# New Companies Expanded — size variants for the dedicated Army HQ designer
# Built against Millennium Dawn v2.0.0-beta.3.
# 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_hq_support_company = {
			abbreviation = "HQ"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_company
			}
	
			deployed_leader_modifiers = {
				skill_bonus_factor = 0.1
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.6
			max_organisation = 30
			default_morale = 0.05
			manpower = 100
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.05
			can_be_parachuted = yes
	
			need = {
				cnc_equipment_type = 25
				infantry_weapons_type = 50
				util_vehicle_type = 5
			}
	
			division_3d_model_priority = 99999
		
			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_hq_support_company = {
			abbreviation = "HQ"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			deployed_leader_modifiers = {
				skill_bonus_factor = 0.046
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.35
			max_organisation = 30
			default_morale = 0.05
			manpower = 46
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.023
			can_be_parachuted = yes
	
			need = {
				cnc_equipment_type = 12
				infantry_weapons_type = 23
				util_vehicle_type = 2
			}
	
			division_3d_model_priority = 99999
		
			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_hq_support_company = {
			abbreviation = "HQ"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_team
			}
	
			deployed_leader_modifiers = {
				skill_bonus_factor = 0.014
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.18
			max_organisation = 30
			default_morale = 0.05
			manpower = 14
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.007
			can_be_parachuted = yes
	
			need = {
				cnc_equipment_type = 4
				infantry_weapons_type = 7
				util_vehicle_type = 1
			}
	
			division_3d_model_priority = 99999
		
			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_hq_engineer = {
			abbreviation = "HQE"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_front_line
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_company
			}
	
			deployed_leader_modifiers = {
				fortification_damage = 0.1
				amphibious_invasion_defence = 0.025
			}
	
			#enable_ability = { deeper_dig_in }
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.6
			max_organisation = 30
			default_morale = 0.05
			manpower = 100
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.05
			can_be_parachuted = yes
	
			entrenchment = 1.5
			defense = -0.45
			breakthrough = -0.25
			soft_attack = -0.75
	
			need = {
				cnc_equipment_type = 15
				infantry_weapons_type = 75
				util_vehicle_type = 5
			}
		
			hard_attack = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_hq_engineer = {
			abbreviation = "HQE"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_front_line
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			deployed_leader_modifiers = {
				fortification_damage = 0.046
				amphibious_invasion_defence = 0.0115
			}
	
			#enable_ability = { deeper_dig_in }
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.35
			max_organisation = 30
			default_morale = 0.05
			manpower = 46
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.023
			can_be_parachuted = yes
	
			entrenchment = 1
			defense = -0.747
			breakthrough = -0.655
			soft_attack = -0.885
	
			need = {
				cnc_equipment_type = 7
				infantry_weapons_type = 34
				util_vehicle_type = 2
			}
		
			hard_attack = -0.77
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_hq_engineer = {
			abbreviation = "HQE"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_front_line
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_team
			}
	
			deployed_leader_modifiers = {
				fortification_damage = 0.014
				amphibious_invasion_defence = 0.0035
			}
	
			#enable_ability = { deeper_dig_in }
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.18
			max_organisation = 30
			default_morale = 0.05
			manpower = 14
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.007
			can_be_parachuted = yes
	
			entrenchment = 0.6
			defense = -0.923
			breakthrough = -0.895
			soft_attack = -0.965
	
			need = {
				cnc_equipment_type = 2
				infantry_weapons_type = 11
				util_vehicle_type = 1
			}
		
			hard_attack = -0.93
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_hq_recon = {
			abbreviation = "HQR"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_front_line
				category_support_battalions
				category_divisional_support_battalions
				category_army
				category_all_recon
			
				category_NCE_company
			}
	
			deployed_leader_modifiers = {
				terrain_trait_xp_gain_factor = 0.05
				recon_factor = 0.1
			}
	
			#enable_ability = { defense_in_depth }
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.6
			max_organisation = 30
			default_morale = 0.05
			manpower = 100
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.05
			can_be_parachuted = yes
	
			defense = -0.75
			breakthrough = -0.75
			soft_attack = -0.75
			hard_attack = -0.75
			recon = 0.7071
	
			need = {
				infantry_weapons_type = 50
				L_AT_Equipment = 3
				AA_Equipment = 2
				cnc_equipment_type = 15
			}
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_hq_recon = {
			abbreviation = "HQR"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_front_line
				category_support_battalions
				category_divisional_support_battalions
				category_army
				category_all_recon
			
				category_NCE_platoon
			}
	
			deployed_leader_modifiers = {
				terrain_trait_xp_gain_factor = 0.023
				recon_factor = 0.046
			}
	
			#enable_ability = { defense_in_depth }
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.35
			max_organisation = 30
			default_morale = 0.05
			manpower = 46
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.023
			can_be_parachuted = yes
	
			defense = -0.885
			breakthrough = -0.885
			soft_attack = -0.885
			hard_attack = -0.885
			recon = 0.4796
	
			need = {
				infantry_weapons_type = 23
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 7
			}
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_hq_recon = {
			abbreviation = "HQR"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_front_line
				category_support_battalions
				category_divisional_support_battalions
				category_army
				category_all_recon
			
				category_NCE_team
			}
	
			deployed_leader_modifiers = {
				terrain_trait_xp_gain_factor = 0.007
				recon_factor = 0.014
			}
	
			#enable_ability = { defense_in_depth }
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.18
			max_organisation = 30
			default_morale = 0.05
			manpower = 14
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.007
			can_be_parachuted = yes
	
			defense = -0.965
			breakthrough = -0.965
			soft_attack = -0.965
			hard_attack = -0.965
			recon = 0.2646
	
			need = {
				infantry_weapons_type = 7
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 2
			}
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_hq_maintenance = {
			abbreviation = "HQM"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_company
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			deployed_leader_modifiers = {
				attrition = -0.05
				equipment_capture_factor = 0.015
			}
	
			#Size Definitions
			max_strength = 0.6
			max_organisation = 30
			default_morale = 0.05
			manpower = 100
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.05
			can_be_parachuted = yes
	
			reliability_factor = 0.025
			equipment_capture_factor = 0.025
	
			defense = -0.9
			breakthrough = -0.9
			soft_attack = -0.9
			hard_attack = -0.9
	
			need = {
				infantry_weapons_type = 25
				cnc_equipment_type = 10
				util_vehicle_type = 15
			}
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_hq_maintenance = {
			abbreviation = "HQM"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			deployed_leader_modifiers = {
				attrition = -0.023
				equipment_capture_factor = 0.0069
			}
	
			#Size Definitions
			max_strength = 0.35
			max_organisation = 30
			default_morale = 0.05
			manpower = 46
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.023
			can_be_parachuted = yes
	
			reliability_factor = 0.0115
			equipment_capture_factor = 0.0115
	
			defense = -0.954
			breakthrough = -0.954
			soft_attack = -0.954
			hard_attack = -0.954
	
			need = {
				infantry_weapons_type = 12
				cnc_equipment_type = 5
				util_vehicle_type = 7
			}
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_hq_maintenance = {
			abbreviation = "HQM"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_team
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			deployed_leader_modifiers = {
				attrition = -0.007
				equipment_capture_factor = 0.0021
			}
	
			#Size Definitions
			max_strength = 0.18
			max_organisation = 30
			default_morale = 0.05
			manpower = 14
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.007
			can_be_parachuted = yes
	
			reliability_factor = 0.0035
			equipment_capture_factor = 0.0035
	
			defense = -0.986
			breakthrough = -0.986
			soft_attack = -0.986
			hard_attack = -0.986
	
			need = {
				infantry_weapons_type = 4
				cnc_equipment_type = 1
				util_vehicle_type = 2
			}
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_hq_logistics = {
			abbreviation = "HQL"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_company
			}
	
			deployed_leader_modifiers = {
				supply_consumption_factor = -0.025
			}
	
			#enable_ability = { front_overrun }
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.6
			max_organisation = 30
			default_morale = 0.05
			manpower = 100
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.05
			can_be_parachuted = yes
	
			fuel_consumption_factor = -0.025
	
			defense = -0.9
			breakthrough = -0.9
			soft_attack = -0.9
			hard_attack = -0.9
	
			need = {
				util_vehicle_type = 25
				infantry_weapons_type = 15
				cnc_equipment_type = 8
			}
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_hq_logistics = {
			abbreviation = "HQL"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			deployed_leader_modifiers = {
				supply_consumption_factor = -0.0115
			}
	
			#enable_ability = { front_overrun }
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.35
			max_organisation = 30
			default_morale = 0.05
			manpower = 46
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.023
			can_be_parachuted = yes
	
			fuel_consumption_factor = -0.0115
	
			defense = -0.954
			breakthrough = -0.954
			soft_attack = -0.954
			hard_attack = -0.954
	
			need = {
				util_vehicle_type = 12
				infantry_weapons_type = 7
				cnc_equipment_type = 3
			}
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_hq_logistics = {
			abbreviation = "HQL"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_team
			}
	
			deployed_leader_modifiers = {
				supply_consumption_factor = -0.0035
			}
	
			#enable_ability = { front_overrun }
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.18
			max_organisation = 30
			default_morale = 0.05
			manpower = 14
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.007
			can_be_parachuted = yes
	
			fuel_consumption_factor = -0.0035
	
			defense = -0.986
			breakthrough = -0.986
			soft_attack = -0.986
			hard_attack = -0.986
	
			need = {
				util_vehicle_type = 4
				infantry_weapons_type = 2
				cnc_equipment_type = 1
			}
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_hq_naval_liaison = {
			abbreviation = "HQNL"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_company
			}
	
			deployed_leader_modifiers = {
				shore_bombardment_bonus = 0.075
				extra_marine_supply_grace = 12
				amphibious_invasion = 0.025
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.6
			max_organisation = 30
			default_morale = 0.05
			manpower = 100
			deployment_cost = 1
			training_time = 120
	
			defense = -0.9
			breakthrough = -0.9
			soft_attack = -0.9
			hard_attack = -0.9
	
			#Misc Abilities
			weight = 0.05
			can_be_parachuted = yes
	
			need = {
				util_vehicle_type = 10
				infantry_weapons_type = 20
				cnc_equipment_type = 15
			}
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_hq_naval_liaison = {
			abbreviation = "HQNL"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			deployed_leader_modifiers = {
				shore_bombardment_bonus = 0.0345
				extra_marine_supply_grace = 5.52
				amphibious_invasion = 0.0115
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.35
			max_organisation = 30
			default_morale = 0.05
			manpower = 46
			deployment_cost = 1
			training_time = 120
	
			defense = -0.954
			breakthrough = -0.954
			soft_attack = -0.954
			hard_attack = -0.954
	
			#Misc Abilities
			weight = 0.023
			can_be_parachuted = yes
	
			need = {
				util_vehicle_type = 5
				infantry_weapons_type = 9
				cnc_equipment_type = 7
			}
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_hq_naval_liaison = {
			abbreviation = "HQNL"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_team
			}
	
			deployed_leader_modifiers = {
				shore_bombardment_bonus = 0.0105
				extra_marine_supply_grace = 1.68
				amphibious_invasion = 0.0035
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.18
			max_organisation = 30
			default_morale = 0.05
			manpower = 14
			deployment_cost = 1
			training_time = 120
	
			defense = -0.986
			breakthrough = -0.986
			soft_attack = -0.986
			hard_attack = -0.986
	
			#Misc Abilities
			weight = 0.007
			can_be_parachuted = yes
	
			need = {
				util_vehicle_type = 1
				infantry_weapons_type = 3
				cnc_equipment_type = 2
			}
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_hq_air_liaison = {
			abbreviation = "HQAL"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_company
			}
	
			deployed_leader_modifiers = {
				air_invasion_preparation = -0.025
				cas_damage_reduction = 0.025
				air_superiority_bonus_in_combat = 0.025
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.6
			max_organisation = 30
			default_morale = 0.05
			manpower = 100
			deployment_cost = 1
			training_time = 120
	
			defense = -0.9
			breakthrough = -0.9
			soft_attack = -0.9
			hard_attack = -0.9
	
			#Misc Abilities
			weight = 0.05
			can_be_parachuted = yes
	
			need = {
				util_vehicle_type = 8
				infantry_weapons_type = 20
				cnc_equipment_type = 18
			}
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_hq_air_liaison = {
			abbreviation = "HQAL"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			deployed_leader_modifiers = {
				air_invasion_preparation = -0.0115
				cas_damage_reduction = 0.0115
				air_superiority_bonus_in_combat = 0.0115
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.35
			max_organisation = 30
			default_morale = 0.05
			manpower = 46
			deployment_cost = 1
			training_time = 120
	
			defense = -0.954
			breakthrough = -0.954
			soft_attack = -0.954
			hard_attack = -0.954
	
			#Misc Abilities
			weight = 0.023
			can_be_parachuted = yes
	
			need = {
				util_vehicle_type = 3
				infantry_weapons_type = 9
				cnc_equipment_type = 8
			}
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_hq_air_liaison = {
			abbreviation = "HQAL"
			sprite = infantry
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_team
			}
	
			deployed_leader_modifiers = {
				air_invasion_preparation = -0.0035
				cas_damage_reduction = 0.0035
				air_superiority_bonus_in_combat = 0.0035
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.18
			max_organisation = 30
			default_morale = 0.05
			manpower = 14
			deployment_cost = 1
			training_time = 120
	
			defense = -0.986
			breakthrough = -0.986
			soft_attack = -0.986
			hard_attack = -0.986
	
			#Misc Abilities
			weight = 0.007
			can_be_parachuted = yes
	
			need = {
				util_vehicle_type = 1
				infantry_weapons_type = 3
				cnc_equipment_type = 2
			}
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_hq_specops = {
			abbreviation = "HQSO"
			sprite = MD_infantry_2
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_company
			}
	
			deployed_leader_modifiers = {
				special_forces_out_of_supply_factor = -0.05
				special_forces_attack_factor = 0.025
				special_forces_defence_factor = 0.025
			}
	
			regimental = no
			combat_width = 0
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.6
			max_organisation = 30
			default_morale = 0.05
			manpower = 100
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.05
			can_be_parachuted = yes
	
			defense = -0.9
			breakthrough = -0.9
			soft_attack = -0.9
			hard_attack = -0.9
	
			same_support_type = flame
	
			need = {
				util_vehicle_type = 10
				infantry_weapons_type = 50
				cnc_equipment_type = 20
			}
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_hq_specops = {
			abbreviation = "HQSO"
			sprite = MD_infantry_2
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			deployed_leader_modifiers = {
				special_forces_out_of_supply_factor = -0.023
				special_forces_attack_factor = 0.0115
				special_forces_defence_factor = 0.0115
			}
	
			regimental = no
			combat_width = 0
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.35
			max_organisation = 30
			default_morale = 0.05
			manpower = 46
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.023
			can_be_parachuted = yes
	
			defense = -0.954
			breakthrough = -0.954
			soft_attack = -0.954
			hard_attack = -0.954
	
			same_support_type = flame
	
			need = {
				util_vehicle_type = 5
				infantry_weapons_type = 23
				cnc_equipment_type = 9
			}
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_hq_specops = {
			abbreviation = "HQSO"
			sprite = MD_infantry_2
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_team
			}
	
			deployed_leader_modifiers = {
				special_forces_out_of_supply_factor = -0.007
				special_forces_attack_factor = 0.0035
				special_forces_defence_factor = 0.0035
			}
	
			regimental = no
			combat_width = 0
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.18
			max_organisation = 30
			default_morale = 0.05
			manpower = 14
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.007
			can_be_parachuted = yes
	
			defense = -0.986
			breakthrough = -0.986
			soft_attack = -0.986
			hard_attack = -0.986
	
			same_support_type = flame
	
			need = {
				util_vehicle_type = 1
				infantry_weapons_type = 7
				cnc_equipment_type = 3
			}
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_hq_mech = {
			abbreviation = "HQMI"
			sprite = MD_mechanized
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_company
			}
	
			deployed_leader_modifiers = {
				mechanized_attack_factor = 0.025
				mechanized_defence_factor = 0.025
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.6
			max_organisation = 30
			default_morale = 0.05
			manpower = 100
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.05
			can_be_parachuted = yes
	
			defense = -0.9
			breakthrough = -0.9
			soft_attack = -0.9
			hard_attack = -0.9
	
			same_support_type = flame
	
			need = {
				infantry_weapons_type = 90
				L_AT_Equipment = 4
				H_AT_Equipment = 2
				AA_Equipment = 2
				cnc_equipment_type = 35
				medium_tank_amphibious_chassis = 20
			}
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_hq_mech = {
			abbreviation = "HQMI"
			sprite = MD_mechanized
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			deployed_leader_modifiers = {
				mechanized_attack_factor = 0.0115
				mechanized_defence_factor = 0.0115
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.35
			max_organisation = 30
			default_morale = 0.05
			manpower = 46
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.023
			can_be_parachuted = yes
	
			defense = -0.954
			breakthrough = -0.954
			soft_attack = -0.954
			hard_attack = -0.954
	
			same_support_type = flame
	
			need = {
				infantry_weapons_type = 41
				L_AT_Equipment = 2
				H_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 16
				medium_tank_amphibious_chassis = 9
			}
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_hq_mech = {
			abbreviation = "HQMI"
			sprite = MD_mechanized
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_team
			}
	
			deployed_leader_modifiers = {
				mechanized_attack_factor = 0.0035
				mechanized_defence_factor = 0.0035
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.18
			max_organisation = 30
			default_morale = 0.05
			manpower = 14
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.007
			can_be_parachuted = yes
	
			defense = -0.986
			breakthrough = -0.986
			soft_attack = -0.986
			hard_attack = -0.986
	
			same_support_type = flame
	
			need = {
				infantry_weapons_type = 13
				L_AT_Equipment = 1
				H_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 5
				medium_tank_amphibious_chassis = 3
			}
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_hq_mot = {
			abbreviation = "HQM0"
			sprite = MD_motorized
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
				category_front_line
				category_light_infantry
				category_conventional_infantry
				category_all_infantry
				category_mot_inf
				category_non_militia
			
				category_NCE_company
			}
	
			deployed_leader_modifiers = {
				motorized_attack_factor = 0.025
				motorized_defence_factor = 0.025
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.6
			max_organisation = 30
			default_morale = 0.05
			manpower = 100
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.05
			can_be_parachuted = yes
	
			defense = -0.9
			breakthrough = -0.9
			soft_attack = -0.9
			hard_attack = -0.9
	
			same_support_type = flame
	
			need = {
				infantry_weapons_type = 90
				L_AT_Equipment = 4
				AA_Equipment = 2
				cnc_equipment_type = 25
				util_vehicle_type = 20
			}
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_hq_mot = {
			abbreviation = "HQM0"
			sprite = MD_motorized
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
				category_front_line
				category_light_infantry
				category_conventional_infantry
				category_all_infantry
				category_mot_inf
				category_non_militia
			
				category_NCE_platoon
			}
	
			deployed_leader_modifiers = {
				motorized_attack_factor = 0.0115
				motorized_defence_factor = 0.0115
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.35
			max_organisation = 30
			default_morale = 0.05
			manpower = 46
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.023
			can_be_parachuted = yes
	
			defense = -0.954
			breakthrough = -0.954
			soft_attack = -0.954
			hard_attack = -0.954
	
			same_support_type = flame
	
			need = {
				infantry_weapons_type = 41
				L_AT_Equipment = 2
				AA_Equipment = 1
				cnc_equipment_type = 12
				util_vehicle_type = 9
			}
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_hq_mot = {
			abbreviation = "HQM0"
			sprite = MD_motorized
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
				category_front_line
				category_light_infantry
				category_conventional_infantry
				category_all_infantry
				category_mot_inf
				category_non_militia
			
				category_NCE_team
			}
	
			deployed_leader_modifiers = {
				motorized_attack_factor = 0.0035
				motorized_defence_factor = 0.0035
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.18
			max_organisation = 30
			default_morale = 0.05
			manpower = 14
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.007
			can_be_parachuted = yes
	
			defense = -0.986
			breakthrough = -0.986
			soft_attack = -0.986
			hard_attack = -0.986
	
			same_support_type = flame
	
			need = {
				infantry_weapons_type = 13
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 4
				util_vehicle_type = 3
			}
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_hq_armor = {
			abbreviation = "HQAI"
			sprite = MD_light_armor
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_company
			}
	
			deployed_leader_modifiers = {
				army_armor_attack_factor = 0.025
				army_armor_defence_factor = 0.025
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.6
			max_organisation = 30
			default_morale = 0.05
			manpower = 100
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.05
			can_be_parachuted = yes
	
			defense = -0.9
			breakthrough = -0.9
			soft_attack = -0.9
			hard_attack = -0.9
	
			same_support_type = flame
	
			need = {
				infantry_weapons_type = 75
				L_AT_Equipment = 4
				H_AT_Equipment = 2
				AA_Equipment = 2
				cnc_equipment_type = 35
				medium_tank_flame_chassis = 20
			}
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_hq_armor = {
			abbreviation = "HQAI"
			sprite = MD_light_armor
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			deployed_leader_modifiers = {
				army_armor_attack_factor = 0.0115
				army_armor_defence_factor = 0.0115
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.35
			max_organisation = 30
			default_morale = 0.05
			manpower = 46
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.023
			can_be_parachuted = yes
	
			defense = -0.954
			breakthrough = -0.954
			soft_attack = -0.954
			hard_attack = -0.954
	
			same_support_type = flame
	
			need = {
				infantry_weapons_type = 34
				L_AT_Equipment = 2
				H_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 16
				medium_tank_flame_chassis = 9
			}
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_hq_armor = {
			abbreviation = "HQAI"
			sprite = MD_light_armor
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_divisional_support_battalions
				category_army
			
				category_NCE_team
			}
	
			deployed_leader_modifiers = {
				army_armor_attack_factor = 0.0035
				army_armor_defence_factor = 0.0035
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 0.18
			max_organisation = 30
			default_morale = 0.05
			manpower = 14
			deployment_cost = 1
			training_time = 120
	
			#Misc Abilities
			weight = 0.007
			can_be_parachuted = yes
	
			defense = -0.986
			breakthrough = -0.986
			soft_attack = -0.986
			hard_attack = -0.986
	
			same_support_type = flame
	
			need = {
				infantry_weapons_type = 11
				L_AT_Equipment = 1
				H_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 5
				medium_tank_flame_chassis = 3
			}
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_hq_infantry = {
			abbreviation = "HINF"
			sprite = MD_infantry_2
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
	
			type = {
				infantry
			}
	
			group = infantry
	
			categories = {
				category_front_line
				category_light_infantry
				category_all_infantry
				category_army
			
				category_NCE_company
			}
	
			regimental = no
			combat_width = 1
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 30
			max_organisation = 40
			default_morale = 0.15
			manpower = 75
			entrenchment = -0.225
	
			defense = -0.665
			breakthrough = -0.665
			soft_attack = -0.665
			hard_attack = -0.665
			air_attack = -0.665
	
			#Misc Abilities
			weight = 0.25
			suppression = 0.75
	
			need = {
				infantry_weapons_type = 75
				L_AT_Equipment = 5
				AA_Equipment = 2
				cnc_equipment_type = 15
			}
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_hq_infantry = {
			abbreviation = "HINF"
			sprite = MD_infantry_2
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
	
			type = {
				infantry
			}
	
			group = infantry
	
			categories = {
				category_front_line
				category_light_infantry
				category_all_infantry
				category_army
			
				category_NCE_platoon
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 17.5
			max_organisation = 40
			default_morale = 0.15
			manpower = 34
			entrenchment = -0.15
	
			defense = -0.8459
			breakthrough = -0.8459
			soft_attack = -0.8459
			hard_attack = -0.8459
			air_attack = -0.8459
	
			#Misc Abilities
			weight = 0.115
			suppression = 0.345
	
			need = {
				infantry_weapons_type = 34
				L_AT_Equipment = 2
				AA_Equipment = 1
				cnc_equipment_type = 7
			}
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_hq_infantry = {
			abbreviation = "HINF"
			sprite = MD_infantry_2
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = yes
	
			type = {
				infantry
			}
	
			group = infantry
	
			categories = {
				category_front_line
				category_light_infantry
				category_all_infantry
				category_army
			
				category_NCE_team
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 9
			max_organisation = 40
			default_morale = 0.15
			manpower = 11
			entrenchment = -0.09
	
			defense = -0.9531
			breakthrough = -0.9531
			soft_attack = -0.9531
			hard_attack = -0.9531
			air_attack = -0.9531
	
			#Misc Abilities
			weight = 0.035
			suppression = 0.105
	
			need = {
				infantry_weapons_type = 11
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 2
			}
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_hq_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_light_infantry
				category_conventional_infantry
				category_all_infantry
				category_mot_inf
				category_army
				category_non_militia
			
				category_NCE_company
			}
	
			regimental = no
			combat_width = 1.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 27
			max_organisation = 40
			default_morale = 0.13
			manpower = 75
			entrenchment = -0.225
			suppression = 1
	
			#Misc Abilities
			training_time = 120
			weight = 0.5
	
			defense = -0.665
			breakthrough = -0.665
			soft_attack = -0.665
			hard_attack = -0.665
			air_attack = -0.665
	
			transport = util_vehicle_type
	
			need = {
				infantry_weapons_type = 75
				L_AT_Equipment = 6
				AA_Equipment = 3
				cnc_equipment_type = 16
				util_vehicle_type = 8
			}
	
			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 = 0.075
				defence = 0.225
			}
			supercity = {
				defence = 0.15
			}
			forest = {
				defence = 0.1125
			}
			river = {
				attack = -0.45
			}
			amphibious = {
				attack = -0.15
			}
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_hq_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_light_infantry
				category_conventional_infantry
				category_all_infantry
				category_mot_inf
				category_army
				category_non_militia
			
				category_NCE_platoon
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 15.75
			max_organisation = 40
			default_morale = 0.13
			manpower = 34
			entrenchment = -0.15
			suppression = 0.46
	
			#Misc Abilities
			training_time = 120
			weight = 0.23
	
			defense = -0.8459
			breakthrough = -0.8459
			soft_attack = -0.8459
			hard_attack = -0.8459
			air_attack = -0.8459
	
			transport = util_vehicle_type
	
			need = {
				infantry_weapons_type = 34
				L_AT_Equipment = 3
				AA_Equipment = 1
				cnc_equipment_type = 7
				util_vehicle_type = 3
			}
	
			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 = 0.05
				defence = 0.15
			}
			supercity = {
				defence = 0.1
			}
			forest = {
				defence = 0.075
			}
			river = {
				attack = -0.3
			}
			amphibious = {
				attack = -0.1
			}
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_hq_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_light_infantry
				category_conventional_infantry
				category_all_infantry
				category_mot_inf
				category_army
				category_non_militia
			
				category_NCE_team
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 8.1
			max_organisation = 40
			default_morale = 0.13
			manpower = 11
			entrenchment = -0.09
			suppression = 0.14
	
			#Misc Abilities
			training_time = 120
			weight = 0.07
	
			defense = -0.9531
			breakthrough = -0.9531
			soft_attack = -0.9531
			hard_attack = -0.9531
			air_attack = -0.9531
	
			transport = util_vehicle_type
	
			need = {
				infantry_weapons_type = 11
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 2
				util_vehicle_type = 1
			}
	
			hills = {
				attack = 0.06
				defence = 0.09
			}
			desert = {
				attack = -0.045
			}
			mountain = {
				defence = 0.045
			}
			jungle = {
				attack = -0.045
			}
			marsh = {
				attack = -0.045
			}
			urban = {
				attack = 0.03
				defence = 0.09
			}
			supercity = {
				defence = 0.06
			}
			forest = {
				defence = 0.045
			}
			river = {
				attack = -0.18
			}
			amphibious = {
				attack = -0.06
			}
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_hq_Mech_Inf_Bat = {
			sprite = MD_mechanized
			map_icon_category = armored
	
			priority = 20
			active = yes
			type = { armor 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
			}
	
			regimental = no
			combat_width = 1.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 24
			max_organisation = 35
			default_morale = 0.12
			manpower = 75
			entrenchment = -0.225
			suppression = 0.75
	
			defense = -0.665
			breakthrough = -0.665
			soft_attack = -0.665
			hard_attack = -0.665
			air_attack = -0.665
	
			#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 = 75
				L_AT_Equipment = 5
				H_AT_Equipment = 5
				AA_Equipment = 2
				cnc_equipment_type = 15
				medium_tank_amphibious_chassis = 8
			}
	
			forest = {
				attack = -0.1125
			}
			hills = {
				defence = 0.1125
			}
			mountain = {
				attack = -0.225
				defence = -0.15
			}
			jungle = {
				attack = -0.225
				defence = -0.075
			}
			marsh = {
				attack = -0.225
				defence = -0.075
			}
			urban = {
				defence = 0.1125
			}
			supercity = {
				attack = -0.0375
				defence = 0.1125
			}
			river = {
				attack = -0.45
			}
			amphibious = {
				attack = -0.15
			}
		
			ai_priority = 0
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_hq_Mech_Inf_Bat = {
			sprite = MD_mechanized
			map_icon_category = armored
	
			priority = 20
			active = yes
			type = { armor 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
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 14
			max_organisation = 35
			default_morale = 0.12
			manpower = 34
			entrenchment = -0.15
			suppression = 0.345
	
			defense = -0.8459
			breakthrough = -0.8459
			soft_attack = -0.8459
			hard_attack = -0.8459
			air_attack = -0.8459
	
			#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 = 34
				L_AT_Equipment = 2
				H_AT_Equipment = 2
				AA_Equipment = 1
				cnc_equipment_type = 7
				medium_tank_amphibious_chassis = 3
			}
	
			forest = {
				attack = -0.075
			}
			hills = {
				defence = 0.075
			}
			mountain = {
				attack = -0.15
				defence = -0.1
			}
			jungle = {
				attack = -0.15
				defence = -0.05
			}
			marsh = {
				attack = -0.15
				defence = -0.05
			}
			urban = {
				defence = 0.075
			}
			supercity = {
				attack = -0.025
				defence = 0.075
			}
			river = {
				attack = -0.3
			}
			amphibious = {
				attack = -0.1
			}
		
			ai_priority = 0
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_hq_Mech_Inf_Bat = {
			sprite = MD_mechanized
			map_icon_category = armored
	
			priority = 20
			active = yes
			type = { armor 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_team
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 7.2
			max_organisation = 35
			default_morale = 0.12
			manpower = 11
			entrenchment = -0.09
			suppression = 0.105
	
			defense = -0.9531
			breakthrough = -0.9531
			soft_attack = -0.9531
			hard_attack = -0.9531
			air_attack = -0.9531
	
			#Misc Abilities
			training_time = 120
			weight = 0.07
	
			# this is what moves us and sets speed
			transport = medium_tank_amphibious_chassis
	
			essential = {
				medium_tank_amphibious_chassis
			}
	
			need = {
				infantry_weapons_type = 11
				L_AT_Equipment = 1
				H_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 2
				medium_tank_amphibious_chassis = 1
			}
	
			forest = {
				attack = -0.045
			}
			hills = {
				defence = 0.045
			}
			mountain = {
				attack = -0.09
				defence = -0.06
			}
			jungle = {
				attack = -0.09
				defence = -0.03
			}
			marsh = {
				attack = -0.09
				defence = -0.03
			}
			urban = {
				defence = 0.045
			}
			supercity = {
				attack = -0.015
				defence = 0.045
			}
			river = {
				attack = -0.18
			}
			amphibious = {
				attack = -0.06
			}
		
			ai_priority = 0
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_hq_Arm_Inf_Bat = {
			sprite = MD_light_armor
			map_icon_category = armored
			ai_priority = 0
			priority = 25
			active = yes
	
			type = {
				mechanized
				armor
			}
	
			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
			}
	
			regimental = no
			combat_width = 1.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 21
			max_organisation = 30
			default_morale = 0.1
			manpower = 68
			entrenchment = -0.225
			suppression = 0.75
	
			#Misc Abilities
			training_time = 120
			weight = 0.5
	
			defense = -0.665
			breakthrough = -0.665
			soft_attack = -0.665
			hard_attack = -0.665
			air_attack = -0.665
	
			# this is what moves us and sets speed
			transport = medium_tank_flame_chassis
	
			need = {
				infantry_weapons_type = 68
				L_AT_Equipment = 4
				H_AT_Equipment = 4
				AA_Equipment = 2
				cnc_equipment_type = 12
				medium_tank_flame_chassis = 8
			}
	
			plains = {
				attack = 0.0375
				defence = 0.0375
			}
			desert = {
				attack = 0.0375
				defence = 0.0375
			}
			forest = {
				attack = -0.1125
			}
			mountain = {
				attack = -0.3375
				defence = -0.15
			}
			jungle = {
				attack = -0.3375
				defence = -0.15
			}
			marsh = {
				attack = -0.225
				defence = -0.075
			}
			urban = {
				attack = -0.1125
			}
			supercity = {
				attack = -0.1875
				defence = -0.075
			}
			river = {
				attack = -0.45
			}
			amphibious = {
				attack = -0.225
			}
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_hq_Arm_Inf_Bat = {
			sprite = MD_light_armor
			map_icon_category = armored
			ai_priority = 0
			priority = 25
			active = yes
	
			type = {
				mechanized
				armor
			}
	
			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
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 12.25
			max_organisation = 30
			default_morale = 0.1
			manpower = 31
			entrenchment = -0.15
			suppression = 0.345
	
			#Misc Abilities
			training_time = 120
			weight = 0.23
	
			defense = -0.8459
			breakthrough = -0.8459
			soft_attack = -0.8459
			hard_attack = -0.8459
			air_attack = -0.8459
	
			# this is what moves us and sets speed
			transport = medium_tank_flame_chassis
	
			need = {
				infantry_weapons_type = 31
				L_AT_Equipment = 2
				H_AT_Equipment = 2
				AA_Equipment = 1
				cnc_equipment_type = 6
				medium_tank_flame_chassis = 3
			}
	
			plains = {
				attack = 0.025
				defence = 0.025
			}
			desert = {
				attack = 0.025
				defence = 0.025
			}
			forest = {
				attack = -0.075
			}
			mountain = {
				attack = -0.225
				defence = -0.1
			}
			jungle = {
				attack = -0.225
				defence = -0.1
			}
			marsh = {
				attack = -0.15
				defence = -0.05
			}
			urban = {
				attack = -0.075
			}
			supercity = {
				attack = -0.125
				defence = -0.05
			}
			river = {
				attack = -0.3
			}
			amphibious = {
				attack = -0.15
			}
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_hq_Arm_Inf_Bat = {
			sprite = MD_light_armor
			map_icon_category = armored
			ai_priority = 0
			priority = 25
			active = yes
	
			type = {
				mechanized
				armor
			}
	
			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_team
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 6.3
			max_organisation = 30
			default_morale = 0.1
			manpower = 9
			entrenchment = -0.09
			suppression = 0.105
	
			#Misc Abilities
			training_time = 120
			weight = 0.07
	
			defense = -0.9531
			breakthrough = -0.9531
			soft_attack = -0.9531
			hard_attack = -0.9531
			air_attack = -0.9531
	
			# this is what moves us and sets speed
			transport = medium_tank_flame_chassis
	
			need = {
				infantry_weapons_type = 9
				L_AT_Equipment = 1
				H_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 2
				medium_tank_flame_chassis = 1
			}
	
			plains = {
				attack = 0.015
				defence = 0.015
			}
			desert = {
				attack = 0.015
				defence = 0.015
			}
			forest = {
				attack = -0.045
			}
			mountain = {
				attack = -0.135
				defence = -0.06
			}
			jungle = {
				attack = -0.135
				defence = -0.06
			}
			marsh = {
				attack = -0.09
				defence = -0.03
			}
			urban = {
				attack = -0.045
			}
			supercity = {
				attack = -0.075
				defence = -0.03
			}
			river = {
				attack = -0.18
			}
			amphibious = {
				attack = -0.09
			}
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_hq_Mech_Marine_Bat = {
			sprite = MD_mechanized
			map_icon_category = armored
			special_forces = yes
			marines = yes
			ai_priority = 0
			priority = 20
			active = yes
	
			type = {
				mechanized
			}
	
			group = armor
	
			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
			}
	
			regimental = no
			combat_width = 1.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 24
			max_organisation = 35
			default_morale = 0.13
			manpower = 75
			entrenchment = -0.225
			suppression = 0.5
	
			defense = -0.665
			breakthrough = -0.665
			soft_attack = -0.665
			hard_attack = -0.665
			air_attack = -0.665
	
			#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 = 75
				L_AT_Equipment = 5
				H_AT_Equipment = 5
				AA_Equipment = 2
				cnc_equipment_type = 15
				medium_tank_amphibious_chassis = 8
			}
	
			forest = {
				attack = -0.1125
			}
			hills = {
				defence = 0.1125
			}
			mountain = {
				attack = -0.225
				defence = -0.15
			}
			jungle = {
				attack = -0.225
				defence = -0.075
			}
			marsh = {
				attack = -0.225
				defence = -0.075
			}
			urban = {
				defence = 0.1125
			}
			supercity = {
				attack = -0.0375
				defence = 0.1125
			}
			river = {
				attack = 0.075
			}
			amphibious = {
				attack = 0.15
			}
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_hq_Mech_Marine_Bat = {
			sprite = MD_mechanized
			map_icon_category = armored
			special_forces = yes
			marines = yes
			ai_priority = 0
			priority = 20
			active = yes
	
			type = {
				mechanized
			}
	
			group = armor
	
			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
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 14
			max_organisation = 35
			default_morale = 0.13
			manpower = 34
			entrenchment = -0.15
			suppression = 0.23
	
			defense = -0.8459
			breakthrough = -0.8459
			soft_attack = -0.8459
			hard_attack = -0.8459
			air_attack = -0.8459
	
			#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 = 34
				L_AT_Equipment = 2
				H_AT_Equipment = 2
				AA_Equipment = 1
				cnc_equipment_type = 7
				medium_tank_amphibious_chassis = 3
			}
	
			forest = {
				attack = -0.075
			}
			hills = {
				defence = 0.075
			}
			mountain = {
				attack = -0.15
				defence = -0.1
			}
			jungle = {
				attack = -0.15
				defence = -0.05
			}
			marsh = {
				attack = -0.15
				defence = -0.05
			}
			urban = {
				defence = 0.075
			}
			supercity = {
				attack = -0.025
				defence = 0.075
			}
			river = {
				attack = 0.05
			}
			amphibious = {
				attack = 0.1
			}
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_hq_Mech_Marine_Bat = {
			sprite = MD_mechanized
			map_icon_category = armored
			special_forces = yes
			marines = yes
			ai_priority = 0
			priority = 20
			active = yes
	
			type = {
				mechanized
			}
	
			group = armor
	
			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_team
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 7.2
			max_organisation = 35
			default_morale = 0.13
			manpower = 11
			entrenchment = -0.09
			suppression = 0.07
	
			defense = -0.9531
			breakthrough = -0.9531
			soft_attack = -0.9531
			hard_attack = -0.9531
			air_attack = -0.9531
	
			#Misc Abilities
			training_time = 200
			weight = 0.07
	
			# this is what moves us and sets speed
			transport = medium_tank_amphibious_chassis
	
			need = {
				infantry_weapons_type = 11
				L_AT_Equipment = 1
				H_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 2
				medium_tank_amphibious_chassis = 1
			}
	
			forest = {
				attack = -0.045
			}
			hills = {
				defence = 0.045
			}
			mountain = {
				attack = -0.09
				defence = -0.06
			}
			jungle = {
				attack = -0.09
				defence = -0.03
			}
			marsh = {
				attack = -0.09
				defence = -0.03
			}
			urban = {
				defence = 0.045
			}
			supercity = {
				attack = -0.015
				defence = 0.045
			}
			river = {
				attack = 0.03
			}
			amphibious = {
				attack = 0.06
			}
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_hq_Mech_Air_Inf_Bat = {
			sprite = MD_mechanized
			map_icon_category = armored
			special_forces = yes
			ai_priority = 0
			priority = 20
			active = yes
	
			type = {
				mechanized
			}
	
			group = armor
	
			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
			}
	
			regimental = no
			combat_width = 1.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 24
			max_organisation = 35
			default_morale = 0.13
			manpower = 75
			entrenchment = -0.225
			suppression = 0.5
	
			defense = -0.665
			breakthrough = -0.665
			soft_attack = -0.665
			hard_attack = -0.665
			air_attack = -0.665
	
			#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 = 75
				L_AT_Equipment = 5
				H_AT_Equipment = 5
				AA_Equipment = 2
				cnc_equipment_type = 15
				medium_tank_amphibious_chassis = 8
			}
	
			forest = {
				attack = -0.1125
			}
			hills = {
				defence = 0.1125
			}
			mountain = {
				attack = -0.225
				defence = -0.15
			}
			jungle = {
				attack = -0.225
				defence = -0.075
			}
			marsh = {
				attack = -0.225
				defence = -0.075
			}
			urban = {
				defence = 0.1125
			}
			supercity = {
				attack = -0.0375
				defence = 0.1125
			}
			river = {
				attack = -0.45
			}
			amphibious = {
				attack = -0.15
			}
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_hq_Mech_Air_Inf_Bat = {
			sprite = MD_mechanized
			map_icon_category = armored
			special_forces = yes
			ai_priority = 0
			priority = 20
			active = yes
	
			type = {
				mechanized
			}
	
			group = armor
	
			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
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 14
			max_organisation = 35
			default_morale = 0.13
			manpower = 34
			entrenchment = -0.15
			suppression = 0.23
	
			defense = -0.8459
			breakthrough = -0.8459
			soft_attack = -0.8459
			hard_attack = -0.8459
			air_attack = -0.8459
	
			#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 = 34
				L_AT_Equipment = 2
				H_AT_Equipment = 2
				AA_Equipment = 1
				cnc_equipment_type = 7
				medium_tank_amphibious_chassis = 3
			}
	
			forest = {
				attack = -0.075
			}
			hills = {
				defence = 0.075
			}
			mountain = {
				attack = -0.15
				defence = -0.1
			}
			jungle = {
				attack = -0.15
				defence = -0.05
			}
			marsh = {
				attack = -0.15
				defence = -0.05
			}
			urban = {
				defence = 0.075
			}
			supercity = {
				attack = -0.025
				defence = 0.075
			}
			river = {
				attack = -0.3
			}
			amphibious = {
				attack = -0.1
			}
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_hq_Mech_Air_Inf_Bat = {
			sprite = MD_mechanized
			map_icon_category = armored
			special_forces = yes
			ai_priority = 0
			priority = 20
			active = yes
	
			type = {
				mechanized
			}
	
			group = armor
	
			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_team
			}
	
			regimental = no
			combat_width = 0.5
			allow_in_army_hq = yes
			allow_in_non_army_hq = no
			required_dlc = { "Thunder at Our Gates" }
	
			#Size Definitions
			max_strength = 7.2
			max_organisation = 35
			default_morale = 0.13
			manpower = 11
			entrenchment = -0.09
			suppression = 0.07
	
			defense = -0.9531
			breakthrough = -0.9531
			soft_attack = -0.9531
			hard_attack = -0.9531
			air_attack = -0.9531
	
			#Misc Abilities
			training_time = 200
			weight = 0.07
	
			# this is what moves us and sets speed
			transport = medium_tank_amphibious_chassis
	
			can_be_parachuted = yes
	
			need = {
				infantry_weapons_type = 11
				L_AT_Equipment = 1
				H_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 2
				medium_tank_amphibious_chassis = 1
			}
	
			forest = {
				attack = -0.045
			}
			hills = {
				defence = 0.045
			}
			mountain = {
				attack = -0.09
				defence = -0.06
			}
			jungle = {
				attack = -0.09
				defence = -0.03
			}
			marsh = {
				attack = -0.09
				defence = -0.03
			}
			urban = {
				defence = 0.045
			}
			supercity = {
				attack = -0.015
				defence = 0.045
			}
			river = {
				attack = -0.18
			}
			amphibious = {
				attack = -0.06
			}
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}
}
