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

sub_units = {
	XS_combat_service_support_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = no
			affects_speed = yes
			regimental = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			regimental = no
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 0.35
			max_organisation = 23
			default_morale = 0.1
			manpower = 69
			training_time = 120
	
			#Misc Abilities
			weight = 0.023
	
			# Important Ability
			casualty_trickleback = 0.0345
			experience_loss_factor = -0.0345
			fuel_consumption_factor = -0.0115
			supply_consumption_factor = -0.023
	
			defense = -0.885
			breakthrough = -0.885
			soft_attack = -0.885
			hard_attack = -0.885
			suppression = 0.115
	
			own_equipment_fuel_consumption_mult = 0.0 # no fuel use
	
			essential = {
				cnc_equipment_type
				util_vehicle_type
			}
			need = {
				cnc_equipment_type = 14
				util_vehicle_type = 7
				infantry_weapons_type = 69
			}
	
			same_support_type = support
			can_be_parachuted = yes
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_combat_service_support_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = no
			affects_speed = yes
			regimental = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
			
				category_NCE_team
			}
	
			regimental = no
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 0.18
			max_organisation = 23
			default_morale = 0.1
			manpower = 21
			training_time = 120
	
			#Misc Abilities
			weight = 0.007
	
			# Important Ability
			casualty_trickleback = 0.0105
			experience_loss_factor = -0.0105
			fuel_consumption_factor = -0.0035
			supply_consumption_factor = -0.007
	
			defense = -0.965
			breakthrough = -0.965
			soft_attack = -0.965
			hard_attack = -0.965
			suppression = 0.035
	
			own_equipment_fuel_consumption_mult = 0.0 # no fuel use
	
			essential = {
				cnc_equipment_type
				util_vehicle_type
			}
			need = {
				cnc_equipment_type = 4
				util_vehicle_type = 2
				infantry_weapons_type = 21
			}
	
			same_support_type = support
			can_be_parachuted = yes
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	XS_helicopter_combat_service_support = {
			sprite = MD_light_armor
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = no
			affects_speed = yes
	
			type = {
				armor
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			regimental = no
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 0.21
			max_organisation = 20
			default_morale = 0.1
			manpower = 46
			training_time = 120
	
			#Misc Abilities
			weight = 0.023
	
			# Important Ability
			casualty_trickleback = 0.0575
			experience_loss_factor = -0.0575
			fuel_consumption_factor = -0.0345
			supply_consumption_factor = -0.0345
	
			# Support nerfs to combat abilities
			defense = -0.885
			breakthrough = -0.885
			soft_attack = -0.885
			hard_attack = -0.885
			suppression = 0.115
	
			essential = {
				heavy_tank_amphibious_chassis
			}
	
			need = {
				heavy_tank_amphibious_chassis = 5
				cnc_equipment_type = 9
			}
	
			same_support_type = support
	
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_helicopter_combat_service_support = {
			sprite = MD_light_armor
			map_icon_category = infantry
			priority = 0
			ai_priority = 0
			active = no
			affects_speed = yes
	
			type = {
				armor
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
			
				category_NCE_team
			}
	
			regimental = no
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 0.108
			max_organisation = 20
			default_morale = 0.1
			manpower = 14
			training_time = 120
	
			#Misc Abilities
			weight = 0.007
	
			# Important Ability
			casualty_trickleback = 0.0175
			experience_loss_factor = -0.0175
			fuel_consumption_factor = -0.0105
			supply_consumption_factor = -0.0105
	
			# Support nerfs to combat abilities
			defense = -0.965
			breakthrough = -0.965
			soft_attack = -0.965
			hard_attack = -0.965
			suppression = 0.035
	
			essential = {
				heavy_tank_amphibious_chassis
			}
	
			need = {
				heavy_tank_amphibious_chassis = 1
				cnc_equipment_type = 3
			}
	
			same_support_type = support
	
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	XS_L_Engi_Comp = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 0
			active = yes
			affects_speed = yes
			regimental = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			battalion_mult = {
				category = category_all_infantry
				entrenchment = 0.1725
			}
	
			regimental = no
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 2.8
			max_organisation = 30
			default_morale = 0.05
			manpower = 28
	
			#Misc Abilities
			training_time = 120
			weight = 0.115
			
			equipment_capture_factor = 0.0115
	
			entrenchment = 1
	
			transport = util_vehicle_type
	
			#transport = util_vehicle_type
	
			# Support nerfs to combat abilities
			defense = -0.839
			breakthrough = -0.839
			soft_attack = -0.839
			hard_attack = -0.839
			suppression = 0.115
	
			essential = { infantry_weapons_type }
	
			need = {
				infantry_weapons_type = 28
				cnc_equipment_type = 3
			
				util_vehicle_type = 3
			}
			marsh = { movement = 0.025 attack = 0.025 defence = 0.025 }
			forest = { attack = 0.025 defence = 0.025 }
			mountain = { defence = 0.025 movement = 0.025 }
			urban = { attack = 0.025 defence = 0.05 }
	
			fort = {
				attack = 0.025
				defence = 0.05
				movement = 0.025
			}
			can_be_parachuted = yes
			same_support_type = engineer
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	XS_H_Engi_Comp = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = no
			regimental = no
	
			type = {
				armor
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			regimental = no
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 2.1
			max_organisation = 25
			default_morale = 0.05
			manpower = 46
	
			#Misc Abilities
			training_time = 120
			weight = 0.115
			
			
	
			entrenchment = 2
	
			battalion_mult = {
				category = category_all_infantry
				entrenchment = 0.23
			}
	
			# Support nerfs to combat abilities
			defense = -0.839
			breakthrough = -0.839
			soft_attack = -0.839
			hard_attack = -0.839
			suppression = 0.115
	
			# this is what moves us and sets speed
			transport = util_vehicle_type
	
			essential = {
				infantry_weapons_type
				cnc_equipment_type
			}
	
			need = {
				infantry_weapons_type = 46
				cnc_equipment_type = 5
				util_vehicle_type = 5
			
				medium_tank_chassis = 1
			}
			marsh = { movement = 0.05 attack = 0.025 defence = 0.025 }
			forest = { attack = 0.025 defence = 0.025 movement = 0.025 }
			mountain = { defence = 0.05 movement = 0.025 }
			urban = { attack = 0.05 defence = 0.075 }
	
			fort = {
				attack = 0.075
				defence = 0.075
				movement = 0.025
			}
			same_support_type = engineer
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		
		can_be_parachuted = no
	}

	smol_communications_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
			
				category_NCE_company
			}
	
			regimental = no
	
			combat_width = 1
	
			essential = {
				cnc_equipment_type
			}
			need = {
				cnc_equipment_type = 50
				infantry_weapons_type = 50
				util_vehicle_type = 5
			}
	
			battalion_mult = {
				category = category_front_line
				max_organisation = 0.05
				default_morale = 0.01
				initiative = 0.01
			}
	
			manpower = 50
			training_time = 120
			max_organisation = 25
			default_morale = 0.02
			max_strength = 0.12
			weight = 0.05
	
			# Support nerfs to combat abilities
			defense = -0.75
			breakthrough = -0.75
			soft_attack = -0.75
			hard_attack = -0.75
	
			# this is what moves us and sets speed
			transport = util_vehicle_type
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		
		can_be_parachuted = yes
	}

	XS_communications_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			regimental = no
	
			combat_width = 0.5
	
			essential = {
				cnc_equipment_type
			}
			need = {
				cnc_equipment_type = 23
				infantry_weapons_type = 23
				util_vehicle_type = 2
			}
	
			battalion_mult = {
				category = category_front_line
				max_organisation = 0.023
				default_morale = 0.0046
				initiative = 0.0046
			}
	
			manpower = 23
			training_time = 120
			max_organisation = 25
			default_morale = 0.02
			max_strength = 0.07
			weight = 0.023
	
			# Support nerfs to combat abilities
			defense = -0.885
			breakthrough = -0.885
			soft_attack = -0.885
			hard_attack = -0.885
	
			# this is what moves us and sets speed
			transport = util_vehicle_type
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		
		can_be_parachuted = yes
	}

	Team_communications_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
			
				category_NCE_team
			}
	
			regimental = no
	
			combat_width = 0.5
	
			essential = {
				cnc_equipment_type
			}
			need = {
				cnc_equipment_type = 7
				infantry_weapons_type = 7
				util_vehicle_type = 1
			}
	
			battalion_mult = {
				category = category_front_line
				max_organisation = 0.007
				default_morale = 0.0014
				initiative = 0.0014
			}
	
			manpower = 7
			training_time = 120
			max_organisation = 25
			default_morale = 0.02
			max_strength = 0.036
			weight = 0.007
	
			# Support nerfs to combat abilities
			defense = -0.965
			breakthrough = -0.965
			soft_attack = -0.965
			hard_attack = -0.965
	
			# this is what moves us and sets speed
			transport = util_vehicle_type
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		
		can_be_parachuted = yes
	}

	smol_military_police_attachment = {
			abbreviation = "MP"
			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_army
			
				category_NCE_company
			}
	
			battalion_mult = {
				category = category_all_infantry
				suppression = 0.25
				add = yes
			}
	
			regimental = no
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 0.6
			max_organisation = 15
			default_morale = 0.3
			manpower = 100
			training_time = 180
	
			#Misc Abilities
			weight = 0.05
			supply_consumption = 0.01
			can_be_parachuted = no
	
			# Important Ability
			suppression_factor = 0.1
	
			essential = {
				infantry_weapons_type
			}
	
			need = {
				cnc_equipment_type = 50
				infantry_weapons_type = 100
			}
		
			soft_attack = -0.5
		
			hard_attack = -0.5
		
			defense = -0.5
		
			breakthrough = -0.5
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_military_police_attachment = {
			abbreviation = "MP"
			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_army
			
				category_NCE_platoon
			}
	
			battalion_mult = {
				category = category_all_infantry
				suppression = 0.115
				add = yes
			}
	
			regimental = no
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 0.35
			max_organisation = 15
			default_morale = 0.3
			manpower = 46
			training_time = 180
	
			#Misc Abilities
			weight = 0.023
			supply_consumption = 0.0046
			can_be_parachuted = no
	
			# Important Ability
			suppression_factor = 0.046
	
			essential = {
				infantry_weapons_type
			}
	
			need = {
				cnc_equipment_type = 23
				infantry_weapons_type = 46
			}
		
			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_military_police_attachment = {
			abbreviation = "MP"
			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_army
			
				category_NCE_team
			}
	
			battalion_mult = {
				category = category_all_infantry
				suppression = 0.035
				add = yes
			}
	
			regimental = no
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 0.18
			max_organisation = 15
			default_morale = 0.3
			manpower = 14
			training_time = 180
	
			#Misc Abilities
			weight = 0.007
			supply_consumption = 0.0014
			can_be_parachuted = no
	
			# Important Ability
			suppression_factor = 0.014
	
			essential = {
				infantry_weapons_type
			}
	
			need = {
				cnc_equipment_type = 7
				infantry_weapons_type = 14
			}
		
			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_pathfinder_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = no
			affects_speed = yes
	
			type = {
				infantry
				support
			}
	
			battalion_mult = {
				category = category_inf_airborne
				max_organisation = 0.025
				soft_attack = 0.025
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
				category_artillery
				category_air_aslt
				category_inf_aslt
				category_all_airborne
			
				category_NCE_company
			}
	
			regimental = no
			allowed_battalion_groups = { airborne_infantry airmobile }
	
			combat_width = 0
	
			essential = {
				cnc_equipment_type
			}
			need = {
				cnc_equipment_type = 25
				infantry_weapons_type = 50
			}
	
			manpower = 25
			training_time = 120
			max_organisation = 15
			default_morale = 0.06
			max_strength = 0.12
			weight = 0.05
	
			# Support nerfs to combat abilities
			defense = -0.5
			breakthrough = -0.5
			soft_attack = -0.5
			hard_attack = -0.5
			suppression = 0.5
	
			# this is what moves us and sets speed
			transport = cnc_equipment_type
	
			can_be_parachuted = yes
			same_support_type = recon
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_pathfinder_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = no
			affects_speed = yes
	
			type = {
				infantry
				support
			}
	
			battalion_mult = {
				category = category_inf_airborne
				max_organisation = 0.0115
				soft_attack = 0.0115
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
				category_artillery
				category_air_aslt
				category_inf_aslt
				category_all_airborne
			
				category_NCE_platoon
			}
	
			regimental = no
			allowed_battalion_groups = { airborne_infantry airmobile }
	
			combat_width = 0
	
			essential = {
				cnc_equipment_type
			}
			need = {
				cnc_equipment_type = 12
				infantry_weapons_type = 23
			}
	
			manpower = 12
			training_time = 120
			max_organisation = 15
			default_morale = 0.06
			max_strength = 0.07
			weight = 0.023
	
			# Support nerfs to combat abilities
			defense = -0.77
			breakthrough = -0.77
			soft_attack = -0.77
			hard_attack = -0.77
			suppression = 0.23
	
			# this is what moves us and sets speed
			transport = cnc_equipment_type
	
			can_be_parachuted = yes
			same_support_type = recon
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_pathfinder_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = no
			affects_speed = yes
	
			type = {
				infantry
				support
			}
	
			battalion_mult = {
				category = category_inf_airborne
				max_organisation = 0.0035
				soft_attack = 0.0035
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
				category_artillery
				category_air_aslt
				category_inf_aslt
				category_all_airborne
			
				category_NCE_team
			}
	
			regimental = no
			allowed_battalion_groups = { airborne_infantry airmobile }
	
			combat_width = 0
	
			essential = {
				cnc_equipment_type
			}
			need = {
				cnc_equipment_type = 4
				infantry_weapons_type = 7
			}
	
			manpower = 4
			training_time = 120
			max_organisation = 15
			default_morale = 0.06
			max_strength = 0.036
			weight = 0.007
	
			# Support nerfs to combat abilities
			defense = -0.93
			breakthrough = -0.93
			soft_attack = -0.93
			hard_attack = -0.93
			suppression = 0.07
	
			# this is what moves us and sets speed
			transport = cnc_equipment_type
	
			can_be_parachuted = yes
			same_support_type = recon
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_Drone_Recce_Comp = {
			sprite = MD_light_armor
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = no
			affects_speed = no
			regimental = no
	
			type = {
				armor
				mechanized
				support
			}
	
			group = support
			allowed_battalion_groups = { mobile armor }
	
			categories = {
				category_all_recon
				category_support_battalions
				category_army
			
				category_NCE_company
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 1.8
			max_organisation = 15
			default_morale = 0.2
			manpower = 25
	
			#Misc Abilities
			training_time = 120
			weight = 0.165
			recon = 1.1314
			initiative = 0.0566
	
			supply_consumption = 0.02
			suppression = 1.5
			entrenchment = -0.225
	
			battalion_mult = {
				category = category_all_recon
				recon = 0.125
				initiative = 0.025
			}
	
			battalion_mult = {
				category = category_artillery
				soft_attack = 0.025
				hard_attack = 0.05
			}
	
			# needed since we give so much bonus to infantry even with no mech equipment
			essential = { land_drone_equipment_type }
	
			# this is what moves us and sets speed
			transport = util_vehicle_type
	
			can_be_parachuted = yes
	
			need = {
				infantry_weapons_type = 25
				util_vehicle_type = 2
				cnc_equipment_type = 12
				land_drone_equipment_type = 12
			}
			plains = { attack = 0.0375 }
			desert = { attack = 0.0375 }
			urban = {  
				defence = 0.075
			}
			mountain = { movement = -0.0375 }
	
			same_support_type = recon
		
			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_Drone_Recce_Comp = {
			sprite = MD_light_armor
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = no
			affects_speed = no
			regimental = no
	
			type = {
				armor
				mechanized
				support
			}
	
			group = support
			allowed_battalion_groups = { mobile armor }
	
			categories = {
				category_all_recon
				category_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 1.05
			max_organisation = 15
			default_morale = 0.2
			manpower = 12
	
			#Misc Abilities
			training_time = 120
			weight = 0.0759
			recon = 0.7673
			initiative = 0.0384
	
			supply_consumption = 0.0092
			suppression = 0.69
			entrenchment = -0.15
	
			battalion_mult = {
				category = category_all_recon
				recon = 0.0575
				initiative = 0.0115
			}
	
			battalion_mult = {
				category = category_artillery
				soft_attack = 0.0115
				hard_attack = 0.023
			}
	
			# needed since we give so much bonus to infantry even with no mech equipment
			essential = { land_drone_equipment_type }
	
			# this is what moves us and sets speed
			transport = util_vehicle_type
	
			can_be_parachuted = yes
	
			need = {
				infantry_weapons_type = 12
				util_vehicle_type = 1
				cnc_equipment_type = 6
				land_drone_equipment_type = 6
			}
			plains = { attack = 0.025 }
			desert = { attack = 0.025 }
			urban = {  
				defence = 0.05
			}
			mountain = { movement = -0.025 }
	
			same_support_type = recon
		
			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_Drone_Recce_Comp = {
			sprite = MD_light_armor
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = no
			affects_speed = no
			regimental = no
	
			type = {
				armor
				mechanized
				support
			}
	
			group = support
			allowed_battalion_groups = { mobile armor }
	
			categories = {
				category_all_recon
				category_support_battalions
				category_army
			
				category_NCE_team
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 0.54
			max_organisation = 15
			default_morale = 0.2
			manpower = 4
	
			#Misc Abilities
			training_time = 120
			weight = 0.0231
			recon = 0.4233
			initiative = 0.0212
	
			supply_consumption = 0.0028
			suppression = 0.21
			entrenchment = -0.09
	
			battalion_mult = {
				category = category_all_recon
				recon = 0.0175
				initiative = 0.0035
			}
	
			battalion_mult = {
				category = category_artillery
				soft_attack = 0.0035
				hard_attack = 0.007
			}
	
			# needed since we give so much bonus to infantry even with no mech equipment
			essential = { land_drone_equipment_type }
	
			# this is what moves us and sets speed
			transport = util_vehicle_type
	
			can_be_parachuted = yes
	
			need = {
				infantry_weapons_type = 4
				util_vehicle_type = 1
				cnc_equipment_type = 2
				land_drone_equipment_type = 2
			}
			plains = { attack = 0.015 }
			desert = { attack = 0.015 }
			urban = {  
				defence = 0.03
			}
			mountain = { movement = -0.015 }
	
			same_support_type = recon
		
			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_Sniper_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = no
			regimental = no
	
			type = {
				infantry
				support
			}
	
			group = support
			allowed_battalion_groups = { infantry mobile armor airborne_infantry marine_infantry special_forces }
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_company
			}
			combat_width = 0.5
	
			need = {
				infantry_weapons_type = 25
				cnc_equipment_type = 12
			}
	
			battalion_mult = {
				category = category_all_recon
				recon = 0.075
				initiative = 0.075
			}
	
			battalion_mult = {
				category = category_artillery
				soft_attack = 0.0375
				hard_attack = 0.0125
			}
	
			essential = {
				infantry_weapons_type
			}
	
			manpower = 25
			max_organisation = 15
			default_morale = 0.10
			max_strength = 1.2
			training_time = 180
			weight = 0.1
	
			# Support nerfs to combat abilities
			defense = -0.5
			breakthrough = -0.75
			soft_attack = 0.1
			hard_attack = -0.5
			ap_attack = -0.5
			suppression = -0.25
			recon = 0.3536
	
			same_support_type = recon
			can_be_parachuted = yes
	
			transport = cnc_equipment_type
		
			air_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Sniper_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = no
			regimental = no
	
			type = {
				infantry
				support
			}
	
			group = support
			allowed_battalion_groups = { infantry mobile armor airborne_infantry marine_infantry special_forces }
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_platoon
			}
			combat_width = 0.5
	
			need = {
				infantry_weapons_type = 12
				cnc_equipment_type = 6
			}
	
			battalion_mult = {
				category = category_all_recon
				recon = 0.0345
				initiative = 0.0345
			}
	
			battalion_mult = {
				category = category_artillery
				soft_attack = 0.0173
				hard_attack = 0.0058
			}
	
			essential = {
				infantry_weapons_type
			}
	
			manpower = 12
			max_organisation = 15
			default_morale = 0.10
			max_strength = 0.7
			training_time = 180
			weight = 0.046
	
			# Support nerfs to combat abilities
			defense = -0.77
			breakthrough = -0.885
			soft_attack = -0.494
			hard_attack = -0.77
			ap_attack = -0.77
			suppression = -0.115
			recon = 0.2398
	
			same_support_type = recon
			can_be_parachuted = yes
	
			transport = cnc_equipment_type
		
			air_attack = -0.77
		
			armor_value = -0.77
		}

	Team_Sniper_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = no
			regimental = no
	
			type = {
				infantry
				support
			}
	
			group = support
			allowed_battalion_groups = { infantry mobile armor airborne_infantry marine_infantry special_forces }
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_team
			}
			combat_width = 0.5
	
			need = {
				infantry_weapons_type = 4
				cnc_equipment_type = 2
			}
	
			battalion_mult = {
				category = category_all_recon
				recon = 0.0105
				initiative = 0.0105
			}
	
			battalion_mult = {
				category = category_artillery
				soft_attack = 0.0053
				hard_attack = 0.0018
			}
	
			essential = {
				infantry_weapons_type
			}
	
			manpower = 4
			max_organisation = 15
			default_morale = 0.10
			max_strength = 0.36
			training_time = 180
			weight = 0.014
	
			# Support nerfs to combat abilities
			defense = -0.93
			breakthrough = -0.965
			soft_attack = -0.846
			hard_attack = -0.93
			ap_attack = -0.93
			suppression = -0.035
			recon = 0.1323
	
			same_support_type = recon
			can_be_parachuted = yes
	
			transport = cnc_equipment_type
		
			air_attack = -0.93
		
			armor_value = -0.93
		}

	XS_Arty_Battery = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
	
			type = {
				artillery
				support
			}
	
			group = support
			allowed_battalion_groups = { militia infantry airborne_infantry marine_infantry }
	
			categories = {
				category_support_battalions
				category_army
				category_artillery
			
				category_NCE_platoon
			}
	
			combat_width = 0
	
			need = {
				artillery_equipment = 1
				cnc_equipment_type = 1
			
				infantry_weapons_type = 9
			}
			
			
			
			
			
	
			manpower = 9
			training_time = 120
			max_organisation = 20
			default_morale = 0.05
			max_strength = 1.05
			weight = 0.023
	
	
			# Support nerfs to combat abilities
			defense = -0.885
			breakthrough = -0.885
			soft_attack = -0.862
			hard_attack = -0.862
			ap_attack = -0.839
			suppression = 0.23
	
			transport = artillery_equipment
	
			can_be_parachuted = yes
		
			air_attack = -0.77
		
			armor_value = -0.77
		
		divisional = no
	}

	XS_SP_R_Arty_Battery = {
			sprite = MD_medium_armor
			map_icon_category = armored
			ai_priority = 0
			priority = 1
			active = no
			affects_speed = yes
	
			type = {
				armor
				rocket
				mechanized
				support
			}
	
			group = support
			allowed_battalion_groups = { mobile armor marine_infantry }
	
			categories = {
				category_support_battalions
				category_all_armor
				category_army
				category_mlrs
				category_artillery
			
				category_NCE_platoon
			}
			combat_width = 0
	
			need = {
				medium_tank_rocket_chassis = 1
				cnc_equipment_type = 1
			
				infantry_weapons_type = 9
				util_vehicle_type = 1
			}
			
			
			
			
	
			essential = {
				medium_tank_rocket_chassis
			}
	
			manpower = 9
			max_organisation = 15
			default_morale = 0.05
			max_strength = 1.05
			training_time = 180
			weight = 0.115
	
			# Support nerfs to combat abilities
			defense = -0.885
			breakthrough = -0.885
			soft_attack = -0.862
			hard_attack = -0.862
			armor_value = -0.839
			ap_attack = -0.839
			suppression = 0.23
	
	
			transport = medium_tank_rocket_chassis
		
			air_attack = -0.77
		
		divisional = no
	}

	XS_SP_Arty_Battery = {
			sprite = MD_medium_armor
			map_icon_category = armored
			ai_priority = 0
			priority = 1
			active = no
			affects_speed = yes
	
			type = {
				armor
				artillery
				mechanized
				support
			}
	
			group = support
			allowed_battalion_groups = { mobile armor marine_infantry }
	
			categories = {
				category_support_battalions
				category_all_armor
				category_army
				category_spart
				category_artillery
			
				category_NCE_platoon
			}
			combat_width = 0
	
			need = {
				medium_tank_artillery_chassis = 1
				cnc_equipment_type = 1
			
				infantry_weapons_type = 9
				util_vehicle_type = 1
			}
			
			
			
			
	
			essential = {
				medium_tank_artillery_chassis
			}
	
			manpower = 9
			max_organisation = 15
			default_morale = 0.05
			max_strength = 1.05
			training_time = 180
			weight = 0.115
	
			# Support nerfs to combat abilities
			defense = -0.885
			breakthrough = -0.885
			soft_attack = -0.862
			hard_attack = -0.862
			armor_value = -0.839
			ap_attack = -0.839
			suppression = 0.23
	
	
			transport = medium_tank_artillery_chassis
		
			air_attack = -0.77
		
		divisional = no
	}

	XS_SP_AA_Battery = {
			sprite = MD_medium_armor
			map_icon_category = armored
			ai_priority = 0
			priority = 1
			active = no
			affects_speed = yes
	
			type = {
				armor
				anti_air
				mechanized
				support
			}
	
			group = support
			allowed_battalion_groups = { mobile combat_support armor marine_infantry airborne_infantry }
	
			categories = {
				category_support_battalions
				category_all_armor
				category_army
				category_SP_AA
			
				category_NCE_platoon
			}
	
			combat_width = 0
	
			need = {
				medium_tank_aa_chassis = 1
				cnc_equipment_type = 1
			
				infantry_weapons_type = 9
				util_vehicle_type = 1
			}
			
			
			
			manpower = 9
			max_organisation = 15
			default_morale = 0.05
			max_strength = 1.05
			training_time = 180
			weight = 0.2875
	
			# Support nerfs to combat abilities
			defense = -0.885
			breakthrough = -0.885
			soft_attack = -0.862
			hard_attack = -0.862
			armor_value = -0.839
			ap_attack = -0.839
			suppression = 0.115
	
			transport = medium_tank_aa_chassis
		
			air_attack = -0.77
		
		divisional = no
		can_be_parachuted = yes
	}

	XS_armor_Comp = {
			sprite = MD_medium_armor
			map_icon_category = armored
			priority = 1
			active = no
			ai_priority = 0
			affects_speed = yes
	
			type = {
				armor
				mechanized
				support
			}
	
			group = support
			divisional = no
			allowed_battalion_groups = { infantry mobile marine_infantry }
	
			categories = {
				category_tanks
				category_real_tanks
				category_support_battalions
				category_all_armor
				category_army
			
				category_NCE_platoon
			}
	
			combat_width = 0
	
			essential = {
				medium_tank_chassis
			}
	
			need = {
				medium_tank_chassis = 2
				cnc_equipment_type = 2
			}
			
			
			
			
			
	
			manpower = 9
			max_organisation = 15
			max_strength = 1.05
			default_morale = 0.05
			training_time = 180
			weight = 0.115
	
			defense = -0.885
			breakthrough = -0.885
			soft_attack = -0.862
			hard_attack = -0.862
			armor_value = -0.839
			ap_attack = -0.839
	
			transport = medium_tank_chassis
		
			air_attack = -0.77
		}

	XS_attack_helo_comp = {
			sprite = MD_light_armor
			map_icon_category = armored
			special_forces = no
			ai_priority = 0
			priority = 5
			active = no
			affects_speed = yes
	
			type = {
				armor
				support
			}
	
			group = support
			divisional = no
			allowed_battalion_groups = { infantry mobile airmobile armor marine_infantry }
	
			categories = {
				category_army
				category_non_militia
				category_all_airborne
				category_atk_helo
				category_air_aslt
				category_all_recon
			
				category_NCE_platoon
			}
	
			combat_width = 0
	
			#Size Definitions
			max_strength = 1.05
			max_organisation = 15
			default_morale = 0.12
			manpower = 5
	
			#Misc Abilities
			training_time = 200
			weight = 0.115
	
			suppression = 0.23
	
			# this is what moves us and sets speed
			transport = heavy_tank_chassis
	
			need = {
				heavy_tank_chassis = 1
				cnc_equipment_type = 1
			}
			
			
	
		
			soft_attack = -0.862
		
			hard_attack = -0.862
		
			defense = -0.885
		
			breakthrough = -0.885
		
			air_attack = -0.77
		
			ap_attack = -0.839
		
			armor_value = -0.839
		}

	Team_attack_helo_comp = {
			sprite = MD_light_armor
			map_icon_category = armored
			special_forces = no
			ai_priority = 0
			priority = 5
			active = no
			affects_speed = yes
	
			type = {
				armor
				support
			}
	
			group = support
			divisional = no
			allowed_battalion_groups = { infantry mobile airmobile armor marine_infantry }
	
			categories = {
				category_army
				category_non_militia
				category_all_airborne
				category_atk_helo
				category_air_aslt
				category_all_recon
			
				category_NCE_team
			}
	
			combat_width = 0
	
			#Size Definitions
			max_strength = 0.54
			max_organisation = 15
			default_morale = 0.12
			manpower = 1
	
			#Misc Abilities
			training_time = 200
			weight = 0.035
	
			suppression = 0.07
	
			# this is what moves us and sets speed
			transport = heavy_tank_chassis
	
			need = {
				heavy_tank_chassis = 1
				cnc_equipment_type = 1
			}
			
			
	
		
			soft_attack = -0.958
		
			hard_attack = -0.958
		
			defense = -0.965
		
			breakthrough = -0.965
		
			air_attack = -0.93
		
			ap_attack = -0.951
		
			armor_value = -0.951
		}

	XS_drone_tactical_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = no
			affects_speed = no
			divisional = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			combat_width = 0
	
			essential = {
				cnc_equipment_type
				util_vehicle_type
			}
			need = {
				cnc_equipment_type = 4
				util_vehicle_type = 2
				land_drone_equipment_type = 28
				infantry_weapons_type = 9
			}
	
			manpower = 9
			training_time = 120
			max_organisation = 25
			default_morale = 0.06
			max_strength = 1.4
			weight = 0.023
	
	
			# Support nerfs to combat abilities
			defense = -0.885
			breakthrough = -0.77
			soft_attack = -0.77
			hard_attack = -0.77
			suppression = 0.115
	
			# this is what moves us and sets speed
			transport = util_vehicle_type
	
			can_be_parachuted = yes
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_drone_tactical_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = no
			affects_speed = no
			divisional = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
			
				category_NCE_team
			}
	
			combat_width = 0
	
			essential = {
				cnc_equipment_type
				util_vehicle_type
			}
			need = {
				cnc_equipment_type = 1
				util_vehicle_type = 1
				land_drone_equipment_type = 8
				infantry_weapons_type = 3
			}
	
			manpower = 3
			training_time = 120
			max_organisation = 25
			default_morale = 0.06
			max_strength = 0.72
			weight = 0.007
	
	
			# Support nerfs to combat abilities
			defense = -0.965
			breakthrough = -0.93
			soft_attack = -0.93
			hard_attack = -0.93
			suppression = 0.035
	
			# this is what moves us and sets speed
			transport = util_vehicle_type
	
			can_be_parachuted = yes
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	XS_L_Recce_Comp = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
	
			type = {
				infantry
				support
			}
	
			group = support
			allowed_battalion_groups = { infantry combat_support airborne_infantry marine_infantry special_forces }
	
			categories = {
				category_all_recon
				category_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			combat_width = 0
	
			#Size Definitions
			max_strength = 1.75
			max_organisation = 30
			default_morale = 0.3
			manpower = 23
	
			#Misc Abilities
			training_time = 120
			weight = 0.046
			recon = 0.4796
			initiative = 0.024
	
			# Support nerfs to combat abilities
			defense = -0.885
			breakthrough = -0.885
			soft_attack = -0.862
			hard_attack = -0.862
			ap_attack = -0.839
			suppression = 0.23
	
			essential = {
				infantry_weapons_type
				cnc_equipment_type
			}
	
			need = {
				infantry_weapons_type = 23
				L_AT_Equipment = 2
				AA_Equipment = 1
				cnc_equipment_type = 2
			}
			forest = { attack = 0.01 defence = 0.005 }
			mountain = {  defence = 0.005 }
			jungle = { attack = 0.01 defence = 0.005 }
			hills = {  
				defence = 0.005
			}
	
			same_support_type = recon
			can_be_parachuted = yes
		
			air_attack = -0.77
		
			armor_value = -0.77
		
		urban = {
			attack = 0.01
			defence = 0.005
		}
		supercity = {
			attack = 0.01
			defence = 0.005
		}
	}

	Team_L_Recce_Comp = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
	
			type = {
				infantry
				support
			}
	
			group = support
			allowed_battalion_groups = { infantry combat_support airborne_infantry marine_infantry special_forces }
	
			categories = {
				category_all_recon
				category_support_battalions
				category_army
			
				category_NCE_team
			}
	
			combat_width = 0
	
			#Size Definitions
			max_strength = 0.9
			max_organisation = 30
			default_morale = 0.3
			manpower = 7
	
			#Misc Abilities
			training_time = 120
			weight = 0.014
			recon = 0.2646
			initiative = 0.0132
	
			# Support nerfs to combat abilities
			defense = -0.965
			breakthrough = -0.965
			soft_attack = -0.958
			hard_attack = -0.958
			ap_attack = -0.951
			suppression = 0.07
	
			essential = {
				infantry_weapons_type
				cnc_equipment_type
			}
	
			need = {
				infantry_weapons_type = 7
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 1
			}
			forest = { attack = 0.006 defence = 0.003 }
			mountain = {  defence = 0.003 }
			jungle = { attack = 0.006 defence = 0.003 }
			hills = {  
				defence = 0.003
			}
	
			same_support_type = recon
			can_be_parachuted = yes
		
			air_attack = -0.93
		
			armor_value = -0.93
		
		urban = {
			attack = 0.006
			defence = 0.003
		}
		supercity = {
			attack = 0.006
			defence = 0.003
		}
	}

	XS_Mot_Recce_Comp = {
			sprite = MD_motorized
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
	
			type = {
				motorized
				support
			}
	
			group = support
			allowed_battalion_groups = { mobile combat_support marine_infantry airborne_infantry }
	
			categories = {
				category_all_recon
				category_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			combat_width = 0
	
			#Size Definitions
			max_strength = 1.4
			max_organisation = 25
			default_morale = 0.25
			manpower = 18
	
			#Misc Abilities
			training_time = 120
			weight = 0.046
			recon = 0.5947
			initiative = 0.0288
	
			# Support nerfs to combat abilities
			defense = -0.885
			breakthrough = -0.885
			soft_attack = -0.862
			hard_attack = -0.862
			armor_value = -0.839
			ap_attack = -0.839
			suppression = 0.23
	
			transport = util_vehicle_type
	
			essential = {
				infantry_weapons_type
				util_vehicle_type
			}
	
			need = {
				infantry_weapons_type = 18
				L_AT_Equipment = 2
				
				AA_Equipment = 2
				cnc_equipment_type = 2
				util_vehicle_type = 2
			}
			
			
			mountain = {  
				attack = 0.01
				defence = 0.005
			}
			
			
	
	
			same_support_type = recon
		
			air_attack = -0.77
		
		forest = {
			defence = 0.005
		}
		hills = {
			attack = 0.015
			defence = 0.005
		}
		urban = {
			defence = 0.005
		}
		supercity = {
			defence = 0.005
		}
		can_be_parachuted = yes
	}

	Team_Mot_Recce_Comp = {
			sprite = MD_motorized
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
	
			type = {
				motorized
				support
			}
	
			group = support
			allowed_battalion_groups = { mobile combat_support marine_infantry airborne_infantry }
	
			categories = {
				category_all_recon
				category_support_battalions
				category_army
			
				category_NCE_team
			}
	
			combat_width = 0
	
			#Size Definitions
			max_strength = 0.72
			max_organisation = 25
			default_morale = 0.25
			manpower = 6
	
			#Misc Abilities
			training_time = 120
			weight = 0.014
			recon = 0.3281
			initiative = 0.0159
	
			# Support nerfs to combat abilities
			defense = -0.965
			breakthrough = -0.965
			soft_attack = -0.958
			hard_attack = -0.958
			armor_value = -0.951
			ap_attack = -0.951
			suppression = 0.07
	
			transport = util_vehicle_type
	
			essential = {
				infantry_weapons_type
				util_vehicle_type
			}
	
			need = {
				infantry_weapons_type = 6
				L_AT_Equipment = 1
				
				AA_Equipment = 1
				cnc_equipment_type = 1
				util_vehicle_type = 1
			}
			
			
			mountain = {  
				attack = 0.006
				defence = 0.003
			}
			
			
	
	
			same_support_type = recon
		
			air_attack = -0.93
		
		forest = {
			defence = 0.003
		}
		hills = {
			attack = 0.009
			defence = 0.003
		}
		urban = {
			defence = 0.003
		}
		supercity = {
			defence = 0.003
		}
		can_be_parachuted = yes
	}

	XS_Mech_Recce_Comp = {
			sprite = MD_mechanized
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = no
			affects_speed = yes
			divisional = no
	
			type = {
				mechanized
				armor
				support
			}
	
			group = support
			allowed_battalion_groups = { armor combat_support marine_infantry airborne_infantry }
	
			categories = {
				category_all_recon
				category_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			combat_width = 0
	
			#Size Definitions
			max_strength = 1.4
			max_organisation = 20
			default_morale = 0.23
			manpower = 14
	
			defense = -0.885
			breakthrough = -0.885
			soft_attack = -0.862
			hard_attack = -0.862
			armor_value = -0.839
			ap_attack = -0.839
			suppression = 0.23
	
			#Misc Abilities
			training_time = 120
			weight = 0.23
			recon = 0.7673
			initiative = 0.0336
	
			# needed since we give so much bonus to infantry even with no mech equipment
			essential = {
				medium_tank_amphibious_chassis
			}
	
			# this is what moves us and sets speed
			transport = medium_tank_amphibious_chassis
	
			need = {
				infantry_weapons_type = 14
				L_AT_Equipment = 1
				H_AT_Equipment = 1
				AA_Equipment = 1
				medium_tank_amphibious_chassis = 1
				cnc_equipment_type = 1
			}
			plains = {  attack = 0.015 
				defence = 0.005
			}
			desert = {  
				attack = 0.01
				defence = 0.005
			}
			mountain = {  
				defence = 0.005
			}
			
	
	
			same_support_type = recon
		
			air_attack = -0.77
		
		forest = {
			defence = 0.005
		}
		hills = {
			defence = 0.005
		}
		urban = {
			defence = 0.005
		}
		supercity = {
			defence = 0.005
		}
		can_be_parachuted = yes
	}

	Team_Mech_Recce_Comp = {
			sprite = MD_mechanized
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = no
			affects_speed = yes
			divisional = no
	
			type = {
				mechanized
				armor
				support
			}
	
			group = support
			allowed_battalion_groups = { armor combat_support marine_infantry airborne_infantry }
	
			categories = {
				category_all_recon
				category_support_battalions
				category_army
			
				category_NCE_team
			}
	
			combat_width = 0
	
			#Size Definitions
			max_strength = 0.72
			max_organisation = 20
			default_morale = 0.23
			manpower = 4
	
			defense = -0.965
			breakthrough = -0.965
			soft_attack = -0.958
			hard_attack = -0.958
			armor_value = -0.951
			ap_attack = -0.951
			suppression = 0.07
	
			#Misc Abilities
			training_time = 120
			weight = 0.07
			recon = 0.4233
			initiative = 0.0185
	
			# needed since we give so much bonus to infantry even with no mech equipment
			essential = {
				medium_tank_amphibious_chassis
			}
	
			# this is what moves us and sets speed
			transport = medium_tank_amphibious_chassis
	
			need = {
				infantry_weapons_type = 4
				L_AT_Equipment = 1
				H_AT_Equipment = 1
				AA_Equipment = 1
				medium_tank_amphibious_chassis = 1
				cnc_equipment_type = 1
			}
			plains = {  attack = 0.009 
				defence = 0.003
			}
			desert = {  
				attack = 0.006
				defence = 0.003
			}
			mountain = {  
				defence = 0.003
			}
			
	
	
			same_support_type = recon
		
			air_attack = -0.93
		
		forest = {
			defence = 0.003
		}
		hills = {
			defence = 0.003
		}
		urban = {
			defence = 0.003
		}
		supercity = {
			defence = 0.003
		}
		can_be_parachuted = yes
	}

	XS_Arm_Recce_Comp = {
			sprite = MD_light_armor
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = no
			affects_speed = yes
			divisional = no
	
			type = {
				armor
				mechanized
				support
			}
	
			group = support
			allowed_battalion_groups = { armor combat_support marine_infantry airborne_infantry }
	
			categories = {
				category_all_recon
				category_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			combat_width = 0
	
			#Size Definitions
			max_strength = 1.4
			max_organisation = 18
			default_morale = 0.2
			manpower = 9
	
			#Misc Abilities
			training_time = 120
			weight = 0.0759
			recon = 0.7673
			initiative = 0.0384
	
			defense = -0.885
			breakthrough = -0.885
			soft_attack = -0.862
			hard_attack = -0.862
			armor_value = -0.839
			ap_attack = -0.839
			suppression = 0.23
	
			# needed since we give so much bonus to infantry even with no mech equipment
			essential = {
				medium_tank_flame_chassis
			}
	
			# 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
				medium_tank_flame_chassis = 1
				cnc_equipment_type = 1
			}
			plains = {  attack = 0.01 
				defence = 0.005
			}
			desert = {  attack = 0.015 
				defence = 0.005
			}
			forest = {  
				defence = 0.005
			}
			mountain = {  
				defence = 0.005
			}
			
			
	
	
			same_support_type = recon
		
			air_attack = -0.77
		
		hills = {
			defence = 0.005
		}
		urban = {
			defence = 0.005
		}
		supercity = {
			defence = 0.005
		}
		can_be_parachuted = yes
	}

	Team_Arm_Recce_Comp = {
			sprite = MD_light_armor
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = no
			affects_speed = yes
			divisional = no
	
			type = {
				armor
				mechanized
				support
			}
	
			group = support
			allowed_battalion_groups = { armor combat_support marine_infantry airborne_infantry }
	
			categories = {
				category_all_recon
				category_support_battalions
				category_army
			
				category_NCE_team
			}
	
			combat_width = 0
	
			#Size Definitions
			max_strength = 0.72
			max_organisation = 18
			default_morale = 0.2
			manpower = 3
	
			#Misc Abilities
			training_time = 120
			weight = 0.0231
			recon = 0.4233
			initiative = 0.0212
	
			defense = -0.965
			breakthrough = -0.965
			soft_attack = -0.958
			hard_attack = -0.958
			armor_value = -0.951
			ap_attack = -0.951
			suppression = 0.07
	
			# needed since we give so much bonus to infantry even with no mech equipment
			essential = {
				medium_tank_flame_chassis
			}
	
			# this is what moves us and sets speed
			transport = medium_tank_flame_chassis
	
			need = {
				infantry_weapons_type = 3
				L_AT_Equipment = 1
				H_AT_Equipment = 1
				AA_Equipment = 1
				medium_tank_flame_chassis = 1
				cnc_equipment_type = 1
			}
			plains = {  attack = 0.006 
				defence = 0.003
			}
			desert = {  attack = 0.009 
				defence = 0.003
			}
			forest = {  
				defence = 0.003
			}
			mountain = {  
				defence = 0.003
			}
			
			
	
	
			same_support_type = recon
		
			air_attack = -0.93
		
		hills = {
			defence = 0.003
		}
		urban = {
			defence = 0.003
		}
		supercity = {
			defence = 0.003
		}
		can_be_parachuted = yes
	}

	XS_armor_Recce_Comp = {
			sprite = MD_medium_armor
			map_icon_category = armored
			ai_priority = 0
			priority = 1
			active = no
			affects_speed = yes
			divisional = no
	
			type = {
				armor
				anti_tank
				mechanized
				support
			}
	
			group = support
			allowed_battalion_groups = { mobile armor combat_support airborne_infantry }
	
			categories = {
				category_all_recon
				category_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			combat_width = 0
	
			essential = {
				medium_tank_destroyer_chassis
			}
	
			need = {
				medium_tank_destroyer_chassis = 2
				cnc_equipment_type = 2
			}
			
			desert = {  
				attack = 0.01
				defence = 0.005
			}
			forest = {  
				defence = 0.005
			}
			mountain = {  
				defence = 0.005
			}
			
			marsh = {  
				defence = 0.005
			}
	
			manpower = 9
			max_organisation = 15
			default_morale = 0.05
			max_strength = 1.05
			training_time = 180
			weight = 0.115
			recon = 0.9592
			initiative = 0.048
	
			defense = -0.885
			breakthrough = -0.885
			soft_attack = -0.862
			hard_attack = -0.862
			armor_value = -0.839
			ap_attack = -0.839
			suppression = 0.23
	
			transport = medium_tank_destroyer_chassis
	
			same_support_type = recon
		
			air_attack = -0.77
		
		hills = {
			defence = 0.005
		}
		urban = {
			attack = 0.015
			defence = 0.005
		}
		supercity = {
			attack = 0.01
			defence = 0.005
		}
		can_be_parachuted = yes
	}

	Team_armor_Recce_Comp = {
			sprite = MD_medium_armor
			map_icon_category = armored
			ai_priority = 0
			priority = 1
			active = no
			affects_speed = yes
			divisional = no
	
			type = {
				armor
				anti_tank
				mechanized
				support
			}
	
			group = support
			allowed_battalion_groups = { mobile armor combat_support airborne_infantry }
	
			categories = {
				category_all_recon
				category_support_battalions
				category_army
			
				category_NCE_team
			}
	
			combat_width = 0
	
			essential = {
				medium_tank_destroyer_chassis
			}
	
			need = {
				medium_tank_destroyer_chassis = 1
				cnc_equipment_type = 1
			}
			
			desert = {  
				attack = 0.006
				defence = 0.003
			}
			forest = {  
				defence = 0.003
			}
			mountain = {  
				defence = 0.003
			}
			
			marsh = {  
				defence = 0.003
			}
	
			manpower = 3
			max_organisation = 15
			default_morale = 0.05
			max_strength = 0.54
			training_time = 180
			weight = 0.035
			recon = 0.5292
			initiative = 0.0265
	
			defense = -0.965
			breakthrough = -0.965
			soft_attack = -0.958
			hard_attack = -0.958
			armor_value = -0.951
			ap_attack = -0.951
			suppression = 0.07
	
			transport = medium_tank_destroyer_chassis
	
			same_support_type = recon
		
			air_attack = -0.93
		
		hills = {
			defence = 0.003
		}
		urban = {
			attack = 0.009
			defence = 0.003
		}
		supercity = {
			attack = 0.006
			defence = 0.003
		}
		can_be_parachuted = yes
	}

	smol_Militia_Recce_Comp = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
	
			type = {
				infantry
				support
			}
	
			group = support
			allowed_battalion_groups = { militia }
	
			categories = {
				category_all_recon
				category_militia
				category_support_battalions
				category_army
			
				category_NCE_company
			}
	
			combat_width = 0
	
			#Size Definitions
			max_strength = 3
			max_organisation = 30
			default_morale = 0.3
			manpower = 20
	
			#Misc Abilities
			training_time = 120
			weight = 0.1
			recon = 0.7071
			initiative = 0.0354
	
			# Support nerfs to combat abilities
			defense = -0.75
			breakthrough = -0.75
			soft_attack = -0.7
			hard_attack = -0.7
			ap_attack = -0.65
			suppression = 0.5
	
			essential = { infantry_weapons_type }
	
			need = {
				infantry_weapons_type = 20
				
				
				cnc_equipment_type = 2
			
				util_vehicle_type = 2
			}
			forest = { attack = 0.015 defence = 0.0075 }
			mountain = {  defence = 0.0075 }
			jungle = { attack = 0.0075 defence = 0.0075 }
			hills = {  
				defence = 0.0075
			}
			urban = { attack = 0.015 defence = 0.0075  }
			supercity = { attack = 0.0075 defence = 0.0075  }
	
			same_support_type = recon
		
			air_attack = -0.5
		
			armor_value = -0.5
		
		transport = util_vehicle_type
	}

	XS_Militia_Recce_Comp = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
	
			type = {
				infantry
				support
			}
	
			group = support
			allowed_battalion_groups = { militia }
	
			categories = {
				category_all_recon
				category_militia
				category_support_battalions
				category_army
			
				category_NCE_platoon
			}
	
			combat_width = 0
	
			#Size Definitions
			max_strength = 1.75
			max_organisation = 30
			default_morale = 0.3
			manpower = 9
	
			#Misc Abilities
			training_time = 120
			weight = 0.046
			recon = 0.4796
			initiative = 0.024
	
			# Support nerfs to combat abilities
			defense = -0.885
			breakthrough = -0.885
			soft_attack = -0.862
			hard_attack = -0.862
			ap_attack = -0.839
			suppression = 0.23
	
			essential = { infantry_weapons_type }
	
			need = {
				infantry_weapons_type = 9
				
				
				cnc_equipment_type = 1
			
				util_vehicle_type = 1
			}
			forest = { attack = 0.01 defence = 0.005 }
			mountain = {  defence = 0.005 }
			jungle = { attack = 0.005 defence = 0.005 }
			hills = {  
				defence = 0.005
			}
			urban = { attack = 0.01 defence = 0.005  }
			supercity = { attack = 0.005 defence = 0.005  }
	
			same_support_type = recon
		
			air_attack = -0.77
		
			armor_value = -0.77
		
		transport = util_vehicle_type
	}

	Team_Militia_Recce_Comp = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
	
			type = {
				infantry
				support
			}
	
			group = support
			allowed_battalion_groups = { militia }
	
			categories = {
				category_all_recon
				category_militia
				category_support_battalions
				category_army
			
				category_NCE_team
			}
	
			combat_width = 0
	
			#Size Definitions
			max_strength = 0.9
			max_organisation = 30
			default_morale = 0.3
			manpower = 3
	
			#Misc Abilities
			training_time = 120
			weight = 0.014
			recon = 0.2646
			initiative = 0.0132
	
			# Support nerfs to combat abilities
			defense = -0.965
			breakthrough = -0.965
			soft_attack = -0.958
			hard_attack = -0.958
			ap_attack = -0.951
			suppression = 0.07
	
			essential = { infantry_weapons_type }
	
			need = {
				infantry_weapons_type = 3
				
				
				cnc_equipment_type = 1
			
				util_vehicle_type = 1
			}
			forest = { attack = 0.006 defence = 0.003 }
			mountain = {  defence = 0.003 }
			jungle = { attack = 0.003 defence = 0.003 }
			hills = {  
				defence = 0.003
			}
			urban = { attack = 0.006 defence = 0.003  }
			supercity = { attack = 0.003 defence = 0.003  }
	
			same_support_type = recon
		
			air_attack = -0.93
		
			armor_value = -0.93
		
		transport = util_vehicle_type
	}

	smol_Weapons_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_company
			}
			combat_width = 0
	
			need = {
				infantry_weapons_type = 75
				L_AT_Equipment = 5
				cnc_equipment_type = 5
			}
	
			essential = {
				infantry_weapons_type
			}
	
			manpower = 50
			max_organisation = 30
			default_morale = 0.05
			max_strength = 3
			training_time = 120
			weight = 0.25
			entrenchment = -0.225
	
			# Support nerfs to combat abilities
			defense = -0.4
			breakthrough = -0.65
			soft_attack = -0.6
			hard_attack = -0.6
			ap_attack = 0
			suppression = 0.25
	
			transport = cnc_equipment_type
			can_be_parachuted = yes
		
			air_attack = -0.5
		
			armor_value = -0.5
		
		allowed_battalion_groups = { militia infantry airborne_infantry marine_infantry special_forces }
	}

	XS_Weapons_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_platoon
			}
			combat_width = 0
	
			need = {
				infantry_weapons_type = 34
				L_AT_Equipment = 2
				cnc_equipment_type = 2
			}
	
			essential = {
				infantry_weapons_type
			}
	
			manpower = 23
			max_organisation = 30
			default_morale = 0.05
			max_strength = 1.75
			training_time = 120
			weight = 0.115
			entrenchment = -0.15
	
			# Support nerfs to combat abilities
			defense = -0.724
			breakthrough = -0.839
			soft_attack = -0.816
			hard_attack = -0.816
			ap_attack = -0.54
			suppression = 0.115
	
			transport = cnc_equipment_type
			can_be_parachuted = yes
		
			air_attack = -0.77
		
			armor_value = -0.77
		
		allowed_battalion_groups = { militia infantry airborne_infantry marine_infantry special_forces }
	}

	Team_Weapons_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_team
			}
			combat_width = 0
	
			need = {
				infantry_weapons_type = 11
				L_AT_Equipment = 1
				cnc_equipment_type = 1
			}
	
			essential = {
				infantry_weapons_type
			}
	
			manpower = 7
			max_organisation = 30
			default_morale = 0.05
			max_strength = 0.9
			training_time = 120
			weight = 0.035
			entrenchment = -0.09
	
			# Support nerfs to combat abilities
			defense = -0.916
			breakthrough = -0.951
			soft_attack = -0.944
			hard_attack = -0.944
			ap_attack = -0.86
			suppression = 0.035
	
			transport = cnc_equipment_type
			can_be_parachuted = yes
		
			air_attack = -0.93
		
			armor_value = -0.93
		
		allowed_battalion_groups = { militia infantry airborne_infantry marine_infantry special_forces }
	}

	smol_Heavy_mortar_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
			allowed_battalion_groups = { militia infantry mobile armor marine_infantry special_forces }
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_company
			}
			combat_width = 0
	
			need = {
				infantry_weapons_type = 60
				cnc_equipment_type = 4
			
				util_vehicle_type = 8
			}
	
			essential = { infantry_weapons_type util_vehicle_type }
	
			manpower = 45
			max_organisation = 25
			default_morale = 0.05
			max_strength = 3
			training_time = 120
			weight = 0.25
			entrenchment = -0.225
	
			# Support nerfs to combat abilities
			breakthrough = -0.35
			defense = -0.5
			soft_attack = -0.5
			hard_attack = -0.5
			ap_attack = -0.4
			suppression = 0
	
			transport = util_vehicle_type
			can_be_parachuted = yes
		
			air_attack = -0.5
		
			armor_value = -0.5
		}

	XS_Heavy_mortar_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
			allowed_battalion_groups = { militia infantry mobile armor marine_infantry special_forces }
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_platoon
			}
			combat_width = 0
	
			need = {
				infantry_weapons_type = 28
				cnc_equipment_type = 2
			
				util_vehicle_type = 3
			}
	
			essential = { infantry_weapons_type util_vehicle_type }
	
			manpower = 21
			max_organisation = 25
			default_morale = 0.05
			max_strength = 1.75
			training_time = 120
			weight = 0.115
			entrenchment = -0.15
	
			# Support nerfs to combat abilities
			breakthrough = -0.701
			defense = -0.77
			soft_attack = -0.77
			hard_attack = -0.77
			ap_attack = -0.724
			suppression = 0
	
			transport = util_vehicle_type
			can_be_parachuted = yes
		
			air_attack = -0.77
		
			armor_value = -0.77
		}

	Team_Heavy_mortar_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
			allowed_battalion_groups = { militia infantry mobile armor marine_infantry special_forces }
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_team
			}
			combat_width = 0
	
			need = {
				infantry_weapons_type = 8
				cnc_equipment_type = 1
			
				util_vehicle_type = 1
			}
	
			essential = { infantry_weapons_type util_vehicle_type }
	
			manpower = 6
			max_organisation = 25
			default_morale = 0.05
			max_strength = 0.9
			training_time = 120
			weight = 0.035
			entrenchment = -0.09
	
			# Support nerfs to combat abilities
			breakthrough = -0.909
			defense = -0.93
			soft_attack = -0.93
			hard_attack = -0.93
			ap_attack = -0.916
			suppression = 0
	
			transport = util_vehicle_type
			can_be_parachuted = yes
		
			air_attack = -0.93
		
			armor_value = -0.93
		}

	smol_AT_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
			allowed_battalion_groups = { militia infantry airborne_infantry marine_infantry special_forces }
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_company
			}
			combat_width = 0
	
			need = {
				infantry_weapons_type = 45
				L_AT_Equipment = 9
				cnc_equipment_type = 4
			}
	
			essential = {
				infantry_weapons_type
			}
	
			manpower = 45
			max_organisation = 30
			default_morale = 0.05
			max_strength = 3
			training_time = 120
			weight = 0.15
			entrenchment = -0.225
	
			# Support nerfs to combat abilities
			defense = -0.6
			breakthrough = -0.85
			soft_attack = -0.75
			hard_attack = -0.25
			ap_attack = 0.5
			suppression = 0
	
			transport = cnc_equipment_type
			can_be_parachuted = yes
		
			air_attack = -0.5
		
			armor_value = -0.5
		}

	XS_AT_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
			allowed_battalion_groups = { militia infantry airborne_infantry marine_infantry special_forces }
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_platoon
			}
			combat_width = 0
	
			need = {
				infantry_weapons_type = 21
				L_AT_Equipment = 4
				cnc_equipment_type = 2
			}
	
			essential = {
				infantry_weapons_type
			}
	
			manpower = 21
			max_organisation = 30
			default_morale = 0.05
			max_strength = 1.75
			training_time = 120
			weight = 0.069
			entrenchment = -0.15
	
			# Support nerfs to combat abilities
			defense = -0.816
			breakthrough = -0.931
			soft_attack = -0.885
			hard_attack = -0.655
			ap_attack = -0.31
			suppression = 0
	
			transport = cnc_equipment_type
			can_be_parachuted = yes
		
			air_attack = -0.77
		
			armor_value = -0.77
		}

	Team_AT_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
			allowed_battalion_groups = { militia infantry airborne_infantry marine_infantry special_forces }
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_team
			}
			combat_width = 0
	
			need = {
				infantry_weapons_type = 6
				L_AT_Equipment = 1
				cnc_equipment_type = 1
			}
	
			essential = {
				infantry_weapons_type
			}
	
			manpower = 6
			max_organisation = 30
			default_morale = 0.05
			max_strength = 0.9
			training_time = 120
			weight = 0.021
			entrenchment = -0.09
	
			# Support nerfs to combat abilities
			defense = -0.944
			breakthrough = -0.979
			soft_attack = -0.965
			hard_attack = -0.895
			ap_attack = -0.79
			suppression = 0
	
			transport = cnc_equipment_type
			can_be_parachuted = yes
		
			air_attack = -0.93
		
			armor_value = -0.93
		}

	smol_Mot_AT_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
			allowed_battalion_groups = { mobile armor airborne_infantry marine_infantry }
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_company
			}
			combat_width = 0
	
			need = {
				infantry_weapons_type = 90
				H_AT_Equipment = 9
				cnc_equipment_type = 9
				util_vehicle_type = 3
			}
	
			essential = {
				infantry_weapons_type
			}
	
			manpower = 90
			max_organisation = 20
			default_morale = 0.05
			max_strength = 0.6
			training_time = 120
			weight = 0.15
			entrenchment = -0.225
	
			# Support nerfs to combat abilities
			defense = -0.6
			breakthrough = -0.85
			soft_attack = -0.75
			hard_attack = 0
			ap_attack = 0.5
			suppression = 0
	
			transport = util_vehicle_type
		
			air_attack = -0.5
		
			armor_value = -0.5
		
		can_be_parachuted = yes
	}

	XS_Mot_AT_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
			allowed_battalion_groups = { mobile armor airborne_infantry marine_infantry }
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_platoon
			}
			combat_width = 0
	
			need = {
				infantry_weapons_type = 41
				H_AT_Equipment = 4
				cnc_equipment_type = 4
				util_vehicle_type = 1
			}
	
			essential = {
				infantry_weapons_type
			}
	
			manpower = 41
			max_organisation = 20
			default_morale = 0.05
			max_strength = 0.35
			training_time = 120
			weight = 0.069
			entrenchment = -0.15
	
			# Support nerfs to combat abilities
			defense = -0.816
			breakthrough = -0.931
			soft_attack = -0.885
			hard_attack = -0.54
			ap_attack = -0.31
			suppression = 0
	
			transport = util_vehicle_type
		
			air_attack = -0.77
		
			armor_value = -0.77
		
		can_be_parachuted = yes
	}

	Team_Mot_AT_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
			allowed_battalion_groups = { mobile armor airborne_infantry marine_infantry }
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_team
			}
			combat_width = 0
	
			need = {
				infantry_weapons_type = 13
				H_AT_Equipment = 1
				cnc_equipment_type = 1
				util_vehicle_type = 1
			}
	
			essential = {
				infantry_weapons_type
			}
	
			manpower = 13
			max_organisation = 20
			default_morale = 0.05
			max_strength = 0.18
			training_time = 120
			weight = 0.021
			entrenchment = -0.09
	
			# Support nerfs to combat abilities
			defense = -0.944
			breakthrough = -0.979
			soft_attack = -0.965
			hard_attack = -0.86
			ap_attack = -0.79
			suppression = 0
	
			transport = util_vehicle_type
		
			air_attack = -0.93
		
			armor_value = -0.93
		
		can_be_parachuted = yes
	}

	smol_AA_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_company
			}
			combat_width = 0
	
			need = {
				infantry_weapons_type = 45
				AA_Equipment = 9
				cnc_equipment_type = 45
			}
	
			essential = {
				infantry_weapons_type
			}
	
			manpower = 45
			max_organisation = 30
			default_morale = 0.05
			max_strength = 3
			training_time = 120
			weight = 0.15
			entrenchment = -0.225
	
			# Support nerfs to combat abilities
			defense = -0.75
			breakthrough = -0.75
			soft_attack = -0.75
			hard_attack = -0.5
			ap_attack = -0.75
			air_attack = 1
			suppression = 0
	
			transport = cnc_equipment_type
			can_be_parachuted = yes
		
			armor_value = -0.5
		
		allowed_battalion_groups = { militia infantry airborne_infantry marine_infantry special_forces }
	}

	XS_AA_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_platoon
			}
			combat_width = 0
	
			need = {
				infantry_weapons_type = 21
				AA_Equipment = 4
				cnc_equipment_type = 21
			}
	
			essential = {
				infantry_weapons_type
			}
	
			manpower = 21
			max_organisation = 30
			default_morale = 0.05
			max_strength = 1.75
			training_time = 120
			weight = 0.069
			entrenchment = -0.15
	
			# Support nerfs to combat abilities
			defense = -0.885
			breakthrough = -0.885
			soft_attack = -0.885
			hard_attack = -0.77
			ap_attack = -0.885
			air_attack = -0.08
			suppression = 0
	
			transport = cnc_equipment_type
			can_be_parachuted = yes
		
			armor_value = -0.77
		
		allowed_battalion_groups = { militia infantry airborne_infantry marine_infantry special_forces }
	}

	Team_AA_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_team
			}
			combat_width = 0
	
			need = {
				infantry_weapons_type = 6
				AA_Equipment = 1
				cnc_equipment_type = 6
			}
	
			essential = {
				infantry_weapons_type
			}
	
			manpower = 6
			max_organisation = 30
			default_morale = 0.05
			max_strength = 0.9
			training_time = 120
			weight = 0.021
			entrenchment = -0.09
	
			# Support nerfs to combat abilities
			defense = -0.965
			breakthrough = -0.965
			soft_attack = -0.965
			hard_attack = -0.93
			ap_attack = -0.965
			air_attack = -0.72
			suppression = 0
	
			transport = cnc_equipment_type
			can_be_parachuted = yes
		
			armor_value = -0.93
		
		allowed_battalion_groups = { militia infantry airborne_infantry marine_infantry special_forces }
	}

	smol_Combat_engineer_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_company
			}
			combat_width = 0
	
			need = {
				infantry_weapons_type = 50
				
				cnc_equipment_type = 5
			
				util_vehicle_type = 5
			}
	
			essential = {
				infantry_weapons_type
			}
	
			manpower = 50
			max_organisation = 30
			default_morale = 0.10
			max_strength = 3
			training_time = 150
			weight = 0.25
	
			# Support nerfs to combat abilities
			defense = -0.5
			breakthrough = -0.5
			soft_attack = -0.7
			hard_attack = -0.7
			ap_attack = -0.65
			suppression = 0
	
			forest = { attack = 0.015 defence = 0.015 }
			mountain = { attack = 0.015 defence = 0.015 }
			jungle = { attack = 0.015 defence = 0.015 }
			urban = { attack = 0.015 defence = 0.015 }
	
			transport = util_vehicle_type
			can_be_parachuted = yes
		
			air_attack = -0.5
		
			armor_value = -0.5
		
		allowed_battalion_groups = { militia infantry mobile armor combat_support airborne_infantry marine_infantry special_forces }
		marsh = {
			attack = 0.015
			defence = 0.015
		}
		supercity = {
			attack = 0.015
			defence = 0.015
		}
	}

	XS_Combat_engineer_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_platoon
			}
			combat_width = 0
	
			need = {
				infantry_weapons_type = 23
				
				cnc_equipment_type = 2
			
				util_vehicle_type = 2
			}
	
			essential = {
				infantry_weapons_type
			}
	
			manpower = 23
			max_organisation = 30
			default_morale = 0.10
			max_strength = 1.75
			training_time = 150
			weight = 0.115
	
			# Support nerfs to combat abilities
			defense = -0.77
			breakthrough = -0.77
			soft_attack = -0.862
			hard_attack = -0.862
			ap_attack = -0.839
			suppression = 0
	
			forest = { attack = 0.01 defence = 0.01 }
			mountain = { attack = 0.01 defence = 0.01 }
			jungle = { attack = 0.01 defence = 0.01 }
			urban = { attack = 0.01 defence = 0.01 }
	
			transport = util_vehicle_type
			can_be_parachuted = yes
		
			air_attack = -0.77
		
			armor_value = -0.77
		
		allowed_battalion_groups = { militia infantry mobile armor combat_support airborne_infantry marine_infantry special_forces }
		marsh = {
			attack = 0.01
			defence = 0.01
		}
		supercity = {
			attack = 0.01
			defence = 0.01
		}
	}

	Team_Combat_engineer_company = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			divisional = no
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_all_infantry
				category_army
			
				category_NCE_team
			}
			combat_width = 0
	
			need = {
				infantry_weapons_type = 7
				
				cnc_equipment_type = 1
			
				util_vehicle_type = 1
			}
	
			essential = {
				infantry_weapons_type
			}
	
			manpower = 7
			max_organisation = 30
			default_morale = 0.10
			max_strength = 0.9
			training_time = 150
			weight = 0.035
	
			# Support nerfs to combat abilities
			defense = -0.93
			breakthrough = -0.93
			soft_attack = -0.958
			hard_attack = -0.958
			ap_attack = -0.951
			suppression = 0
	
			forest = { attack = 0.006 defence = 0.006 }
			mountain = { attack = 0.006 defence = 0.006 }
			jungle = { attack = 0.006 defence = 0.006 }
			urban = { attack = 0.006 defence = 0.006 }
	
			transport = util_vehicle_type
			can_be_parachuted = yes
		
			air_attack = -0.93
		
			armor_value = -0.93
		
		allowed_battalion_groups = { militia infantry mobile armor combat_support airborne_infantry marine_infantry special_forces }
		marsh = {
			attack = 0.006
			defence = 0.006
		}
		supercity = {
			attack = 0.006
			defence = 0.006
		}
	}

	smol_amphibious_landing_detachment = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			marines = yes
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
				category_all_amphibous
			
				category_NCE_company
			}
	
			divisional = no
			allowed_battalion_groups = { marine_infantry special_forces }
	
			combat_width = 0.5
	
			essential = {
				cnc_equipment_type
			}
			need = {
				cnc_equipment_type = 5
				infantry_weapons_type = 50
				util_vehicle_type = 5
			
				H_AT_Equipment = 2
			}
	
			manpower = 50
			training_time = 120
			max_organisation = 20
			default_morale = 0.06
			max_strength = 0.12
			weight = 0.05
	
			# Support nerfs to combat abilities
			defense = -0.75
			breakthrough = -0.5
			soft_attack = -0.7
			hard_attack = -0.7
	
			amphibious = { attack = 0.075 defence = 0.0375 movement = 0.0375 }
			
			
			
			
			
			
			
			
	
			# this is what moves us and sets speed
			transport = util_vehicle_type
	
			same_support_type = special_operations
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_amphibious_landing_detachment = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			marines = yes
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
				category_all_amphibous
			
				category_NCE_platoon
			}
	
			divisional = no
			allowed_battalion_groups = { marine_infantry special_forces }
	
			combat_width = 0.5
	
			essential = {
				cnc_equipment_type
			}
			need = {
				cnc_equipment_type = 2
				infantry_weapons_type = 23
				util_vehicle_type = 2
			
				H_AT_Equipment = 1
			}
	
			manpower = 23
			training_time = 120
			max_organisation = 20
			default_morale = 0.06
			max_strength = 0.07
			weight = 0.023
	
			# Support nerfs to combat abilities
			defense = -0.885
			breakthrough = -0.77
			soft_attack = -0.862
			hard_attack = -0.862
	
			amphibious = { attack = 0.05 defence = 0.025 movement = 0.025 }
			
			
			
			
			
			
			
			
	
			# this is what moves us and sets speed
			transport = util_vehicle_type
	
			same_support_type = special_operations
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_amphibious_landing_detachment = {
			sprite = MD_infantry_2
			map_icon_category = infantry
			ai_priority = 0
			priority = 1
			active = yes
			affects_speed = yes
			marines = yes
	
			type = {
				infantry
				support
			}
	
			group = support
	
			categories = {
				category_support_battalions
				category_army
				category_all_amphibous
			
				category_NCE_team
			}
	
			divisional = no
			allowed_battalion_groups = { marine_infantry special_forces }
	
			combat_width = 0.5
	
			essential = {
				cnc_equipment_type
			}
			need = {
				cnc_equipment_type = 1
				infantry_weapons_type = 7
				util_vehicle_type = 1
			
				H_AT_Equipment = 1
			}
	
			manpower = 7
			training_time = 120
			max_organisation = 20
			default_morale = 0.06
			max_strength = 0.036
			weight = 0.007
	
			# Support nerfs to combat abilities
			defense = -0.965
			breakthrough = -0.93
			soft_attack = -0.958
			hard_attack = -0.958
	
			amphibious = { attack = 0.03 defence = 0.015 movement = 0.015 }
			
			
			
			
			
			
			
			
	
			# this is what moves us and sets speed
			transport = util_vehicle_type
	
			same_support_type = special_operations
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	XS_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
			
				category_NCE_platoon
			}
	
		
			combat_width = 0.5
		
			#Size Definitions
			max_strength = 0.35
			max_organisation = -5
			default_morale = 0.1
			manpower = 34
	
			#Misc Abilities
			weight = 0.069
	
			# Support nerfs to combat abilities
			defense = -0.9977
			breakthrough = -0.9977
			soft_attack = -0.9977
			hard_attack = -0.9977
	
			# Important Ability
			supply_consumption_factor = -0.046
			fuel_consumption_factor = -0.046
			can_be_parachuted = yes		
			same_support_type = support		
			essential = {
				util_vehicle_type
				infantry_weapons_type
			}
	
			need = {
				infantry_weapons_type = 34
				util_vehicle_type = 5
				cnc_equipment_type = 7
			}
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_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
			
				category_NCE_team
			}
	
		
			combat_width = 0.5
		
			#Size Definitions
			max_strength = 0.18
			max_organisation = -5
			default_morale = 0.1
			manpower = 11
	
			#Misc Abilities
			weight = 0.021
	
			# Support nerfs to combat abilities
			defense = -0.9993
			breakthrough = -0.9993
			soft_attack = -0.9993
			hard_attack = -0.9993
	
			# Important Ability
			supply_consumption_factor = -0.014
			fuel_consumption_factor = -0.014
			can_be_parachuted = yes		
			same_support_type = support		
			essential = {
				util_vehicle_type
				infantry_weapons_type
			}
	
			need = {
				infantry_weapons_type = 11
				util_vehicle_type = 2
				cnc_equipment_type = 2
			}
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	XS_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
			
				category_NCE_platoon
			}
		
			combat_width = 0.5
		
			#Size Definitions
			max_strength = 0.21
			max_organisation = -5
			default_morale = 0.3
			manpower = 34
	
			#Misc Abilities
			weight = 0.069
			can_be_parachuted = yes
			same_support_type = support
			# Support nerfs to combat abilities
			defense = -0.9977
			breakthrough = -0.9977
			soft_attack = -0.9977
			hard_attack = -0.9977
	
			# Important Ability
			supply_consumption_factor = -0.0805
			fuel_consumption_factor = -0.0805
			
			essential = {
				heavy_tank_amphibious_chassis
				infantry_weapons_type
			}
	
			need = {
				infantry_weapons_type = 6
				heavy_tank_amphibious_chassis = 5
				cnc_equipment_type = 7
			}
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_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
			
				category_NCE_team
			}
		
			combat_width = 0.5
		
			#Size Definitions
			max_strength = 0.108
			max_organisation = -5
			default_morale = 0.3
			manpower = 11
	
			#Misc Abilities
			weight = 0.021
			can_be_parachuted = yes
			same_support_type = support
			# Support nerfs to combat abilities
			defense = -0.9993
			breakthrough = -0.9993
			soft_attack = -0.9993
			hard_attack = -0.9993
	
			# Important Ability
			supply_consumption_factor = -0.0245
			fuel_consumption_factor = -0.0245
			
			essential = {
				heavy_tank_amphibious_chassis
				infantry_weapons_type
			}
	
			need = {
				infantry_weapons_type = 2
				heavy_tank_amphibious_chassis = 2
				cnc_equipment_type = 2
			}
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	XS_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
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 0.7
			max_organisation = 40
			default_morale = 0.18
			manpower = 7
			soft_attack = -0.862
			hard_attack = -0.862
			defense = -0.862
			breakthrough = -0.862
	
			#Misc Abilities
			training_time = 200
			suppression = 0.345
			weight = 0.115
	
			supply_consumption = 0.0023#0.07
	
			transport = cnc_equipment_type
	
			need = {
				infantry_weapons_type = 7
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 1
			}
	
			plains = {
				attack = -0.11
				defence = -0.09
			}
			desert = {
				attack = -0.11
				defence = -0.09
			}
			hills = {
				attack = -0.09
				movement = 0.015
			}
			forest = {
				attack = -0.06
				defence = -0.09
				movement = 0.05
			}
			mountain = {
				attack = -0.06
				defence = -0.075
				movement = 0.05
			}
			marsh = {
				attack = -0.06
				defence = -0.06
				movement = 0.05
			}
			river = {
				attack = -0.06
				movement = 0.05
			}
			amphibious = {
				attack = -0.06
				movement = 0.05
			}
			jungle = {
				attack = -0.04
				defence = 0.04
				movement = 0.05
			}
			urban = {
				attack = 0.225
				defence = 0.125
				movement = 0.04
			}
			supercity = {
				attack = 0.225
				defence = 0.125
				movement = 0.045
			}
	        
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	XS_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			
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 1.05
			max_organisation = 23.07
			default_morale = 0.1
			manpower = 16
	
			#Misc Abilities
			training_time = 120
			suppression = 0.23
			weight = 0.046
			recon = 1.199
			initiative = 0.024
			
			supply_consumption = 0.0069
	
			defense = -0.9195
			breakthrough = -0.9195
			soft_attack = -0.9195
			hard_attack = -0.9195
	
			transport = heavy_tank_amphibious_chassis
	
			essential = {
				infantry_weapons_type
				heavy_tank_amphibious_chassis
			}
	
			can_be_parachuted = yes
	
			need = {
				infantry_weapons_type = 16
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 2
				heavy_tank_amphibious_chassis = 1
			}
	
			forest = {
				movement = 0.0325
			}
			hills = {
				movement = 0.0325
			}
			mountain = {
				movement = 0.0325
			}
			jungle = {
				movement = 0.0325
			}
			marsh = {
				movement = 0.0325
			}
			plains = {
				movement = 0.0325
			}
			desert = {
				movement = 0.0325
			}
			river = {
				movement = 0.0325
			}
			same_support_type = recon	
	                	
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	Team_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			
			
				category_NCE_team
			}
	
			combat_width = 0.5
	
			#Size Definitions
			max_strength = 0.54
			max_organisation = 23.07
			default_morale = 0.1
			manpower = 5
	
			#Misc Abilities
			training_time = 120
			suppression = 0.07
			weight = 0.014
			recon = 0.6614
			initiative = 0.0132
			
			supply_consumption = 0.0021
	
			defense = -0.9755
			breakthrough = -0.9755
			soft_attack = -0.9755
			hard_attack = -0.9755
	
			transport = heavy_tank_amphibious_chassis
	
			essential = {
				infantry_weapons_type
				heavy_tank_amphibious_chassis
			}
	
			can_be_parachuted = yes
	
			need = {
				infantry_weapons_type = 5
				L_AT_Equipment = 1
				AA_Equipment = 1
				cnc_equipment_type = 1
				heavy_tank_amphibious_chassis = 1
			}
	
			forest = {
				movement = 0.0195
			}
			hills = {
				movement = 0.0195
			}
			mountain = {
				movement = 0.0195
			}
			jungle = {
				movement = 0.0195
			}
			marsh = {
				movement = 0.0195
			}
			plains = {
				movement = 0.0195
			}
			desert = {
				movement = 0.0195
			}
			river = {
				movement = 0.0195
			}
			same_support_type = recon	
	                	
		
			air_attack = -0.93
		
			ap_attack = -0.93
		
			armor_value = -0.93
		}

	smol_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	
			
				category_NCE_company
			}
	
		
			combat_width = 0.5
		
			#Size Definitions
			max_strength = 0.6
			max_organisation = 15
			default_morale = 0.1
			manpower = 75
	
			#Misc Abilities
			weight = 0.15
			can_be_parachuted = yes
	
			# Support nerfs to combat abilities
			defense = -0.995
			breakthrough = -0.995
			soft_attack = -0.995
			hard_attack = -0.995
	
			# Important Ability
			casualty_trickleback = 0.1
			experience_loss_factor = -0.05
			
			essential = {
				util_vehicle_type
				infantry_weapons_type
			}
	
			need = {
				infantry_weapons_type = 75
				util_vehicle_type = 11
				cnc_equipment_type = 15
			}
		
			air_attack = -0.5
		
			ap_attack = -0.5
		
			armor_value = -0.5
		}

	XS_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	
			
				category_NCE_platoon
			}
	
		
			combat_width = 0.5
		
			#Size Definitions
			max_strength = 0.35
			max_organisation = 15
			default_morale = 0.1
			manpower = 34
	
			#Misc Abilities
			weight = 0.069
			can_be_parachuted = yes
	
			# Support nerfs to combat abilities
			defense = -0.9977
			breakthrough = -0.9977
			soft_attack = -0.9977
			hard_attack = -0.9977
	
			# Important Ability
			casualty_trickleback = 0.046
			experience_loss_factor = -0.023
			
			essential = {
				util_vehicle_type
				infantry_weapons_type
			}
	
			need = {
				infantry_weapons_type = 34
				util_vehicle_type = 5
				cnc_equipment_type = 7
			}
		
			air_attack = -0.77
		
			ap_attack = -0.77
		
			armor_value = -0.77
		}

	XS_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	
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			essential = {
				medium_tank_chassis
			}
	
			need = {
				medium_tank_chassis = 3
				cnc_equipment_type = 7
			}
	
			manpower = 23
			max_organisation = 23.07
			max_strength = 0.35
			default_morale = 0.3
			training_time = 90
			weight = 0.115
	
			supply_consumption = 0.0069
	
			reliability_factor = 0.0345
			equipment_capture_factor = 0.0207
	
			transport = medium_tank_chassis
	
			# Support nerfs to combat abilities
			defense = -0.9977
			breakthrough = -0.9977
			soft_attack = -0.9977
			hard_attack = -0.9977
			ap_attack = -0.9977
			
			forest = {
				attack = -0.01
				defence = -0.01
			}
			hills = {
				attack = -0.005
				defence = -0.005
			}
			mountain = {
				attack = -0.015
				defence = -0.05
			}
			jungle = {
				attack = -0.015
				defence = -0.01
			}
			marsh = {
				attack = -0.015
				defence = -0.005
			}
			urban = {
				attack = -0.005
			}
			supercity = {
				attack = -0.015
				defence = -0.01
			}
			amphibious = {
				attack = -0.01
			}
		
			air_attack = -0.77
		
			armor_value = -0.77
		}

	XS_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
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			manpower = 23
			max_organisation = 23.07
			max_strength = 1.4
			default_morale = 0.3
			training_time = 180
	
			#Misc Abilities
			training_time = 90
			suppression = 0.23
			weight = 0.115
	
			supply_consumption = 0.0046
			entrenchment = 2
	
			# Support nerfs to combat abilities
			defense = -0.931
			breakthrough = -0.931
			soft_attack = -0.9977
			hard_attack = -0.9977
			ap_attack = -0.9977
			can_be_parachuted = no
	
			transport = medium_tank_chassis
	
			essential = {
				medium_tank_chassis
			}
	
			need = {
				medium_tank_chassis = 2
				cnc_equipment_type = 2
			}
			forest = {
				attack = 0.0325
				movement = 0.0375
				defence = 0.04							
			}
	
			hills = {
				attack = 0.0275
				movement = 0.0375
				defence = 0.04				
			}
	
			desert = {
				attack = 0.0275
				movement = 0.0375
				defence = 0.04				
			}
	
			jungle = {
				attack = 0.0275
				movement = 0.0375
				defence = 0.04				
			}
	
			marsh = {
				attack = 0.0275
				movement = 0.0375
				defence = 0.04				
			}
	
			urban = {
				attack = 0.0275
				movement = 0.0375
				defence = 0.04				
			}
			supercity = {
				attack = 0.0275
				movement = 0.0375
				defence = 0.04				
			}
			river = {
				defence = 0.04
			}
			amphibious = {
				attack = 0.0325
				movement = 0.0275
				defence = 0.04
			}
	                same_support_type = flame		
		
			air_attack = -0.77
		
			armor_value = -0.77
		}

	XS_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
			
				category_NCE_platoon
			}
	
			combat_width = 0.5
	
			manpower = 23
			max_organisation = 23.07
			max_strength = 1.4
			default_morale = 0.3
			training_time = 180
	
			#Misc Abilities
			training_time = 90
			suppression = 0.23
			weight = 0.115
	
			supply_consumption = 0.0046
	
			# Support nerfs to combat abilities
			defense = -0.931
			breakthrough = -0.931
			soft_attack = -0.9977
			hard_attack = -0.9977
			ap_attack = -0.9977
			can_be_parachuted = no
	
			transport = medium_tank_chassis
	
			essential = {
				medium_tank_chassis
			}
	
			need = {
				medium_tank_chassis = 2
				cnc_equipment_type = 2
			}
			marsh = {
				attack = 0.4
				movement = 0.4
			}
			river = {
				attack = 0.4
				movement = 0.4
			}			
		
			air_attack = -0.77
		
			armor_value = -0.77
		}
}
