban = {
				attack = 0.055
				movement = 0.075
				defence = 0.08				
			}
			supercity = {
				attack = 0.055
				movement = 0.075
				defence = 0.08				
			}
			river = {
				defence = 0.08
			}
			amphibious = {
				attack = 0.065
				movement = 0.055
				defence = 0.08
			}
	                same_support_type = flame		
		}

	Armoured_Assault_Bridging_Comp = { 
			sprite = MD_medium_armor
			map_icon_category = armored
			ai_priority = 0
			priority = 1
			active = yes
	
			type = {
				armor
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
			}
	
			combat_width = 1
	
			manpower = 100
			max_organisation = 23.07
			max_strength = 4
			default_morale = 0.3
			training_time = 180
	
			#Misc Abilities
			training_time = 90
			suppression = 1
			weight = 0.5
	
			supply_consumption = 0.02
	
			# Support nerfs to combat abilities
			defense = -0.7
			breakthrough = -0.7
			soft_attack = -0.99
			hard_attack = -0.99
			ap_attack = -0.99
			can_be_parachuted = no
	
			transport = medium_tank_chassis
	
			essential = {
				medium_tank_chassis
			}
	
			need = {
				medium_tank_chassis = 9
				cnc_equipment_type = 10
			}
			marsh = {
				attack = 0.8
				movement = 0.8
			}
			river = {
				attack = 0.8
				movement = 0.8
			}			
		}

	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
			}
	
			combat_width = 3
	
			#Size Definitions
			max_strength = 20
			max_organisation = 0
			default_morale = 0.1
			manpower = 200
	
			#Misc Abilities
			training_time = 90
			suppression = 1
			weight = 0.5
			supply_consumption = 0.02
			entrenchment = 5
			defense = -0.7
			breakthrough = -0.7
			soft_attack = -0.7
			hard_attack = -0.7
			can_be_parachuted = yes
	
			transport = util_vehicle_type
	
			essential = {
				infantry_weapons_type
				util_vehicle_type
			}
	
			need = {
				infantry_weapons_type = 200
				cnc_equipment_type = 20
				util_vehicle_type = 4
			}
	
			forest = {
				attack = 0.15
				movement = 0.25
				defence = 0.1			
			}
	
			hills = {
				attack = 0.15
				movement = 0.25
				defence = 0.1			
			}
	
			desert = {
				attack = 0.15
				movement = 0.25
				defence = 0.1			
	
			}
	
			jungle = {
				attack = 0.15
				movement = 0.25
				defence = 0.1			
			}
	
			marsh = {
				attack = 0.15
				movement = 0.25
				defence = 0.1			
			}
	
			urban = {
				attack = 0.05
				movement = 0.25
				defence = 0.1			
			}
			supercity = {
				attack = 0.05
				movement = 0.25
				defence = 0.1			
			}		
			river = {
				defence = 0.1
			}			
			amphibious = {
				attack = 0.15
				movement = 0.25
			    defence = 0.1
			}
		}

	Special_naval_assault_team_Comp = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			special_forces = yes
			ai_priority = 0
			priority = 5
			active = yes
			affects_speed = no		
	
			type = {
				infantry
				support			
			}
	
			group = support
	
			categories = {
				category_special_forces
				category_support_battalions
				category_army
	                        category_elite_forces
	                        category_elite_cdo
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 15
			max_organisation = 16
			default_morale = 0.1
			manpower = 100
	
			# Support nerfs to combat abilities
			defense = -0.6
			breakthrough = -0.6
			soft_attack = -0.6
			hard_attack = -0.6
	
			#Misc Abilities
			training_time = 240
			suppression = 1
			weight = 0.20
	
			supply_consumption = 0.02 #0.07
	
			essential = {
				infantry_weapons_type
				cnc_equipment_type
			}
	
			need = {
				infantry_weapons_type = 100
				L_AT_Equipment = 10
				AA_Equipment = 5
				cnc_equipment_type = 10
			}
			plains = {
				attack = -0.2
				defence = -0.15
			}
			desert = {
				attack = -0.2
				defence = -0.15
			}		
			jungle = {
				attack = 0.1
				defence = 0.5
			}		
			urban = {
				attack = 0.5
				defence = 0.8
			}
			hills = {
				attack = 0.15
			}
			forest = {
				attack = 0.25
				movement = 0.15
			}
			mountain = {
				attack = 0.2
				defence = 0.3
			}
			marsh = {
				attack = 0.35
				movement = 0.1
			}
			river = {
				attack = 0.25
			}
			amphibious = {
				attack = 0.35
			}
		}

	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
			}
	
			combat_width = 1
	
			#Size Definitions
			max_strength = 9
			max_organisation = 50
			default_morale = 0.16
			manpower = 150
			hardness = -0.7
	
	                defense = -0.85
	                breakthrough = -0.85
			soft_attack = -0.85
			hard_attack = -0.85
	
			#Misc Abilities
			training_time = 120
			suppression = 0.2
			weight = 0.5
	
			supply_consumption = 0.03 #0.07
	
	
			can_be_parachuted = yes
	
			need = {
				infantry_weapons_type = 150
				cnc_equipment_type = 15
				heavy_tank_amphibious_chassis = 8
			}
	
			transport = heavy_tank_amphibious_chassis
	
			plains = {
				movement = 0.4
			}
			desert = {
				movement = 0.4
			}
			mountain = {
				movement = 0.4
			}
			jungle = {
				movement = 0.4
			}
			marsh = {
				movement = 0.4
			}
			urban = {
				movement = 0.4
			}
			supercity = {
				movement = 0.4
			}
			hills = {
				movement = 0.4 #Cancel default penalty since in helos
			}
			forest = {
				movement = 0.4
			}
			amphibious = {
				movement = 0.4
			}
			river = {
				movement = 0.4 #Cancel default penalty since in helos
			}
		}

	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
			}
	
			combat_width = 2
	
			#Size Definitions
			max_strength = 14
			max_organisation = 40
			default_morale = 0.13
			manpower = 150
			entrenchment = -0.3
	
	                defense = -0.85
	                breakthrough = -0.85
			soft_attack = -0.85
			hard_attack = -0.85
	
			#Misc Abilities
			training_time = 120
			suppression = 0.02
			weight = 1
	
			supply_consumption = 0.03 #0.11
	
			transport = heavy_util_vehicle_type
	
			need = {
				infantry_weapons_type = 150
				cnc_equipment_type = 15
				heavy_util_vehicle_type = 15
			}
	
			hills = {
				movement = 0.35
			}
			desert = {
				movement = 0.35
			}
			mountain = {
				movement = 0.35
			}
			jungle = {
				movement = 0.35
			}
			marsh = {
				movement = 0.35
			}
			urban = {
				movement = 0.35
			}
			supercity = {
				movement = 0.35
			}
			forest = {
				movement = 0.35
			}
			river = {
				movement = 0.35
			}
			amphibious = {
				movement = 0.35
			}
		}
}
