sub_units = {

	logistics_company = {
		abbreviation = "LOG"
		sprite = MD4_infantry_2
		map_icon_category = infantry
		priority = 1
		ai_priority = 0
		active = yes
		affects_speed = no

		type = {
			motorized
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

	
		combat_width = 1
	
		#Size Definitions
		max_strength = 8
		max_organisation = -5
		default_morale = 0.1
		manpower = 150

		#Misc Abilities
		weight = 0.3

		# Support nerfs to combat abilities
		defense = -0.99
		breakthrough = -0.99
		soft_attack = -0.99
		hard_attack = -0.99

		# Important Ability
		supply_consumption_factor = -0.20
		fuel_consumption_factor = -0.20
		can_be_parachuted = yes		
		same_support_type = support		
		essential = {
			util_vehicle_equipment
			Inf_equipment
		}

		need = {
			Inf_equipment = 25
			util_vehicle_equipment = 10
			command_control_equipment = 2
		}
	}
        XS_logistics_company = {
		abbreviation = "LOG"
		sprite = MD4_infantry_2
		map_icon_category = infantry
		priority = 1
		ai_priority = 0
		active = yes
		affects_speed = no

		type = {
			motorized
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

	
		combat_width = 1
	
		#Size Definitions
		max_strength = 5
		max_organisation = -5
		default_morale = 0.1
		manpower = 75

		#Misc Abilities
		weight = 0.2

		# Support nerfs to combat abilities
		defense = -0.99
		breakthrough = -0.99
		soft_attack = -0.99
		hard_attack = -0.99

		# Important Ability
		supply_consumption_factor = -0.13
		fuel_consumption_factor = -0.13
		can_be_parachuted = yes		
		same_support_type = support		
		essential = {
			util_vehicle_equipment
			Inf_equipment
		}

		need = {
			Inf_equipment = 15
			util_vehicle_equipment = 7
			command_control_equipment = 2
	        }
	}
        Team_logistics_company = {
		abbreviation = "LOG"
		sprite = MD4_infantry_2
		map_icon_category = infantry
		priority = 1
		ai_priority = 0
		active = yes
		affects_speed = no

		type = {
			motorized
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

	
		combat_width = 0.5
	
		#Size Definitions
		max_strength = 3
		max_organisation = -5
		default_morale = 0.1
		manpower = 12

		#Misc Abilities
		weight = 0.2

		# Support nerfs to combat abilities
		defense = -0.99
		breakthrough = -0.99
		soft_attack = -0.99
		hard_attack = -0.99

		# Important Ability
		supply_consumption_factor = -0.07
		fuel_consumption_factor = -0.07
		can_be_parachuted = yes		
		same_support_type = support		
		essential = {
			util_vehicle_equipment
			Inf_equipment
		}

		need = {
			Inf_equipment = 8
			util_vehicle_equipment = 2
			command_control_equipment = 2
	        }
	}
	helicopter_logistics_company = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		#special_forces = yes
		ai_priority = 5
		priority = 5
		active = yes

		type = {
			armor
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}
	
		combat_width = 1
	
		#Size Definitions
		max_strength = 20
		max_organisation = -5
		default_morale = 0.3
		manpower = 150

		#Misc Abilities
		weight = 0.3
		can_be_parachuted = yes
		same_support_type = support
		# Support nerfs to combat abilities
		defense = -0.99
		breakthrough = -0.99
		soft_attack = -0.99
		hard_attack = -0.99

		# Important Ability
		supply_consumption_factor = -0.35
		fuel_consumption_factor = -0.35
		
		essential = {
			heavy_tank_amphibious_chassis
			Inf_equipment
		}

		need = {
			Inf_equipment = 25
			heavy_tank_amphibious_chassis = 20
			command_control_equipment = 4
		}
	}
        XS_helicopter_logistics_company = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		#special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			armor
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}
	
		combat_width = 1
	
		#Size Definitions
		max_strength = 14
		max_organisation = -5
		default_morale = 0.3
		manpower = 75

		#Misc Abilities
		weight = 0.2
		can_be_parachuted = yes
		same_support_type = support
		# Support nerfs to combat abilities
		defense = -0.99
		breakthrough = -0.99
		soft_attack = -0.99
		hard_attack = -0.99

		# Important Ability
		supply_consumption_factor = -0.26
		fuel_consumption_factor = -0.26
		
		essential = {
			heavy_tank_amphibious_chassis
			Inf_equipment
		}

		need = {
			Inf_equipment = 20
			heavy_tank_amphibious_chassis = 10
			command_control_equipment = 4
		}
	}
        Team_helicopter_logistics_company = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		#special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			armor
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}
	
		combat_width = 0.5
	
		#Size Definitions
		max_strength = 8
		max_organisation = -5
		default_morale = 0.3
		manpower = 12

		#Misc Abilities
		weight = 0.1
		can_be_parachuted = yes
		same_support_type = support
		# Support nerfs to combat abilities
		defense = -0.99
		breakthrough = -0.99
		soft_attack = -0.99
		hard_attack = -0.99

		# Important Ability
		supply_consumption_factor = -0.15
		fuel_consumption_factor = -0.15
		
		essential = {
			heavy_tank_amphibious_chassis
			Inf_equipment
		}

		need = {
			Inf_equipment = 8
			heavy_tank_amphibious_chassis = 2
			command_control_equipment = 2
		}
	}
        smol_Arty_Bat = {
		sprite = artillery
		map_icon_category = infantry
		ai_priority = 0
		priority = 1
		active = yes

		type = {
			artillery
		}

		group = infantry

		categories = {
			category_army
			category_artillery
		}

		combat_width = 1.5

		need = {
			artillery_equipment = 10
			command_control_equipment = 3
		}

		manpower = 60
		training_time = 120
		max_organisation = 4
		default_morale = 0.05
		max_strength = 1.8
		weight = 0.1
		entrenchment = -0.15

                defense = -0.4
                breakthrough -0.4
		soft_attack = -0.4
		hard_attack = -0.4

		supply_consumption = 0.04

		transport = artillery_equipment

		plains = {
			attack = 0.12
		}
		desert = {
			attack = 0.12
		}
		forest = {
			attack = -0.12
		}
		mountain = {
			attack = -0.22
			defence = -0.12
		}
		jungle = {
			attack = -0.22
			defence = -0.12
		}
		marsh = {
			attack = -0.12
		}
		urban = {
			attack = 0.32
			defence = 0.27
		}
		supercity = {
			attack = 0.08
			defence = 0.08
		}

		can_be_parachuted = yes
	}
        XS_Arty_Battery = {
		sprite = artillery
		map_icon_category = infantry
		ai_priority = 0
		priority = 1
		active = yes
		affects_speed = no

		type = {
			artillery
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
			category_artillery
		}

		combat_width = 1

		need = {
			artillery_equipment = 2
		}

		manpower = 6
		training_time = 120
		max_organisation = 1.6
		default_morale = 0.05
		max_strength = 0.3
		weight = 0.1

		supply_consumption = 0.01

		# Support nerfs to combat abilities
		defense = -0.83
		breakthrough = -0.83
		soft_attack = -0.83
		hard_attack = -0.83

		transport = artillery_equipment

		can_be_parachuted = yes
	}
	    smol_SP_R_Arty_Bat = {
		sprite = MD4_medium_armor
		map_icon_category = armored
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			armor
			rocket
		}

		group = armor

		categories = {
			category_all_armor
			category_army
			category_artillery
			category_spart
		}
		combat_width = 2

		need = {
			medium_tank_rocket_chassis = 12
			command_control_equipment = 4
		}

		essential = {
			medium_tank_rocket_chassis
		}

		manpower = 75
		max_organisation = 3
		default_morale = 0.05
		max_strength = 0.6
		training_time = 180
		weight = 1.25
		supply_consumption = 0.08 #0.44
		entrenchment = -0.15
		
		defense = -0.4
		breakthrough = -0.4
		soft_attack = -0.4
		hard_attack = -0.4

		plains = {
			attack = 0.15
			defence = 0.13
		}
		desert = {
			attack = 0.15
			defence = 0.13
		}
		forest = {
			attack = -0.12
			defence = -0.12
		}
		mountain = {
			attack = -0.27
			defence = -0.12
		}
		jungle = {
			attack = -0.23
			defence = -0.12
		}
		urban = {
			attack = 0.25
			defence = 0.13
		}
		supercity = {
			defence = 0.04
		}

		transport = medium_tank_rocket_chassis
	}
	XS_SP_R_Arty_Battery = {
		sprite = MD4_medium_armor
		map_icon_category = armored
		ai_priority = 0
		priority = 1
		active = yes
		affects_speed = no

		type = {
			armor
			rocket
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_all_armor
			category_army
			category_spart
			category_artillery
		}
		combat_width = 2

		need = {
			medium_tank_rocket_chassis = 2
			command_control_equipment = 1
		}

		essential = {
			medium_tank_rocket_chassis
		}

		manpower = 10
		max_organisation = 1.2
		default_morale = 0.05
		max_strength = 0.15
		training_time = 180
		weight = 0.5

		supply_consumption = 0.02
		
		defense = -0.73
		breakthrough = -0.73
		soft_attack = -0.73
		hard_attack = -0.73
		armor_value = -0.88

		transport = medium_tank_rocket_chassis
	}
        XS_SP_Arty_Battery = {
		sprite = MD4_medium_armor
		map_icon_category = armored
		ai_priority = 0
		priority = 1
		active = yes
		affects_speed = no

		type = {
			armor
			artillery
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_all_armor
			category_army
			category_spart
			category_artillery

		}
		combat_width = 1

		need = {
			medium_tank_artillery_chassis = 2
			command_control_equipment = 1
		}

		essential = {
			medium_tank_artillery_chassis
		}
		manpower = 10
		max_organisation = 1.2
		default_morale = 0.05
		max_strength = 0.15
		training_time = 180
		weight = 0.5

		supply_consumption = 0.02

		defense = -0.73
		breakthrough = -0.73
		soft_attack = -0.73
		hard_attack = -0.73
		armor_value = -0.88

		transport = medium_tank_artillery_chassis
        }
        smol_SP_Arty_Bat = { #Rev 3 - has large counter
		sprite = MD4_medium_armor
		map_icon_category = armored
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			armor
			artillery
		}

		group = armor

		categories = {
			category_all_armor
			category_army
			category_artillery
			category_spart
		}
		combat_width = 2

		need = {
			medium_tank_artillery_chassis = 12
			command_control_equipment = 4
		}

		essential = {
			medium_tank_artillery_chassis
		}

		manpower = 75
		max_organisation = 3
		default_morale = 0.05
		max_strength = 0.6
		training_time = 180
		weight = 1
		supply_consumption = 0.08 #0.44
		entrenchment = -0.15

                defense = -0.4
                breakthrough -0.4
		soft_attack = -0.4
		hard_attack = -0.4

		plains = {
			attack = 0.15
			defence = 0.13
		}
		desert = {
			attack = 0.15
			defence = 0.13
		}
		forest = {
			attack = -0.12
			defence = -0.12
		}
		mountain = {
			attack = -0.27
			defence = -0.12
		}
		jungle = {
			attack = -0.23
			defence = -0.12
		}
		urban = {
			attack = 0.25
			defence = 0.13
		}
		supercity = {
			defence = 0.04
		}

		transport = medium_tank_artillery_chassis
        }
	Military_Police_Bat = { 
		sprite = MD4_motorized
		map_icon_category = infantry
		ai_priority = 3
		priority = 5
		active = yes
		type = {
			motorized
		}

		group = mobile

		categories = {
			category_front_line
			category_light_infantry
			category_conventional_infantry
			category_all_infantry
			category_mot_inf
			category_army
			category_non_militia
                        category_police
		}

		combat_width = 4

		#Size Definitions
		max_strength = 20.69
		max_organisation = 40
		default_morale = 0.3
		manpower = 600

                defense = -0.3

		#Misc Abilities
		training_time = 90
		suppression = 3
		weight = 0.5

		supply_consumption = 0.03

		transport = util_vehicle_equipment

		essential = {
			Inf_equipment
			util_vehicle_equipment
		}

		need = {
			Inf_equipment = 100
			util_vehicle_equipment = 40

		}

		hills = {
			attack = 0.2
			defence = 0.3
		}
		desert = {
			attack = -0.15
		}
		mountain = {
			defence = 0.15
		}
		jungle = {
			attack = -0.15
		}
		marsh = {
			attack = -0.15
		}
		urban = {
			attack = 0.15
			defence = 0.3
		}
		supercity = {
                        attack = 0.1
			defence = 0.2
		}
		forest = {
			defence = 0.15
		}
		river = {
			attack = -0.2
		}
		amphibious = {
			attack = -0.2
		}
	}
        smol_Military_Police_Bat = { 
		sprite = MD4_motorized
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes
		type = {
			motorized
		}

		group = mobile

		categories = {
			category_front_line
			category_light_infantry
			category_conventional_infantry
			category_all_infantry
			category_mot_inf
			category_army
			category_non_militia
                        category_police
		}

		combat_width = 2.5

		#Size Definitions
		max_strength = 19
		max_organisation = 40
		default_morale = 0.3
		manpower = 250

                defense = -0.5
                breakthrough -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		#Misc Abilities
		training_time = 90
		suppression = 2
		weight = 0.5

		supply_consumption = 0.03

		transport = util_vehicle_equipment

		essential = {
			Inf_equipment
			util_vehicle_equipment
		}

		need = {
			Inf_equipment = 90
			util_vehicle_equipment = 20

		}

		hills = {
			attack = 0.17
			defence = 0.22
		}
		desert = {
			attack = -0.18
		}
		mountain = {
			defence = 0.12
		}
		jungle = {
			attack = -0.18
		}
		marsh = {
			attack = -0.18
		}
		urban = {
			attack = 0.1
			defence = 0.22
		}
		supercity = {
                        attack = 0.07
			defence = 0.15
		}
		forest = {
			defence = 0.12
		}
		river = {
			attack = -0.24
		}
		amphibious = {
			attack = -0.24
		}
	}
        XS_Military_Police_Bat = { 
		sprite = MD4_motorized
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes
		type = {
			motorized
		}

		group = mobile

		categories = {
			category_front_line
			category_light_infantry
			category_conventional_infantry
			category_all_infantry
			category_mot_inf
			category_army
			category_non_militia
                        category_police
		}

		combat_width = 2.5

		#Size Definitions
		max_strength = 17
		max_organisation = 40
		default_morale = 0.3
		manpower = 75

                defense = -0.8
                breakthrough -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		#Misc Abilities
		training_time = 90
		suppression = 2
		weight = 0.5

		supply_consumption = 0.02

		transport = util_vehicle_equipment

		essential = {
			Inf_equipment
			util_vehicle_equipment
		}

		need = {
			Inf_equipment = 55
			util_vehicle_equipment = 10

		}

		hills = {
			attack = 0.14
			defence = 0.16
		}
		desert = {
			attack = -0.21
		}
		mountain = {
			defence = 0.09
		}
		jungle = {
			attack = -0.21
		}
		marsh = {
			attack = -0.21
		}
		urban = {
			attack = 0.07
			defence = 0.17
		}
		supercity = {
                        attack = 0.05
			defence = 0.1
		}
		forest = {
			defence = 0.09
		}
		river = {
			attack = -0.27
		}
		amphibious = {
			attack = -0.27
		}
	}
        Military_Police_Foot_Bat = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 3
		priority = 5
		active = yes
		type = {
			Infantry
		}

		group = Infantry

		categories = {
			category_front_line
			category_light_infantry
			category_conventional_infantry
			category_all_infantry
			category_army
			category_non_militia
                        category_foot_Inf
                        category_police
		}

		combat_width = 4

		#Size Definitions
		max_strength = 20.69
		max_organisation = 40
		default_morale = 0.3
		manpower = 600

		#Misc Abilities
		training_time = 90
		suppression = 3
		weight = 0.5

		supply_consumption = 0.03

		transport = command_control_equipment

		essential = {
			Inf_equipment
                        command_control_equipment
		}

		need = {
			Inf_equipment = 200
			command_control_equipment = 40

		}

		plains = {
			attack = -0.5
			defence = -0.35
		}
		desert = {
			attack = -0.5
			defence = -0.35
		}
		mountain = {
			attack = 0.08
			defence = 0.2
		}
		jungle = {
			defence = 0.08
		}
		marsh = {
			defence = 0.08
		}
		urban = {
			attack = 0.3
			defence = 0.2
		}
		supercity = {
			attack = 0.3
			defence = 0.2
		}
		hills = {
			attack = -0.18
		}
		forest = {
			attack = 0.08
			defence = 0.2
		}
		amphibious = {
			attack = -0.4
		}
	}
        smol_Military_Police_Foot_Bat = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes
		type = {
			Infantry
		}

		group = Infantry

		categories = {
			category_front_line
			category_light_infantry
			category_conventional_infantry
			category_all_infantry
			category_army
			category_non_militia
                        category_foot_Inf
                        category_police
		}

		combat_width = 2

		#Size Definitions
		max_strength = 18
		max_organisation = 40
		default_morale = 0.3
		manpower = 250

		defense = -0.5
                breakthrough -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		#Misc Abilities
		training_time = 90
		suppression = 2
		weight = 0.5

		supply_consumption = 0.03

		transport = command_control_equipment

		essential = {
			Inf_equipment
                        command_control_equipment
		}

		need = {
			Inf_equipment = 100
			command_control_equipment = 20

		}

		plains = {
			attack = -0.6
			defence = -0.4
		}
		desert = {
			attack = -0.6
			defence = -0.4
		}
		mountain = {
			attack = 0.04
			defence = 0.1
		}
		jungle = {
			defence = 0.04
		}
		marsh = {
			defence = 0.04
		}
		urban = {
			attack = 0.2
			defence = 0.1
		}
		supercity = {
			attack = 0.2
			defence = 0.1
		}
		hills = {
			attack = -0.22
		}
		forest = {
			attack = 0.04
			defence = 0.1
		}
		amphibious = {
			attack = -0.6
		}
	}
        XS_Military_Police_Foot_Bat = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes
		type = {
			Infantry
		}

		group = Infantry

		categories = {
			category_front_line
			category_light_infantry
			category_conventional_infantry
			category_all_infantry
			category_army
			category_non_militia
                        category_foot_Inf
                        category_police
		}

		combat_width = 1

		#Size Definitions
		max_strength = 15
		max_organisation = 40
		default_morale = 0.3
		manpower = 75

		defense = -0.8
                breakthrough -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		#Misc Abilities
		training_time = 90
		suppression = 2
		weight = 0.5

		supply_consumption = 0.02

		transport = command_control_equipment

		essential = {
			Inf_equipment
                        command_control_equipment
		}

		need = {
			Inf_equipment = 60
			command_control_equipment = 10

		}

		plains = {
			attack = -0.67
			defence = -0.48
		}
		desert = {
			attack = -0.67
			defence = -0.48
		}
		mountain = {
			attack = 0.03
			defence = 0.07
		}
		jungle = {
			defence = 0.03
		}
		marsh = {
			defence = 0.03
		}
		urban = {
			attack = 0.15
			defence = 0.06
		}
		supercity = {
			attack = 0.15
			defence = 0.06
		}
		hills = {
			attack = -0.25
		}
		forest = {
			attack = 0.03
			defence = 0.06
		}
		amphibious = {
			attack = -0.8
		}
	}
        Special_Police_Unit_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes
		can_be_parachuted = yes
		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
                        category_special_police
		}

		combat_width = 2

		#Size Definitions
		max_strength = 30
		max_organisation = 40
		default_morale = 0.18
		manpower = 200
		soft_attack = 0.2
		hard_attack = 0.2
		defense = 0.2
		breakthrough = 0.1
		entrenchment = -0.1

		#Misc Abilities
		training_time = 200
		suppression = 3
		weight = 0.5

		supply_consumption = 0.02 #0.07

		transport = command_control_equipment

		need = {
			Inf_equipment = 140
			L_AT_Equipment = 10
			AA_Equipment = 4
			command_control_equipment = 20
		}

		plains = {
			attack = -0.15
			defence = -0.1
		}
		desert = {
			attack = -0.15
			defence = -0.1
		}
		hills = {
			attack = -0.1
			movement = 0.05
		}
		forest = {
			attack = 0.1
			defence = 0.15
			movement = 0.1
		}
		mountain = {
			attack = 0.1
			defence = 0.15
			movement = 0.1
		}
		marsh = {
			attack = 0.1
			defence = 0.1
			movement = 0.1
		}
		river = {
			attack = 0.1
			movement = 0.1
		}
		amphibious = {
			attack = 0.1
			movement = 0.1
		}
		jungle = {
			attack = 0.1
			defence = 0.1
			movement = 0.1
		}
		urban = {
			attack = 0.36
			defence = 0.2
			movement = 0.12
		}
		supercity = {
			attack = 0.36
			defence = 0.2
			movement = 0.09
		}
        }
        smol_Special_Police_Unit_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes
		can_be_parachuted = yes
		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
                        category_special_police
		}

		combat_width = 1

		#Size Definitions
		max_strength = 22
		max_organisation = 40
		default_morale = 0.18
		manpower = 60
		entrenchment = -0.1

                defense = -0.5
                breakthrough -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		#Misc Abilities
		training_time = 200
		suppression = 2
		weight = 0.5

		supply_consumption = 0.01 #0.07

		transport = command_control_equipment

		need = {
			Inf_equipment = 40
			L_AT_Equipment = 4
			AA_Equipment = 2
			command_control_equipment = 10
		}

		plains = {
			attack = -0.17
			defence = -0.12
		}
		desert = {
			attack = -0.15
			defence = -0.12
		}
		hills = {
			attack = -0.12
			movement = 0.03
		}
		forest = {
			attack = 0.08
			defence = 0.12
			movement = 0.1
		}
		mountain = {
			attack = 0.08
			defence = 0.12
			movement = 0.1
		}
		marsh = {
			attack = 0.08
			defence = 0.08
			movement = 0.1
		}
		river = {
			attack = 0.08
			movement = 0.1
		}
		amphibious = {
			attack = 0.08
			movement = 0.1
		}
		jungle = {
			attack = 0.08
			defence = 0.08
			movement = 0.1
		}
		urban = {
			attack = 0.22
			defence = 0.16
			movement = 0.12
		}
		supercity = {
			attack = 0.22
			defence = 0.16
			movement = 0.09
		}
        }
        XS_Special_Police_Unit_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes
		can_be_parachuted = yes
		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
                        category_special_police
		}

		combat_width = 1

		#Size Definitions
		max_strength = 18
		max_organisation = 40
		default_morale = 0.18
		manpower = 25
	        
                defense = -0.8
                breakthrough -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		entrenchment = -0.1

		#Misc Abilities
		training_time = 200
		suppression = 2
		weight = 0.5

		supply_consumption = 0.01 #0.07

		transport = command_control_equipment

		need = {
			Inf_equipment = 29
			L_AT_Equipment = 2
			AA_Equipment = 2
			command_control_equipment = 8
		}

		plains = {
			attack = -0.19
			defence = -0.15
		}
		desert = {
			attack = -0.18
			defence = -0.15
		}
		hills = {
			attack = -0.15
			movement = 0.03
		}
		forest = {
			attack = 0.05
			defence = 0.1
			movement = 0.1
		}
		mountain = {
			attack = 0.05
			defence = 0.1
			movement = 0.1
		}
		marsh = {
			attack = 0.05
			defence = 0.05
			movement = 0.1
		}
		river = {
			attack = 0.05
			movement = 0.1
		}
		amphibious = {
			attack = 0.05
			movement = 0.1
		}
		jungle = {
			attack = 0.05
			defence = 0.05
			movement = 0.1
		}
		urban = {
			attack = 0.18
			defence = 0.13
			movement = 0.12
		}
		supercity = {
			attack = 0.18
			defence = 0.13
			movement = 0.09
		}
        }
        CTU_Police_Unit_Comp = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes
		can_be_parachuted = yes
		type = {
			infantry
                        support
		}

		group = support

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
                        category_special_police
		}

		combat_width = 1

		#Size Definitions
		max_strength = 8
		max_organisation = 40
		default_morale = 0.18
		manpower = 35
		soft_attack = -0.4
		hard_attack = -0.4
		defense = -0.4
		breakthrough = -0.4

		#Misc Abilities
		training_time = 200
		suppression = 1.5
		weight = 0.5

		supply_consumption = 0.01 #0.07

		transport = command_control_equipment

		need = {
			Inf_equipment = 20
			L_AT_Equipment = 2
			AA_Equipment = 1
			command_control_equipment = 6
		}

		plains = {
			attack = -0.22
			defence = -0.18
		}
		desert = {
			attack = -0.22
			defence = -0.18
		}
		hills = {
			attack = -0.18
			movement = 0.03
		}
		forest = {
			attack = -0.12
			defence = -0.18
			movement = 0.1
		}
		mountain = {
			attack = -0.12
			defence = -0.15
			movement = 0.1
		}
		marsh = {
			attack = -0.12
			defence = -0.12
			movement = 0.1
		}
		river = {
			attack = -0.12
			movement = 0.1
		}
		amphibious = {
			attack = -0.12
			movement = 0.1
		}
		jungle = {
			attack = -0.08
			defence = 0.08
			movement = 0.1
		}
		urban = {
			attack = 0.45
			defence = 0.25
			movement = 0.08
		}
		supercity = {
			attack = 0.45
			defence = 0.25
			movement = 0.09
		}
        }
        XS_CTU_Police_Unit_Comp = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes
		can_be_parachuted = yes
		type = {
			infantry
                        support
		}

		group = support

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
                        category_special_police
		}

		combat_width = 1

		#Size Definitions
		max_strength = 4
		max_organisation = 40
		default_morale = 0.18
		manpower = 8
		soft_attack = -0.8
		hard_attack = -0.8
		defense = -0.8
		breakthrough = -0.8

		#Misc Abilities
		training_time = 200
		suppression = 1.5
		weight = 0.5

		supply_consumption = 0.01 #0.07

		transport = command_control_equipment

		need = {
			Inf_equipment = 8
			L_AT_Equipment = 1
			AA_Equipment = 1
			command_control_equipment = 2
		}

		plains = {
			attack = -0.22
			defence = -0.18
		}
		desert = {
			attack = -0.22
			defence = -0.18
		}
		hills = {
			attack = -0.18
			movement = 0.03
		}
		forest = {
			attack = -0.12
			defence = -0.18
			movement = 0.1
		}
		mountain = {
			attack = -0.12
			defence = -0.15
			movement = 0.1
		}
		marsh = {
			attack = -0.12
			defence = -0.12
			movement = 0.1
		}
		river = {
			attack = -0.12
			movement = 0.1
		}
		amphibious = {
			attack = -0.12
			movement = 0.1
		}
		jungle = {
			attack = -0.08
			defence = 0.08
			movement = 0.1
		}
		urban = {
			attack = 0.26
			defence = 0.18
			movement = 0.08
		}
		supercity = {
			attack = 0.26
			defence = 0.18
			movement = 0.09
		}
        }		
	air_recon_Comp = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 5
		priority = 5
		active = yes

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_all_recon
			category_support_battalions
			category_army
			category_all_airborne			
		}

		combat_width = 2

		#Size Definitions
		max_strength = 8
		max_organisation = 23.07
		default_morale = 0.1
		manpower = 160

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.2
		recon = 2.5
		initiative = 0.05
		
		supply_consumption = 0.03

		defense = -0.65
		breakthrough = -0.65
		soft_attack = -0.65
		hard_attack = -0.65

		transport = heavy_tank_amphibious_chassis

		essential = {
			Inf_equipment
			heavy_tank_amphibious_chassis
		}

		can_be_parachuted = yes

		need = {
			Inf_equipment = 50
			L_AT_Equipment = 2
			AA_Equipment = 2
			command_control_equipment = 7
			heavy_tank_amphibious_chassis = 12
		}

		forest = {
			movement = 0.065
		}
		hills = {
			movement = 0.065
		}
		mountain = {
			movement = 0.065
		}
		jungle = {
			movement = 0.065
		}
		marsh = {
			movement = 0.065
		}
		plains = {
			movement = 0.065
		}
		desert = {
			movement = 0.065
		}
		river = {
			movement = 0.065
		}
		same_support_type = recon	
                	
	}
        XS_air_recon_Comp = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_all_recon
			category_support_battalions
			category_army
			category_all_airborne			
		}

		combat_width = 1

		#Size Definitions
		max_strength = 6
		max_organisation = 23.07
		default_morale = 0.1
		manpower = 75

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.2
		recon = 2.2
		initiative = 0.05
		
		supply_consumption = 0.02

		defense = -0.85
		breakthrough = -0.85
		soft_attack = -0.85
		hard_attack = -0.85

		transport = heavy_tank_amphibious_chassis

		essential = {
			Inf_equipment
			heavy_tank_amphibious_chassis
		}

		can_be_parachuted = yes

		need = {
			Inf_equipment = 40
			L_AT_Equipment = 2
			AA_Equipment = 2
			command_control_equipment = 5
			heavy_tank_amphibious_chassis = 6
		}

		forest = {
			movement = 0.05
		}
		hills = {
			movement = 0.05
		}
		mountain = {
			movement = 0.05
		}
		jungle = {
			movement = 0.05
		}
		marsh = {
			movement = 0.05
		}
		plains = {
			movement = 0.05
		}
		desert = {
			movement = 0.05
		}
		river = {
			movement = 0.05
		}
		same_support_type = recon
        }
        Team_air_recon_Comp = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_all_recon
			category_support_battalions
			category_army
			category_all_airborne			
		}

		combat_width = 0.5

		#Size Definitions
		max_strength = 6
		max_organisation = 23.07
		default_morale = 0.1
		manpower = 8

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.2
		recon = 1.9
		initiative = 0.05
		
		supply_consumption = 0.01

		defense = -0.98
		breakthrough = -0.98
		soft_attack = -0.98
		hard_attack = -0.98

		transport = heavy_tank_amphibious_chassis

		essential = {
			Inf_equipment
			heavy_tank_amphibious_chassis
		}

		can_be_parachuted = yes

		need = {
			Inf_equipment = 8
			L_AT_Equipment = 1
			AA_Equipment = 1
			command_control_equipment = 3
			heavy_tank_amphibious_chassis = 2
		}

		forest = {
			movement = 0.05
		}
		hills = {
			movement = 0.05
		}
		mountain = {
			movement = 0.05
		}
		jungle = {
			movement = 0.05
		}
		marsh = {
			movement = 0.05
		}
		plains = {
			movement = 0.05
		}
		desert = {
			movement = 0.05
		}
		river = {
			movement = 0.05
		}
		same_support_type = recon

        }
        XS_L_Recce_Comp = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 1
		active = yes
		affects_speed = no

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_all_recon
			category_support_battalions
			category_army
		}

		combat_width = 0.75

		#Size Definitions
		max_strength = 14
		max_organisation = 16
		default_morale = 0.3
		manpower = 75

		#Misc Abilities
		training_time = 120
		weight = 0.2
		recon = 0.6
		initiative = 0.05

		battalion_mult = {
			category = category_artillery
			soft_attack = 0.025
		}

		supply_consumption = 0.009

		# Support nerfs to combat abilities
		defense = -0.75
		breakthrough = -0.75
		soft_attack = -0.75
		hard_attack = -0.75

		essential = {
			Inf_equipment
			command_control_equipment
		}

		can_be_parachuted = yes

		need = {
			Inf_equipment = 60
			L_AT_Equipment = 3
			AA_Equipment = 1
			command_control_equipment = 8
			##land_Drone_equipment = 2
		}

		plains = {
			attack = -0.01
			defence = -0.01
		}
		mountain = {
			attack = 0.01
		}
		jungle = {
			attack = 0.01
			#movement = 0.1
		}
		marsh = {
			attack = 0.01
			#movement = 0.1
		}
		same_support_type = recon
        }
        Team_L_Recce_Comp = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 1
		active = yes
		affects_speed = no

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_all_recon
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 8
		max_organisation = 16
		default_morale = 0.3
		manpower = 8

		#Misc Abilities
		training_time = 120
		weight = 0.2
		recon = 0.3
		initiative = 0.05

		battalion_mult = {
			category = category_artillery
			soft_attack = 0.015
		}

		supply_consumption = 0.003

		# Support nerfs to combat abilities
		defense = -0.98
		breakthrough = -0.98
		soft_attack = -0.98
		hard_attack = -0.98

		essential = {
			Inf_equipment
			command_control_equipment
		}

		can_be_parachuted = yes

		need = {
			Inf_equipment = 8
			L_AT_Equipment = 1
			AA_Equipment = 1
			command_control_equipment = 2
			##land_Drone_equipment = 1
		}

		plains = {
			attack = -0.015
			defence = -0.015
		}
		mountain = {
			attack = 0.01
		}
		jungle = {
			attack = 0.01
			#movement = 0.1
		}
		marsh = {
			attack = 0.01
			#movement = 0.1
		}
		same_support_type = recon
        }
        XS_Mot_Recce_Comp = {
		sprite = MD4_motorized
		map_icon_category = infantry
		ai_priority = 0
		priority = 1
		active = yes
		affects_speed = no

		type = {
			motorized
			support
		}

		group = support

		categories = {
			category_all_recon
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 10
		max_organisation = 16
		default_morale = 0.25
		manpower = 75

		#Misc Abilities
		training_time = 120
		weight = 0.2
		recon = 1
		initiative = 0.06

		supply_consumption = 0.02

		battalion_mult = {
			category = category_artillery
			soft_attack = 0.03
		}

		# Support nerfs to combat abilities
		defense = -0.75
		breakthrough = -0.75
		soft_attack = -0.75
		hard_attack = -0.75

		transport = util_vehicle_equipment

		essential = {
			Inf_equipment
			util_vehicle_equipment
		}

		can_be_parachuted = yes

		need = {
			Inf_equipment = 60
			L_AT_Equipment = 4
			H_AT_Equipment = 2
			AA_Equipment = 2
			command_control_equipment = 8
			##land_Drone_equipment = 2
			util_vehicle_equipment = 14
		}

		mountain = {
			attack = -0.01
			defence = -0.01
		}
		desert = {
			attack = 0.01
			defence = 0.01
		}

		same_support_type = recon
        }
        Team_Mot_Recce_Comp = {
		sprite = MD4_motorized
		map_icon_category = infantry
		ai_priority = 0
		priority = 1
		active = yes
		affects_speed = no

		type = {
			motorized
			support
		}

		group = support

		categories = {
			category_all_recon
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 6
		max_organisation = 16
		default_morale = 0.25
		manpower = 8

		#Misc Abilities
		training_time = 120
		weight = 0.2
		recon = 0.5
		initiative = 0.06

		supply_consumption = 0.01

		battalion_mult = {
			category = category_artillery
			soft_attack = 0.02
		}

		# Support nerfs to combat abilities
		defense = -0.98
		breakthrough = -0.98
		soft_attack = -0.98
		hard_attack = -0.98

		transport = util_vehicle_equipment

		essential = {
			Inf_equipment
			util_vehicle_equipment
		}

		can_be_parachuted = yes

		need = {
			Inf_equipment = 8
			L_AT_Equipment = 2
			H_AT_Equipment = 1
			AA_Equipment = 1
			command_control_equipment = 2
			##land_Drone_equipment = 1
			util_vehicle_equipment = 2
		}

		mountain = {
			attack = -0.01
			defence = -0.01
		}
		desert = {
			attack = 0.01
			defence = 0.01
		}

		same_support_type = recon
        }
        XS_Mech_Recce_Comp = {
		sprite = MD4_mechanized
		map_icon_category = infantry
		ai_priority = 0
		priority = 1
		active = yes
		affects_speed = no

		type = {
			amphibious
			armor
			support
		}

		group = support

		categories = {
			category_all_recon
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 9
		max_organisation = 16
		default_morale = 0.23
		manpower = 75

		#Misc Abilities
		training_time = 120
		weight = 1
		recon = 1
		initiative = 0.07

		supply_consumption = 0.02

		battalion_mult = {
			category = category_artillery
			soft_attack = 0.05
		}

		# Support nerfs to combat abilities
		defense = -0.75
		breakthrough = -0.75
		soft_attack = -0.75
		hard_attack = -0.75
		armor_value = -0.85

		# needed since we give so much bonus to infantry even with no mech equipment
		essential = {
			Inf_equipment
			medium_tank_amphibious_chassis
		}

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

		can_be_parachuted = yes

		need = {
			Inf_equipment = 60
			L_AT_Equipment = 4
			H_AT_Equipment = 2
			AA_Equipment = 2
			command_control_equipment = 8
			#land_Drone_equipment = 2
			medium_tank_amphibious_chassis = 14
		}

		plains = {
			#attack = 0.1
			defence = 0.01
		}
		forest = {
			attack = -0.01
		}
		hills = {
			attack = -0.01
		}
		mountain = {
			attack = -0.01
			defence = -0.01
		}
		jungle = {
			attack = -0.01
		}
		marsh = {
			attack = -0.01
		}

		same_support_type = recon
        }
        Team_Mech_Recce_Comp = {
		sprite = MD4_mechanized
		map_icon_category = infantry
		ai_priority = 0
		priority = 1
		active = yes
		affects_speed = no

		type = {
			amphibious
			armor
			support
		}

		group = support

		categories = {
			category_all_recon
			category_support_battalions
			category_army
		}

		combat_width = 0.5

		#Size Definitions
		max_strength = 6
		max_organisation = 16
		default_morale = 0.23
		manpower = 10

		#Misc Abilities
		training_time = 120
		weight = 1
		recon = 0.7
		initiative = 0.07

		supply_consumption = 0.01

		battalion_mult = {
			category = category_artillery
			soft_attack = 0.04
		}

		# Support nerfs to combat abilities
		defense = -0.98
		breakthrough = -0.98
		soft_attack = -0.98
		hard_attack = -0.98
		armor_value = -0.95

		# needed since we give so much bonus to infantry even with no mech equipment
		essential = {
			Inf_equipment
			medium_tank_amphibious_chassis
		}

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

		can_be_parachuted = yes

		need = {
			Inf_equipment = 10
			L_AT_Equipment = 1
			H_AT_Equipment = 1
			AA_Equipment = 1
			command_control_equipment = 2
			#land_Drone_equipment = 1
			medium_tank_amphibious_chassis = 2
		}

		plains = {
			#attack = 0.1
			defence = 0.01
		}
		forest = {
			attack = -0.01
		}
		hills = {
			attack = -0.01
		}
		mountain = {
			attack = -0.01
			defence = -0.01
		}
		jungle = {
			attack = -0.01
		}
		marsh = {
			attack = -0.01
		}

		same_support_type = recon
        }
        XS_Arm_Recce_Comp = {
		sprite = MD4_light_armor
		map_icon_category = infantry
		ai_priority = 0
		priority = 1
		active = yes
		affects_speed = no

		type = {
			mechanized
			support
		}

		group = support

		categories = {
			category_all_recon
			category_support_battalions
			category_army
		}

		combat_width = 1.5

		#Size Definitions
		max_strength = 8
		max_organisation = 14
		default_morale = 0.2
		manpower = 60

		#Misc Abilities
		training_time = 120
		weight = 0.33
		recon = 1
		initiative = 0.08

		supply_consumption = 0.02

		battalion_mult = {
			category = category_artillery
			soft_attack = 0.07
		}

		# Support nerfs to combat abilities
		defense = -0.75
		breakthrough = -0.75
		soft_attack = -0.75
		hard_attack = -0.75
		armor_value = -0.85

		# needed since we give so much bonus to infantry even with no mech equipment
		essential = {
			Inf_equipment
			medium_tank_flame_chassis
		}

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

		can_be_parachuted = yes

		need = {
			Inf_equipment = 50
			L_AT_Equipment = 3
			H_AT_Equipment = 2
			AA_Equipment = 2
			command_control_equipment = 8
			#land_Drone_equipment = 2
			medium_tank_flame_chassis = 10
		}

		plains = {
			#attack = 0.1
			defence = 0.01
		}
		forest = {
			attack = -0.01
		}
		hills = {
			attack = -0.01
		}
		mountain = {
			attack = -0.0
			defence = -0.01
		}
		jungle = {
			attack = -0.02
		}
		marsh = {
			attack = -0.02
		}

		same_support_type = recon
        }
        Team_Arm_Recce_Comp = {
		sprite = MD4_light_armor
		map_icon_category = infantry
		ai_priority = 0
		priority = 1
		active = yes
		affects_speed = no

		type = {
			mechanized
			support
		}

		group = support

		categories = {
			category_all_recon
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 6
		max_organisation = 14
		default_morale = 0.2
		manpower = 10

		#Misc Abilities
		training_time = 120
		weight = 0.33
		recon = 0.7
		initiative = 0.08

		supply_consumption = 0.01

		battalion_mult = {
			category = category_artillery
			soft_attack = 0.05
		}

		# Support nerfs to combat abilities
		defense = -0.98
		breakthrough = -0.98
		soft_attack = -0.98
		hard_attack = -0.98
		armor_value = -0.95

		# needed since we give so much bonus to infantry even with no mech equipment
		essential = {
			Inf_equipment
			medium_tank_flame_chassis
		}

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

		can_be_parachuted = yes

		need = {
			Inf_equipment = 10
			L_AT_Equipment = 2
			H_AT_Equipment = 1
			AA_Equipment = 1
			command_control_equipment = 2
			#land_Drone_equipment = 1
			medium_tank_flame_chassis = 2
		}

		plains = {
			#attack = 0.1
			defence = 0.01
		}
		forest = {
			attack = -0.01
		}
		hills = {
			attack = -0.01
		}
		mountain = {
			attack = -0.0
			defence = -0.01
		}
		jungle = {
			attack = -0.02
		}
		marsh = {
			attack = -0.02
		}

		same_support_type = recon
        }
        XS_armor_Recce_Comp = {
		sprite = MD4_medium_armor
		map_icon_category = armored
		ai_priority = 0
		priority = 1
		active = yes
		affects_speed = no

		type = {
			armor
			support
		}

		group = support

		categories = {
			category_all_recon
			category_support_battalions
			category_army
		}

		combat_width = 1

		essential = {
			medium_tank_destroyer_chassis
		}

		need = {
			command_control_equipment = 4
			medium_tank_destroyer_chassis = 7
			#land_Drone_equipment = 2
		}

		manpower = 30
		max_organisation = 6
		default_morale = 0.05
		max_strength = 2
		training_time = 180
		weight = 0.5
		recon = 1.5
		initiative = 0.1

		battalion_mult = {
			category = category_artillery
			soft_attack = 0.08
		}

		supply_consumption = 0.03

		transport = medium_tank_destroyer_chassis

		can_be_parachuted = yes

		#Support nerfs to combat abilities
		defense = -0.75
		breakthrough = -0.75
		soft_attack = -0.75
		hard_attack = -0.75
		armor_value = -0.85

		plains = {
			#attack = 0.1
			defence = 0.01
		}
		forest = {
			attack = -0.01
		}
		hills = {
			attack = -0.01
		}
		mountain = {
			attack = -0.01
			defence = -0.01
		}
		supercity = {
			attack = -0.01
			defence = -0.01
		}

		same_support_type = recon
        }
        Team_armor_Recce_Comp = {
		sprite = MD4_medium_armor
		map_icon_category = armored
		ai_priority = 0
		priority = 1
		active = yes
		affects_speed = no

		type = {
			armor
			support
		}

		group = support

		categories = {
			category_all_recon
			category_support_battalions
			category_army
		}

		combat_width = 1

		essential = {
			medium_tank_destroyer_chassis
		}

		need = {
			command_control_equipment = 2
			medium_tank_destroyer_chassis = 2
			#land_Drone_equipment = 1
		}

		manpower = 6
		max_organisation = 6
		default_morale = 0.05
		max_strength = 1
		training_time = 180
		weight = 0.5
		recon = 1
		initiative = 0.1

		battalion_mult = {
			category = category_artillery
			soft_attack = 0.06
		}

		supply_consumption = 0.01

		transport = medium_tank_destroyer_chassis

		can_be_parachuted = yes

		#Support nerfs to combat abilities
		defense = -0.98
		breakthrough = -0.98
		soft_attack = -0.98
		hard_attack = -0.98
		armor_value = -0.95

		plains = {
			#attack = 0.1
			defence = 0.01
		}
		forest = {
			attack = -0.01
		}
		hills = {
			attack = -0.01
		}
		mountain = {
			attack = -0.01
			defence = -0.01
		}
		supercity = {
			attack = -0.01
			defence = -0.01
		}

		same_support_type = recon
        }
        smol_attack_helo_bat = {
		sprite = MD4_light_armor
		map_icon_category = armored
		special_forces = no
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			mechanized
		}

		group = armor

		categories = {
			category_army
			category_non_militia
			category_all_airborne
			category_atk_helo
			category_air_aslt
		}

		combat_width = 1

		#Size Definitions
		max_strength = 8
		max_organisation = 15
		default_morale = 0.12
		manpower = 60

		#Misc Abilities
		training_time = 250
		suppression = 1
		weight = 1

		supply_consumption = 0.1

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

		can_be_parachuted = yes

		need = {
			heavy_tank_chassis = 10
			command_control_equipment = 10
		}
                
                defense = -0.4
		breakthrough = -0.4
		soft_attack = -0.4
		hard_attack = -0.4
		armor_value = -0.4

		plains = {
			attack = 0.12
			defence = 0.12
		}
		desert = {
			attack = 0.12
			defence = 0.12
		}
		forest = {
			attack = -0.17
			movement = 0.12 #Cancel default penalty since in helos
		}
		hills = {
			movement = 0.1 #Cancel default penalty since in helos
		}
		mountain = {
			attack = -0.5
			defence = -0.4
			movement = 0.2 #Cancel default penalty since in helos
		}
		urban = {
			attack = -0.17
			defence = -0.17
			movement = 0.2 #Cancel default penalty since in helos
		}
		supercity = {
			attack = -0.17
			defence = -0.12
			movement = 0.1
		}
		jungle = {
			attack = -0.5
			movement = 0.2 #Cancel default penalty since in helos
		}
		marsh = {
			attack = -0.5
			defence = -0.12
		}
		river = {
			movement = 0.5 #Cancel default penalty since in helos
		}
        }
        XS_attack_helo_comp = {
		sprite = MD4_light_armor
		map_icon_category = armored
		special_forces = no
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			mechanized
			support
		}

		group = support

		categories = {
			category_army
			category_non_militia
			category_all_airborne
			category_atk_helo
			category_air_aslt
			category_all_recon
		}

		combat_width = 0

		#Size Definitions
		max_strength = 3
		max_organisation = 5
		default_morale = 0.12
		manpower = 20

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 0.5
		recon = 2

		supply_consumption = 0.03

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

		can_be_parachuted = yes

		need = {
			heavy_tank_chassis = 3
			command_control_equipment = 3
		}

		defense = -0.69
		breakthrough = -0.69
		soft_attack = -0.69
		hard_attack = -0.69
		armor_value = -0.69

		plains = {
			attack = 0.04
			defence = 0.04
		}
		desert = {
			attack = 0.04
			defence = 0.04
		}
		forest = {
			attack = -0.06
			movement = 0.04
		}
		hills = {
			movement = 0.04
		}
		mountain = {
			attack = -0.12
			defence = -0.06
			movement = 0.04
		}
		urban = {
			attack = -0.06
			defence = -0.06
			movement = 0.04
		}
		supercity = {
			attack = -0.06
			defence = -0.06
			movement = 0.04
		}
		jungle = {
			attack = -0.12
			movement = 0.04
		}
		marsh = {
			attack = -0.12
			defence = -0.06
		}
		river = {
			movement = 0.13
		
                }
		same_support_type = recon
        }
        Team_attack_helo_comp = {
		sprite = MD4_light_armor
		map_icon_category = armored
		special_forces = no
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			mechanized
			support
		}

		group = support

		categories = {
			category_army
			category_non_militia
			category_all_airborne
			category_atk_helo
			category_air_aslt
			category_all_recon
		}

		combat_width = 0

		#Size Definitions
		max_strength = 2
		max_organisation = 5
		default_morale = 0.12
		manpower = 8

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 0.5
		recon = 2

		supply_consumption = 0.01

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

		can_be_parachuted = yes

		need = {
			heavy_tank_chassis = 2
			command_control_equipment = 2
		}

		defense = -0.75
		breakthrough = -0.75
		soft_attack = -0.75
		hard_attack = -0.75
		armor_value = -0.75

		plains = {
			attack = 0.03
			defence = 0.03
		}
		desert = {
			attack = 0.03
			defence = 0.03
		}
		forest = {
			attack = -0.07
			movement = 0.03
		}
		hills = {
			movement = 0.03
		}
		mountain = {
			attack = -0.14
			defence = -0.07
			movement = 0.03
		}
		urban = {
			attack = -0.07
			defence = -0.07
			movement = 0.03
		}
		supercity = {
			attack = -0.07
			defence = -0.07
			movement = 0.03
		}
		jungle = {
			attack = -0.14
			movement = 0.03
		}
		marsh = {
			attack = -0.14
			defence = -0.07
		}
		river = {
			movement = 0.12
                }
                same_support_type = recon
        }
        smol_Special_Forces_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes
		can_be_parachuted = yes
		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
                        category_elite_forces
                        category_elite_L_inf
		}

		combat_width = 2

		#Size Definitions
		max_strength = 40
		max_organisation = 46
		default_morale = 0.18
		manpower = 300
		entrenchment = -0.3

		#Misc Abilities
		training_time = 300
		suppression = 1
		weight = 0.5

		supply_consumption = 0.01 #0.07

		transport = command_control_equipment

		need = {
			Inf_equipment = 125
			L_AT_Equipment = 8
			AA_Equipment = 6
			command_control_equipment = 20
		}

		plains = {
			attack = -0.15
			defence = -0.1
		}
		desert = {
			attack = -0.15
			defence = -0.1
		}
		hills = {
			attack = -0.1
			movement = 0.05
		}
		forest = {
			attack = 0.25
			defence = 0.3
			movement = 0.15
		}
		mountain = {
			attack = 0.3
			defence = 0.3
			movement = 0.15
		}
		marsh = {
			attack = 0.15
			defence = 0.15
			movement = 0.1
		}
		river = {
			attack = 0.15
			movement = 0.1
		}
		amphibious = {
			attack = 0.15
			movement = 0.1
		}
		jungle = {
			attack = 0.15
			defence = 0.15
			movement = 0.15
		}
		urban = {
			attack = 0.4
			defence = 0.5
			movement = 0.15
		}
		supercity = {
			attack = 0.5
			defence = 0.6
			movement = 0.1
		}
        }
        XS_Special_Forces_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes
		can_be_parachuted = yes
		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
                        category_elite_forces
                        category_elite_L_inf
		}

		combat_width = 1

		#Size Definitions
		max_strength = 30
		max_organisation = 46
		default_morale = 0.18
		manpower = 75
		soft_attack = -0.35
		hard_attack = -0.35
		defense = -0.35
		breakthrough = -0.35
		entrenchment = -0.3

		#Misc Abilities
		training_time = 400
		suppression = 0.5
		weight = 0.5

		supply_consumption = 0.01 #0.07

		transport = command_control_equipment

		need = {
			Inf_equipment = 60
			L_AT_Equipment = 6
			AA_Equipment = 4
			command_control_equipment = 10
		}

		plains = {
			attack = -0.15
			defence = -0.1
		}
		desert = {
			attack = -0.15
			defence = -0.1
		}
		hills = {
			attack = -0.1
			movement = 0.05
		}
		forest = {
			attack = 0.25
			defence = 0.3
			movement = 0.15
		}
		mountain = {
			attack = 0.3
			defence = 0.3
			movement = 0.15
		}
		marsh = {
			attack = 0.15
			defence = 0.15
			movement = 0.1
		}
		river = {
			attack = 0.15
			movement = 0.1
		}
		amphibious = {
			attack = 0.15
			movement = 0.1
		}
		jungle = {
			attack = 0.15
			defence = 0.15
			movement = 0.15
		}
		urban = {
			attack = 0.4
			defence = 0.5
			movement = 0.15
		}
		supercity = {
			attack = 0.5
			defence = 0.6
			movement = 0.1
		}
        }
        Team_Special_Forces_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes
		can_be_parachuted = yes
		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
                        category_elite_forces
                        category_elite_L_inf
		}

		combat_width = 0.75

		#Size Definitions
		max_strength = 12
		max_organisation = 46
		default_morale = 0.18
		manpower = 12
		soft_attack = -0.75
		hard_attack = -0.75
		defense = -0.75
		breakthrough = -0.75
		entrenchment = -0.3

		#Misc Abilities
		training_time = 500
		suppression = 0.2
		weight = 0.5

		supply_consumption = 0.009 #0.07

		transport = command_control_equipment

		need = {
			Inf_equipment = 10
			L_AT_Equipment = 4
			AA_Equipment = 3
			command_control_equipment = 4
		}

		plains = {
			attack = -0.15
			defence = -0.1
		}
		desert = {
			attack = -0.15
			defence = -0.1
		}
		hills = {
			attack = -0.1
			movement = 0.05
		}
		forest = {
			attack = 0.25
			defence = 0.3
			movement = 0.15
		}
		mountain = {
			attack = 0.3
			defence = 0.3
			movement = 0.15
		}
		marsh = {
			attack = 0.15
			defence = 0.15
			movement = 0.1
		}
		river = {
			attack = 0.15
			movement = 0.1
		}
		amphibious = {
			attack = 0.15
			movement = 0.1
		}
		jungle = {
			attack = 0.15
			defence = 0.15
			movement = 0.15
		}
		urban = {
			attack = 0.4
			defence = 0.5
			movement = 0.15
		}
		supercity = {
			attack = 0.5
			defence = 0.6
			movement = 0.1
		}
        }
	Mot_Special_Forces_Bat = { 
		sprite = MD4_motorized
		map_icon_category = infantry
		special_forces = yes
		marines = yes
		ai_priority = 3
		priority = 5
		active = yes

		type = {
			motorized
		}

		group = mobile

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_mot_airborne
			category_mot_inf	
                        category_elite_forces	
                        category_elite_mot_inf	
		}

		combat_width = 3

		#Size Definitions
		max_strength = 50
		max_organisation = 61.5 #C&C gives 30% bonus = 60 org
		default_morale = 0.35
		manpower = 550
		
		soft_attack = 0.6
		hard_attack = 0.6
		defense = 0.6
		breakthrough = 0.6
		
		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 0.5



		supply_consumption = 0.04 #0.11

		transport = util_vehicle_equipment
		can_be_parachuted = yes
		essential = {
			Inf_equipment
			util_vehicle_equipment
		}

		need = {
			Inf_equipment = 265
			L_AT_Equipment = 12
			AA_Equipment = 8
			command_control_equipment = 30
			util_vehicle_equipment = 60
		}

		hills = {
			attack = 0.25
			defence = 0.4
		}
		desert = {
			attack = 0.15
		}
		mountain = {
			defence = 0.15
			attack = 0.15
		}
		jungle = {
			attack = 0.1
			defence = 0.15
		}
		marsh = {
			attack = 0.1
		}
		urban = {
			attack = 0.2
			defence = 0.35
		}
		supercity = {
			attack = 0.2
			defence = 0.2
			movement = 0.05
		}		
		forest = {
			attack = 0.1
			defence = 0.15
		}
		river = {
			attack = -0.1
		}
		amphibious = {
			attack = -0.2
		}
        }
	smol_Mot_Special_Forces_Bat = { 
		sprite = MD4_motorized
		map_icon_category = infantry
		special_forces = yes
		marines = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			motorized
		}

		group = mobile

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_mot_airborne
			category_mot_inf
                        category_elite_forces	
                        category_elite_mot_inf			
		}

		combat_width = 2

		#Size Definitions
		max_strength = 40
		max_organisation = 61.5 #C&C gives 30% bonus = 60 org
		default_morale = 0.35
		manpower = 200
		
		#Misc Abilities
		training_time = 300
		suppression = 1
		weight = 0.5



		supply_consumption = 0.02 #0.11

		transport = util_vehicle_equipment
		can_be_parachuted = yes
		essential = {
			Inf_equipment
			util_vehicle_equipment
		}

		need = {
			Inf_equipment = 110
			L_AT_Equipment = 8
			AA_Equipment = 6
			command_control_equipment = 20
			util_vehicle_equipment = 40
		}

		hills = {
			attack = 0.25
			defence = 0.4
		}
		desert = {
			attack = 0.15
		}
		mountain = {
			defence = 0.15
			attack = 0.15
		}
		jungle = {
			attack = 0.1
			defence = 0.15
		}
		marsh = {
			attack = 0.1
		}
		urban = {
			attack = 0.2
			defence = 0.35
		}
		supercity = {
			attack = 0.2
			defence = 0.2
			movement = 0.05
		}		
		forest = {
			attack = 0.1
			defence = 0.15
		}
		river = {
			attack = -0.1
		}
		amphibious = {
			attack = -0.2
		}
	}
        XS_Mot_Special_Forces_Bat = { 
		sprite = MD4_motorized
		map_icon_category = infantry
		special_forces = yes
		marines = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			motorized
		}

		group = mobile

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_mot_airborne
			category_mot_inf	
                        category_elite_forces	
                        category_elite_mot_inf		
		}

		combat_width = 1

		#Size Definitions
		max_strength = 30
		max_organisation = 61.5 #C&C gives 30% bonus = 60 org
		default_morale = 0.35
		manpower = 75
		
		soft_attack = -0.35
		hard_attack = -0.35
		defense = -0.35
		breakthrough = -0.35
		
		#Misc Abilities
		training_time = 400
		suppression = 1
		weight = 0.5



		supply_consumption = 0.015 #0.11

		transport = util_vehicle_equipment
		can_be_parachuted = yes
		essential = {
			Inf_equipment
			util_vehicle_equipment
		}

		need = {
			Inf_equipment = 60
			L_AT_Equipment = 6
			AA_Equipment = 4
			command_control_equipment = 10
			util_vehicle_equipment = 20
		}

		hills = {
			attack = 0.25
			defence = 0.4
		}
		desert = {
			attack = 0.15
		}
		mountain = {
			defence = 0.15
			attack = 0.15
		}
		jungle = {
			attack = 0.1
			defence = 0.15
		}
		marsh = {
			attack = 0.1
		}
		urban = {
			attack = 0.2
			defence = 0.35
		}
		supercity = {
			attack = 0.2
			defence = 0.2
			movement = 0.05
		}		
		forest = {
			attack = 0.1
			defence = 0.15
		}
		river = {
			attack = -0.1
		}
		amphibious = {
			attack = -0.2
		}
	}		
        Team_Mot_Special_Forces_Bat = { 
		sprite = MD4_motorized
		map_icon_category = infantry
		special_forces = yes
		marines = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			motorized
		}

		group = mobile

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_mot_airborne
			category_mot_inf	
                        category_elite_forces
                        category_elite_mot_inf			
		}

		combat_width = 0.75

		#Size Definitions
		max_strength = 10
		max_organisation = 61.5 #C&C gives 30% bonus = 60 org
		default_morale = 0.35
		manpower = 12
		
		soft_attack = -0.75
		hard_attack = -0.75
		defense = -0.75
		breakthrough = -0.75
		
		#Misc Abilities
		training_time = 500
		suppression = 0.08
		weight = 0.5



		supply_consumption = 0.009 #0.11

		transport = util_vehicle_equipment
		can_be_parachuted = yes
		essential = {
			Inf_equipment
			util_vehicle_equipment
		}

		need = {
			Inf_equipment = 10
			L_AT_Equipment = 3
			AA_Equipment = 2
			command_control_equipment = 4
			util_vehicle_equipment = 2
		}

		hills = {
			attack = 0.25
			defence = 0.4
		}
		desert = {
			attack = 0.15
		}
		mountain = {
			defence = 0.15
			attack = 0.15
		}
		jungle = {
			attack = 0.1
			defence = 0.15
		}
		marsh = {
			attack = 0.1
		}
		urban = {
			attack = 0.2
			defence = 0.35
		}
		supercity = {
			attack = 0.2
			defence = 0.2
			movement = 0.05
		}		
		forest = {
			attack = 0.1
			defence = 0.15
		}
		river = {
			attack = -0.1
		}
		amphibious = {
			attack = -0.2
		}
	}		
	Special_Forces_Air_assault_Bat = { #wip - has large counter
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 5
		priority = 5
		active = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_arm_airborne
			category_atk_helo
			category_air_aslt
                        category_elite_forces	
                        category_elite_air_inf		
		}

		combat_width = 3

		#Size Definitions
		max_strength = 45
		max_organisation = 61.5 #C&C gives 30% bonus = 67
		default_morale = 0.35
		manpower = 550
		
		soft_attack = 0.6
		hard_attack = 0.6
		defense = 0.6
		breakthrough = 0.6
		
		#Misc Abilities
		training_time = 300
		suppression = 1
		weight = 0.5
		can_be_parachuted = yes


		supply_consumption = 0.03 

		transport = heavy_tank_amphibious_chassis

		essential = {
			Inf_equipment
			heavy_tank_amphibious_chassis
		}

		can_be_parachuted = yes
		transport = heavy_tank_amphibious_chassis

		need = {
			Inf_equipment = 250
			L_AT_Equipment = 14
			AA_Equipment = 10
			command_control_equipment = 30
			heavy_tank_amphibious_chassis = 30
		}

		plains = {
			attack = 0.1
			defence = 0.1
		}
		desert = {
			attack = 0.1
			defence = 0.1
		}
		hills = {
			movement = 0.1 #Cancel default penalty since in helos
		}
		forest = {
			attack = 0.15
			defence = 0.3
			movement = 0.15
		}
		mountain = {
			attack = 0.15
			defence = 0.3
			movement = 0.3
		}
		urban = {
			attack = 0.25
			defence = 0.5
			movement = 0.2
		}
		supercity = {
			attack = 0.45
			defence = 0.5
			movement = 0.1
		}		
		jungle = {
			attack = 0.15
			defence = 0.3
			movement = 0.15
		}
		marsh = {
			attack = 0.1
			movement = 0.3 #Cancel default penalty since in helos
		}
		river = {
			movement = 0.5 #Cancel default penalty since in helos
		}

	}
        smol_Special_Forces_Air_assault_Bat = { #wip - has large counter
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_arm_airborne
			category_atk_helo
			category_air_aslt
                        category_elite_forces
                        category_elite_air_inf			
		}

		combat_width = 2

		#Size Definitions
		max_strength = 35
		max_organisation = 61.5 #C&C gives 30% bonus = 67
		default_morale = 0.35
		manpower = 200
		
		#Misc Abilities
		training_time = 400
		suppression = 1
		weight = 0.5
		can_be_parachuted = yes


		supply_consumption = 0.02 

		transport = heavy_tank_amphibious_chassis

		essential = {
			Inf_equipment
			heavy_tank_amphibious_chassis
		}

		can_be_parachuted = yes
		transport = heavy_tank_amphibious_chassis

		need = {
			Inf_equipment = 110
			L_AT_Equipment = 8
			AA_Equipment = 6
			command_control_equipment = 20
			heavy_tank_amphibious_chassis = 20
		}

		plains = {
			attack = 0.1
			defence = 0.1
		}
		desert = {
			attack = 0.1
			defence = 0.1
		}
		hills = {
			movement = 0.1 #Cancel default penalty since in helos
		}
		forest = {
			attack = 0.15
			defence = 0.3
			movement = 0.15
		}
		mountain = {
			attack = 0.15
			defence = 0.3
			movement = 0.3
		}
		urban = {
			attack = 0.25
			defence = 0.5
			movement = 0.2
		}
		supercity = {
			attack = 0.45
			defence = 0.5
			movement = 0.1
		}		
		jungle = {
			attack = 0.15
			defence = 0.3
			movement = 0.15
		}
		marsh = {
			attack = 0.1
			movement = 0.3 #Cancel default penalty since in helos
		}
		river = {
			movement = 0.5 #Cancel default penalty since in helos
		}

	}
        XS_Special_Forces_Air_assault_Bat = { #wip - has large counter
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_arm_airborne
			category_atk_helo
			category_air_aslt	
                        category_elite_forces	
                        category_elite_air_inf	
		}

		combat_width = 1

		#Size Definitions
		max_strength = 25
		max_organisation = 61.5 #C&C gives 30% bonus = 67
		default_morale = 0.35
		manpower = 75
		
		soft_attack = -0.35
		hard_attack = -0.35
		defense = -0.35
		breakthrough = -0.35
		
		#Misc Abilities
		training_time = 500
		suppression = 1
		weight = 0.5
		can_be_parachuted = yes


		supply_consumption = 0.015

		transport = heavy_tank_amphibious_chassis

		essential = {
			Inf_equipment
			heavy_tank_amphibious_chassis
		}

		can_be_parachuted = yes
		transport = heavy_tank_amphibious_chassis

		need = {
			Inf_equipment = 60
			L_AT_Equipment = 4
			AA_Equipment = 4
			command_control_equipment = 15
			heavy_tank_amphibious_chassis = 10
		}

		plains = {
			attack = 0.1
			defence = 0.1
		}
		desert = {
			attack = 0.1
			defence = 0.1
		}
		hills = {
			movement = 0.1 #Cancel default penalty since in helos
		}
		forest = {
			attack = 0.15
			defence = 0.3
			movement = 0.15
		}
		mountain = {
			attack = 0.15
			defence = 0.3
			movement = 0.3
		}
		urban = {
			attack = 0.25
			defence = 0.5
			movement = 0.2
		}
		supercity = {
			attack = 0.45
			defence = 0.5
			movement = 0.1
		}		
		jungle = {
			attack = 0.15
			defence = 0.3
			movement = 0.15
		}
		marsh = {
			attack = 0.1
			movement = 0.3 #Cancel default penalty since in helos
		}
		river = {
			movement = 0.5 #Cancel default penalty since in helos
		}

        }
        Team_Special_Forces_Air_assault_Bat = { #wip - has large counter
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_arm_airborne
			category_atk_helo
			category_air_aslt	
                        category_elite_forces	
                        category_elite_air_inf	
		}

		combat_width = 0.75

		#Size Definitions
		max_strength = 15
		max_organisation = 61.5 #C&C gives 30% bonus = 67
		default_morale = 0.35
		manpower = 15
		
		soft_attack = -0.75
		hard_attack = -0.75
		defense = -0.75
		breakthrough = -0.75
		
		#Misc Abilities
		training_time = 600
		suppression = 0.08
		weight = 0.5
		can_be_parachuted = yes


		supply_consumption = 0.009

		transport = heavy_tank_amphibious_chassis

		essential = {
			Inf_equipment
			heavy_tank_amphibious_chassis
		}

		can_be_parachuted = yes
		transport = heavy_tank_amphibious_chassis

		need = {
			Inf_equipment = 10
			L_AT_Equipment = 2
			AA_Equipment = 3
			command_control_equipment = 5
			heavy_tank_amphibious_chassis = 2
		}

		plains = {
			attack = 0.1
			defence = 0.1
		}
		desert = {
			attack = 0.1
			defence = 0.1
		}
		hills = {
			movement = 0.1 #Cancel default penalty since in helos
		}
		forest = {
			attack = 0.15
			defence = 0.3
			movement = 0.15
		}
		mountain = {
			attack = 0.15
			defence = 0.3
			movement = 0.3
		}
		urban = {
			attack = 0.25
			defence = 0.5
			movement = 0.2
		}
		supercity = {
			attack = 0.45
			defence = 0.5
			movement = 0.1
		}		
		jungle = {
			attack = 0.15
			defence = 0.3
			movement = 0.15
		}
		marsh = {
			attack = 0.1
			movement = 0.3 #Cancel default penalty since in helos
		}
		river = {
			movement = 0.5 #Cancel default penalty since in helos
		}
        }
        smol_Marine_Cdo_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		marines = yes
		ai_priority = 0
		priority = 5
		active = yes
		can_exfiltrate_from_coast = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_conventional_infantry
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_all_amphibous
			category_inf_amphib
			category_foot_inf
                        category_SF_amphib
                        category_elite_forces
                        category_elite_cdo
		}

		combat_width = 2

		#Size Definitions
		max_strength = 40
		max_organisation = 46
		default_morale = 0.16
		manpower = 220
		breakthrough = -0.2
		entrenchment = -0.3

		#Misc Abilities
		training_time = 300
		suppression = 1
		weight = 0.5

		supply_consumption = 0.01 #0.18

		transport = command_control_equipment

		need = {
			Inf_equipment = 125
			L_AT_Equipment = 8
			AA_Equipment = 6
			command_control_equipment = 20
		}

		plains = {
			attack = -0.3
			defence = -0.2
		}
		desert = {
			attack = -0.3
			defence = -0.2
		}
		mountain = {
			attack = 0.15
			defence = 0.3
		}
		jungle = {
			defence = 0.15
		}
		marsh = {
			defence = 0.15
		}
		urban = {
			attack = 0.25
			defence = 0.5
		}
		supercity = {
			attack = 0.35
			defence = 0.5
		}
		hills = {
			attack = -0.15
		}
		forest = {
			attack = 0.15
			defence = 0.3
		}
		river = {
			attack = 0.4
			movement = 0.15
		}
		amphibious = {
			attack = 0.2
			movement = 0.15
		}
        }
        XS_Marine_Cdo_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		marines = yes
		ai_priority = 0
		priority = 5
		active = yes
		can_exfiltrate_from_coast = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_conventional_infantry
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_all_amphibous
			category_inf_amphib
			category_foot_inf
                        category_SF_amphib
                        category_elite_forces
                        category_elite_cdo
		}

		combat_width = 1

		#Size Definitions
		max_strength = 30
		max_organisation = 46
		default_morale = 0.16
		manpower = 75
                soft_attack = -0.35
		hard_attack = -0.35
		defense = -0.35
		breakthrough = -0.5
		entrenchment = -0.3

		#Misc Abilities
		training_time = 400
		suppression = 1
		weight = 0.5

		supply_consumption = 0.009 #0.18

		transport = command_control_equipment

		need = {
			Inf_equipment = 70
			L_AT_Equipment = 6
			AA_Equipment = 4
			command_control_equipment = 12
		}

		plains = {
			attack = -0.3
			defence = -0.2
		}
		desert = {
			attack = -0.3
			defence = -0.2
		}
		mountain = {
			attack = 0.1
			defence = 0.25
		}
		jungle = {
			defence = 0.1
		}
		marsh = {
			defence = 0.1
		}
		urban = {
			attack = 0.2
			defence = 0.35
		}
		supercity = {
			attack = 0.25
			defence = 0.35
		}
		hills = {
			attack = -0.15
		}
		forest = {
			attack = 0.15
			defence = 0.3
		}
		river = {
			attack = 0.3
			movement = 0.1
		}
		amphibious = {
			attack = 0.12
			movement = 0.1
		}
        }
        Team_Marine_Cdo_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		marines = yes
		ai_priority = 0
		priority = 5
		active = yes
		can_exfiltrate_from_coast = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_conventional_infantry
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_all_amphibous
			category_inf_amphib
			category_foot_inf
                        category_SF_amphib
                        category_elite_forces
                        category_elite_cdo
		}

		combat_width = 0.75

		#Size Definitions
		max_strength = 15
		max_organisation = 46
		default_morale = 0.16
		manpower = 15
                soft_attack = -0.75
		hard_attack = -0.75
		defense = -0.75
		breakthrough = -0.75
		entrenchment = -0.3

		#Misc Abilities
		training_time = 500
		suppression = 1
		weight = 0.5

		supply_consumption = 0.009 #0.18

		transport = command_control_equipment

		need = {
			Inf_equipment = 10
			L_AT_Equipment = 3
			AA_Equipment = 3
			command_control_equipment = 6
		}

		plains = {
			attack = -0.3
			defence = -0.2
		}
		desert = {
			attack = -0.3
			defence = -0.2
		}
		mountain = {
			attack = 0.08
			defence = 0.15
		}
		jungle = {
			defence = 0.08
		}
		marsh = {
			defence = 0.08
		}
		urban = {
			attack = 0.18
			defence = 0.25
		}
		supercity = {
			attack = 0.18
			defence = 0.25
		}
		hills = {
			attack = -0.15
		}
		forest = {
			attack = 0.08
			defence = 0.15
		}
		river = {
			attack = 0.2
			movement = 0.08
		}
		amphibious = {
			attack = 0.1
			movement = 0.08
		}
        }
	medical_company = {
		abbreviation = "LOG"
		sprite = MD4_infantry_2
		map_icon_category = infantry
		priority = 1
		ai_priority = 0
		active = yes
		affects_speed = no

		type = {
			motorized
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army	
		}

	
		combat_width = 1
	
		#Size Definitions
		max_strength = 8
		max_organisation = 15
		default_morale = 0.1
		manpower = 150

		#Misc Abilities
		weight = 0.3
		can_be_parachuted = yes

		# Support nerfs to combat abilities
		defense = -0.99
		breakthrough = -0.99
		soft_attack = -0.99
		hard_attack = -0.99

		# Important Ability
		casualty_trickleback = 0.20
		experience_loss_factor = -0.10
		
		essential = {
			util_vehicle_equipment
			Inf_equipment
		}

		need = {
			Inf_equipment = 20
			util_vehicle_equipment = 15
			command_control_equipment = 4
		}
	}
        smol_medical_company = {
		abbreviation = "LOG"
		sprite = MD4_infantry_2
		map_icon_category = infantry
		priority = 1
		ai_priority = 0
		active = yes
		affects_speed = no

		type = {
			motorized
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army	
		}

	
		combat_width = 1
	
		#Size Definitions
		max_strength = 4
		max_organisation = 15
		default_morale = 0.1
		manpower = 70

		#Misc Abilities
		weight = 0.3
		can_be_parachuted = yes

		# Support nerfs to combat abilities
		defense = -0.99
		breakthrough = -0.99
		soft_attack = -0.99
		hard_attack = -0.99

		# Important Ability
		casualty_trickleback = 0.17
		experience_loss_factor = -0.08
		
		essential = {
			util_vehicle_equipment
			Inf_equipment
		}

		need = {
			Inf_equipment = 10
			util_vehicle_equipment = 10
			command_control_equipment = 2
		}
        }
        XS_medical_company = {
		abbreviation = "LOG"
		sprite = MD4_infantry_2
		map_icon_category = infantry
		priority = 1
		ai_priority = 0
		active = yes
		affects_speed = no

		type = {
			motorized
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army	
		}

	
		combat_width = 1
	
		#Size Definitions
		max_strength = 2
		max_organisation = 15
		default_morale = 0.1
		manpower = 10

		#Misc Abilities
		weight = 0.3
		can_be_parachuted = yes

		# Support nerfs to combat abilities
		defense = -0.99
		breakthrough = -0.99
		soft_attack = -0.99
		hard_attack = -0.99

		# Important Ability
		casualty_trickleback = 0.10
		experience_loss_factor = -0.05
		
		essential = {
			util_vehicle_equipment
			Inf_equipment
		}

		need = {
			Inf_equipment = 8
			util_vehicle_equipment = 2
			command_control_equipment = 2
		}
        }	
	armor_maintenance_comp = {
		sprite = MD4_medium_armor
		map_icon_category = armored
		priority = 1
		active = yes
		ai_priority = 0
		type = {
			armor
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army	
		}

		combat_width = 2

		essential = {
			medium_tank_chassis
		}

		need = {
			medium_tank_chassis = 10
			command_control_equipment = 5
		}

		manpower = 80
		max_organisation = 23.07
		max_strength = 1
		default_morale = 0.3
		training_time = 90
		weight = 0.5

		supply_consumption = 0.03

		reliability_factor = 0.15
		equipment_capture_factor = 0.09

		transport = medium_tank_chassis

		# Support nerfs to combat abilities
		defense = -0.99
		breakthrough = -0.99
		soft_attack = -0.99
		hard_attack = -0.99
		ap_attack = -0.99
		
		forest = {
			attack = -0.02
			defence = -0.02
		}
		hills = {
			attack = -0.01
			defence = -0.01
		}
		mountain = {
			attack = -0.03
			defence = -0.1
		}
		jungle = {
			attack = -0.03
			defence = -0.02
		}
		marsh = {
			attack = -0.03
			defence = -0.01
		}
		urban = {
			attack = -0.01
		}
		supercity = {
			attack = -0.03
			defence = -0.02
		}
		amphibious = {
			attack = -0.02
		}
	}
        XS_armor_maintenance_comp = {
		sprite = MD4_medium_armor
		map_icon_category = armored
		priority = 1
		active = yes
		ai_priority = 0
		type = {
			armor
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army	
		}

		combat_width = 2

		essential = {
			medium_tank_chassis
		}

		need = {
			medium_tank_chassis = 4
			command_control_equipment = 3
		}

		manpower = 35
		max_organisation = 23.07
		max_strength = 1
		default_morale = 0.3
		training_time = 90
		weight = 0.25

		supply_consumption = 0.02

		reliability_factor = 0.1
		equipment_capture_factor = 0.05

		transport = medium_tank_chassis

		# Support nerfs to combat abilities
		defense = -0.99
		breakthrough = -0.99
		soft_attack = -0.99
		hard_attack = -0.99
		ap_attack = -0.99
		
		forest = {
			attack = -0.05
			defence = -0.05
		}
		hills = {
			attack = -0.04
			defence = -0.04
		}
		mountain = {
			attack = -0.06
			defence = -0.15
		}
		jungle = {
			attack = -0.06
			defence = -0.05
		}
		marsh = {
			attack = -0.06
			defence = -0.05
		}
		urban = {
			attack = -0.05
		}
		supercity = {
			attack = -0.06
			defence = -0.05
		}
		amphibious = {
			attack = -0.05
		}
	}
	AT_Inf_Bat = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 5
		priority = 5
		active = yes
		mountaineers = yes
		type = { infantry }
		group = infantry

		categories = {
			category_front_line
			category_light_infantry
			category_conventional_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_foot_inf
                        category_unarmored_infantry
		}

		combat_width = 2

		#Size Definitions
		max_strength = 25
		max_organisation = 23.07
		default_morale = 0.1
		
		can_be_parachuted = yes
		
		manpower = 350

		#Misc Abilities
		soft_attack = -0.75
		hard_attack = -0.75	
		ap_attack = 3		
		training_time = 90
		suppression = 1
		weight = 0.5
		supply_consumption = 0.02
		transport = command_control_equipment
		essential = { L_AT_Equipment }

		need = {
			Inf_equipment = 120
			L_AT_Equipment = 40
			command_control_equipment = 20
		}

		plains = {
			attack = -0.3
			defence = -0.2
		}
		desert = {
			attack = -0.3
			defence = -0.2
		}
		mountain = {
			attack = 0.15
			defence = 0.3
		}
		jungle = {
			defence = 0.15
		}
		marsh = {
			defence = 0.15
		}
		urban = {
			attack = 0.25
			defence = 0.5
		}
		supercity = {
			attack = 0.35
			defence = 0.5
		}
		hills = {
			attack = -0.15
		}
		forest = {
			attack = 0.15
			defence = 0.3
		}
		amphibious = {
			attack = -0.2
		}
	}
        smol_AT_Inf_Bat = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes
		mountaineers = yes
		type = { infantry }
		group = infantry

		categories = {
			category_front_line
			category_light_infantry
			category_conventional_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_foot_inf
                        category_unarmored_infantry
		}

		combat_width = 1

		#Size Definitions
		max_strength = 18
		max_organisation = 23.07
		default_morale = 0.1
		
		can_be_parachuted = yes
		
		manpower = 110

		#Misc Abilities
		soft_attack = -0.85
		hard_attack = -0.85	
		ap_attack = 2.2		
		training_time = 120
		suppression = 1
		weight = 0.5
		supply_consumption = 0.01
		transport = command_control_equipment
		essential = { L_AT_Equipment }

		need = {
			Inf_equipment = 80
			L_AT_Equipment = 30
			command_control_equipment = 15
		}

		plains = {
			attack = -0.33
			defence = -0.23
		}
		desert = {
			attack = -0.33
			defence = -0.23
		}
		mountain = {
			attack = 0.13
			defence = 0.27
		}
		jungle = {
			defence = 0.13
		}
		marsh = {
			defence = 0.13
		}
		urban = {
			attack = 0.22
			defence = 0.47
		}
		supercity = {
			attack = 0.32
			defence = 0.47
		}
		hills = {
			attack = -0.17
		}
		forest = {
			attack = 0.13
			defence = 0.27
		}
		amphibious = {
			attack = -0.2
		}
        }
	AA_Inf_Bat = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 5
		priority = 5
		active = yes
		mountaineers = yes
		type = { infantry }
		group = infantry

		categories = {
			category_front_line
			category_light_infantry
			category_conventional_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_foot_inf
                        category_unarmored_infantry
		}

		combat_width = 2

		can_be_parachuted = yes

		#Size Definitions
		max_strength = 25
		max_organisation = 23.07
		default_morale = 0.1
		
		manpower = 350

		#Misc Abilities
		soft_attack = -0.75
		hard_attack = -0.75
		
		air_attack = 3
		
		training_time = 90
		suppression = 1
		weight = 0.5
		supply_consumption = 0.02
		transport = command_control_equipment
		essential = { AA_Equipment }

		need = {
			Inf_equipment = 120
			AA_Equipment = 40
			command_control_equipment = 20
		}

		plains = {
			attack = -0.3
			defence = -0.2
		}
		desert = {
			attack = -0.3
			defence = -0.2
		}
		mountain = {
			attack = 0.15
			defence = 0.3
		}
		jungle = {
			defence = 0.15
		}
		marsh = {
			defence = 0.15
		}
		urban = {
			attack = 0.25
			defence = 0.5
		}
		supercity = {
			attack = 0.35
			defence = 0.5
		}
		hills = {
			attack = -0.15
		}
		forest = {
			attack = 0.15
			defence = 0.3
		}
		amphibious = {
			attack = -0.2
		}
	}
        smol_AA_Inf_Bat = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes
		mountaineers = yes
		type = { infantry }
		group = infantry

		categories = {
			category_front_line
			category_light_infantry
			category_conventional_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_foot_inf
                        category_unarmored_infantry
		}

		combat_width = 1

		can_be_parachuted = yes

		#Size Definitions
		max_strength = 18
		max_organisation = 23.07
		default_morale = 0.1
		
		manpower = 110

		#Misc Abilities
		soft_attack = -0.85
		hard_attack = -0.85
		
		air_attack = 2.2
		
		training_time = 120
		suppression = 1
		weight = 0.5
		supply_consumption = 0.01
		transport = command_control_equipment
		essential = { AA_Equipment }

		need = {
			Inf_equipment = 80
			AA_Equipment = 30
			command_control_equipment = 15
		}

		plains = {
			attack = -0.3
			defence = -0.2
		}
		desert = {
			attack = -0.3
			defence = -0.17
		}
		mountain = {
			attack = 0.13
			defence = 0.27
		}
		jungle = {
			defence = 0.13
		}
		marsh = {
			defence = 0.13
		}
		urban = {
			attack = 0.22
			defence = 0.46
		}
		supercity = {
			attack = 0.32
			defence = 0.46
		}
		hills = {
			attack = -0.15
		}
		forest = {
			attack = 0.13
			defence = 0.27
		}
		amphibious = {
			attack = -0.2
		}
        }
	AT_Inf_comp = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		#special_forces = yes
		ai_priority = 0
		priority = 1
		active = yes
		affects_speed = no		

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 8
		max_organisation = 23.07
		default_morale = 0.1
		manpower = 90

		#Misc Abilities
		soft_attack = -0.96
		hard_attack = -0.63
		defense = -0.63
		breakthrough = -0.63
		
		ap_attack = 2		
		training_time = 90
		suppression = 1
		weight = 0.2
		supply_consumption = 0.01
		
		essential = { L_AT_Equipment }

		can_be_parachuted = yes

		need = {
			Inf_equipment = 40
			L_AT_Equipment = 20
			command_control_equipment = 10
		}

		plains = {
			attack = -0.01
			defence = -0.01
		}
		mountain = {
			attack = 0.01
		}
		jungle = {
			attack = 0.01
			#movement = 0.1
		}
		marsh = {
			attack = 0.01
			#movement = 0.1
		}
	}
        Team_AT_Inf_comp = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		#special_forces = yes
		ai_priority = 0
		priority = 1
		active = yes
		affects_speed = no		

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 5
		max_organisation = 23.07
		default_morale = 0.1
		manpower = 6

		#Misc Abilities
		soft_attack = -0.99
		hard_attack = -0.66
		defense = -0.66
		breakthrough = -0.66
		
		ap_attack = 0.5		
		training_time = 90
		suppression = 1
		weight = 0.2
		supply_consumption = 0.01
		
		essential = { L_AT_Equipment }

		can_be_parachuted = yes

		need = {
			Inf_equipment = 6
			L_AT_Equipment = 6
			command_control_equipment = 3
		}

		plains = {
			attack = -0.01
			defence = -0.01
		}
		mountain = {
			attack = 0.01
		}
		jungle = {
			attack = 0.01
			#movement = 0.1
		}
		marsh = {
			attack = 0.01
			#movement = 0.1
		}
        }
	AA_Inf_comp = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		#special_forces = yes
		ai_priority = 0
		priority = 1
		active = yes
		affects_speed = no		

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 1

		can_be_parachuted = yes

		#Size Definitions
		max_strength = 10
		max_organisation = 23.07
		default_morale = 0.1
		manpower = 60

		#Misc Abilities
		soft_attack = -0.96
		hard_attack = -0.96
		defense = -0.63
		breakthrough = -0.63
		
		air_attack = 1    		
		training_time = 90
		suppression = 1
		weight = 0.2
		supply_consumption = 0.01
		
		essential = { AA_Equipment }

		need = {
			Inf_equipment = 40
			AA_Equipment = 20
			command_control_equipment = 10
		}

		plains = {
			attack = -0.01
			defence = -0.01
		}
		mountain = {
			attack = 0.01
		}
		jungle = {
			attack = 0.01
			#movement = 0.1
		}
		marsh = {
			attack = 0.01
			#movement = 0.1
		}
        }
        Team_AA_Inf_comp = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		#special_forces = yes
		ai_priority = 0
		priority = 1
		active = yes
		affects_speed = no		

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 1

		can_be_parachuted = yes

		#Size Definitions
		max_strength = 5
		max_organisation = 23.07
		default_morale = 0.1
		manpower = 6

		#Misc Abilities
		soft_attack = -0.99
		hard_attack = -0.99
		defense = -0.66
		breakthrough = -0.66
		
		air_attack = 0.5    		
		training_time = 90
		suppression = 0.5
		weight = 0.2
		supply_consumption = 0.01
		
		essential = { AA_Equipment }

		need = {
			Inf_equipment = 6
			AA_Equipment = 6
			command_control_equipment = 3
		}

		plains = {
			attack = -0.01
			defence = -0.01
		}
		mountain = {
			attack = 0.01
		}
		jungle = {
			attack = 0.01
			#movement = 0.1
		}
		marsh = {
			attack = 0.01
			#movement = 0.1
		}
	}
	Mech_HQ_Comp = { 
		sprite = MD4_mechanized
		map_icon_category = infantry
		#special_forces = yes
		ai_priority = 0
		priority = 1
		active = yes

		type = {
			mechanized
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 100
		max_organisation = 140
		default_morale = 1
		
		initiative = 0.3
		
		manpower = 100

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 1

		supply_consumption = 0.01
		
		# Support nerfs to combat abilities
		defense = -0.70
		breakthrough = -0.70
		soft_attack = -0.70
		hard_attack = -0.70

		# needed since we give so much bonus to infantry even with no mech equipment
		essential = {
			command_control_equipment = 15
			medium_tank_amphibious_chassis
		}

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

		can_be_parachuted = yes

		need = {
			Inf_equipment = 50
			command_control_equipment = 20
			medium_tank_amphibious_chassis = 10
		}

		plains = {
			#attack = 0.1
			defence = 0.01
		}
		forest = {
			attack = -0.01
		}
		hills = {
			attack = -0.01
		}
		mountain = {
			attack = -0.01
			defence = -0.01
		}
		jungle = {
			attack = -0.01
		}
		marsh = {
			attack = -0.01
		}
		same_support_type = mechanized
	}
        XS_Mech_HQ_Comp = { 
		sprite = MD4_mechanized
		map_icon_category = infantry
		#special_forces = yes
		ai_priority = 0
		priority = 1
		active = yes

		type = {
			mechanized
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 50
		max_organisation = 120
		default_morale = 0.9
		
		initiative = 0.22
		
		manpower = 45

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 1

		supply_consumption = 0.01
		
		# Support nerfs to combat abilities
		defense = -0.78
		breakthrough = -0.78
		soft_attack = -0.78
		hard_attack = -0.78

		# needed since we give so much bonus to infantry even with no mech equipment
		essential = {
			command_control_equipment = 10
			medium_tank_amphibious_chassis
		}

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

		can_be_parachuted = yes

		need = {
			Inf_equipment = 30
			command_control_equipment = 10
			medium_tank_amphibious_chassis = 5
		}

		plains = {
			#attack = 0.1
			defence = 0.01
		}
		forest = {
			attack = -0.01
		}
		hills = {
			attack = -0.01
		}
		mountain = {
			attack = -0.01
			defence = -0.01
		}
		jungle = {
			attack = -0.01
		}
		marsh = {
			attack = -0.01
		}
		same_support_type = mechanized
	}
        Team_Mech_HQ_Comp = { 
		sprite = MD4_mechanized
		map_icon_category = infantry
		#special_forces = yes
		ai_priority = 0
		priority = 1
		active = yes

		type = {
			mechanized
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 20
		max_organisation = 110
		default_morale = 0.7
		
		initiative = 0.15

		manpower = 12

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 1

		supply_consumption = 0.01
		
		# Support nerfs to combat abilities
		defense = -0.9
		breakthrough = -0.9
		soft_attack = -0.9
		hard_attack = -0.9

		# needed since we give so much bonus to infantry even with no mech equipment
		essential = {
			command_control_equipment = 5
			medium_tank_amphibious_chassis
		}

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

		can_be_parachuted = yes

		need = {
			Inf_equipment = 8
			command_control_equipment = 5
			medium_tank_amphibious_chassis = 2
		}

		plains = {
			#attack = 0.1
			defence = 0.01
		}
		forest = {
			attack = -0.01
		}
		hills = {
			attack = -0.01
		}
		mountain = {
			attack = -0.01
			defence = -0.01
		}
		jungle = {
			attack = -0.01
		}
		marsh = {
			attack = -0.01
		}
		same_support_type = mechanized
	}
	Arm_HQ_Comp = { #Rev 3
		sprite = MD4_light_armor
		map_icon_category = infantry
		#special_forces = yes
		ai_priority = 0
		priority = 1
		active = yes

		type = {
			mechanized
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 100
		max_organisation = 160
		default_morale = 1
		
		initiative = 0.3

		manpower = 100

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.33

		supply_consumption = 0.01

		# Support nerfs to combat abilities
		defense = -0.70
		breakthrough = -0.70
		soft_attack = -0.70
		hard_attack = -0.70

		# needed since we give so much bonus to infantry even with no mech equipment
		essential = {
			command_control_equipment = 15
			medium_tank_flame_chassis
		}

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

		can_be_parachuted = yes

		need = {
			Inf_equipment = 50
			command_control_equipment = 20
			medium_tank_flame_chassis = 10
		}

		plains = {
			#attack = 0.1
			defence = 0.01
		}
		forest = {
			attack = -0.01
		}
		hills = {
			attack = -0.01
		}
		mountain = {
			attack = -0.0
			defence = -0.01
		}
		jungle = {
			attack = -0.02
		}
		marsh = {
			attack = -0.02
		}
		same_support_type = mechanized
	}
        XS_Arm_HQ_Comp = { #Rev 3
		sprite = MD4_light_armor
		map_icon_category = infantry
		#special_forces = yes
		ai_priority = 0
		priority = 1
		active = yes

		type = {
			mechanized
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 50
		max_organisation = 140
		default_morale = 0.9
		
		initiative = 0.22

		manpower = 45

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.33

		supply_consumption = 0.01

		# Support nerfs to combat abilities
		defense = -0.78
		breakthrough = -0.78
		soft_attack = -0.78
		hard_attack = -0.78

		# needed since we give so much bonus to infantry even with no mech equipment
		essential = {
			command_control_equipment = 15
			medium_tank_flame_chassis
		}

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

		can_be_parachuted = yes

		need = {
			Inf_equipment = 30
			command_control_equipment = 10
			medium_tank_flame_chassis = 5
		}

		plains = {
			#attack = 0.1
			defence = 0.01
		}
		forest = {
			attack = -0.01
		}
		hills = {
			attack = -0.01
		}
		mountain = {
			attack = -0.0
			defence = -0.01
		}
		jungle = {
			attack = -0.02
		}
		marsh = {
			attack = -0.02
		}
		same_support_type = mechanized
	}
        Team_Arm_HQ_Comp = { #Rev 3
		sprite = MD4_light_armor
		map_icon_category = infantry
		#special_forces = yes
		ai_priority = 0
		priority = 1
		active = yes

		type = {
			mechanized
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 20
		max_organisation = 120
		default_morale = 0.7
		
		initiative = 0.15

		manpower = 12

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.33

		supply_consumption = 0.01

		# Support nerfs to combat abilities
		defense = -0.9
		breakthrough = -0.9
		soft_attack = -0.9
		hard_attack = -0.9

		# needed since we give so much bonus to infantry even with no mech equipment
		essential = {
			command_control_equipment = 6
			medium_tank_flame_chassis
		}

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

		can_be_parachuted = yes

		need = {
			Inf_equipment = 8
			command_control_equipment = 6
			medium_tank_flame_chassis = 2
		}

		plains = {
			#attack = 0.1
			defence = 0.01
		}
		forest = {
			attack = -0.01
		}
		hills = {
			attack = -0.01
		}
		mountain = {
			attack = -0.0
			defence = -0.01
		}
		jungle = {
			attack = -0.02
		}
		marsh = {
			attack = -0.02
		}
		same_support_type = mechanized
	}
	Air_HQ_Comp = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 5
		priority = 5
		active = yes

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
			category_all_airborne	
		}

		combat_width = 2

		#Size Definitions
		max_strength = 100
		max_organisation = 155
		default_morale = 1
		manpower = 100

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.2
		initiative = 0.3		
		supply_consumption = 0.03

		# Support nerfs to combat abilities
		defense = -0.70
		breakthrough = -0.70
		soft_attack = -0.70
		hard_attack = -0.70

		transport = heavy_tank_amphibious_chassis

		essential = {
			Inf_equipment
			heavy_tank_amphibious_chassis
		}

		can_be_parachuted = yes

		need = {
			Inf_equipment = 50
			L_AT_Equipment = 2
			AA_Equipment = 2
			command_control_equipment = 7
			heavy_tank_amphibious_chassis = 12
		}

		forest = {
			movement = 0.05
		}
		hills = {
			movement = 0.05
		}
		mountain = {
			movement = 0.05
		}
		jungle = {
			movement = 0.05
		}
		marsh = {
			movement = 0.05
		}
		plains = {
			movement = 0.05
		}
		desert = {
			movement = 0.05
		}
		river = {
			movement = 0.05
		}
		same_support_type = mechanized		
	}
        XS_Air_HQ_Comp = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
			category_all_airborne	
		}

		combat_width = 1

		#Size Definitions
		max_strength = 50
		max_organisation = 145
		default_morale = 0.9
		manpower = 45

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.2
		initiative = 0.22
		supply_consumption = 0.02

		# Support nerfs to combat abilities
		defense = -0.78
		breakthrough = -0.78
		soft_attack = -0.78
		hard_attack = -0.78

		transport = heavy_tank_amphibious_chassis

		essential = {
			Inf_equipment
			heavy_tank_amphibious_chassis
		}

		can_be_parachuted = yes

		need = {
			Inf_equipment = 20
			L_AT_Equipment = 2
			AA_Equipment = 2
			command_control_equipment = 4
			heavy_tank_amphibious_chassis = 6
		}

		forest = {
			movement = 0.05
		}
		hills = {
			movement = 0.05
		}
		mountain = {
			movement = 0.05
		}
		jungle = {
			movement = 0.05
		}
		marsh = {
			movement = 0.05
		}
		plains = {
			movement = 0.05
		}
		desert = {
			movement = 0.05
		}
		river = {
			movement = 0.05
		}
		same_support_type = mechanized		
	}
        Team_Air_HQ_Comp = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
			category_all_airborne	
		}

		combat_width = 0.5

		#Size Definitions
		max_strength = 20
		max_organisation = 125
		default_morale = 0.7
		manpower = 10

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.2
		initiative = 0.15	
		supply_consumption = 0.01

		# Support nerfs to combat abilities
		defense = -0.9
		breakthrough = -0.9
		soft_attack = -0.9
		hard_attack = -0.9

		transport = heavy_tank_amphibious_chassis

		essential = {
			Inf_equipment
			heavy_tank_amphibious_chassis
		}

		can_be_parachuted = yes

		need = {
			Inf_equipment = 6
			L_AT_Equipment = 1
			AA_Equipment = 1
			command_control_equipment = 2
			heavy_tank_amphibious_chassis = 2
		}

		forest = {
			movement = 0.03
		}
		hills = {
			movement = 0.03
		}
		mountain = {
			movement = 0.03
		}
		jungle = {
			movement = 0.03
		}
		marsh = {
			movement = 0.03
		}
		plains = {
			movement = 0.03
		}
		desert = {
			movement = 0.03
		}
		river = {
			movement = 0.03
		}
		same_support_type = mechanized		
	}	
        H_Engi_Bat = { #Rev 3 - has large counter
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 1
		active = yes

		type = {
			armor
		}

		group = armor

		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
                        category_heavy_engi
		}

		combat_width = 4

		#Size Definitions
		max_strength = 25
		max_organisation = 0
		default_morale = 0.1
		manpower = 500

		#Misc Abilities
		training_time = 90
		suppression = 1
		weight = 0.5
		supply_consumption = 0.06
		entrenchment = 5
		defense = -0.7
		breakthrough = -0.7
		soft_attack = -0.7
		hard_attack = -0.7
		can_be_parachuted = yes

		transport = medium_tank_amphibious_chassis

		essential = {
			Inf_equipment
			medium_tank_amphibious_chassis
		}

		need = {
			Inf_equipment = 80
			command_control_equipment = 10
			medium_tank_amphibious_chassis = 10

		}

		forest = {
			attack = 0.15
			movement = 0.25
			defence = 0.1			
		}

		hills = {
			attack = 0.15
			movement = 0.25
			defence = 0.1			
		}

		desert = {
			attack = 0.15
			movement = 0.25
			defence = 0.1			

		}

		jungle = {
			attack = 0.15
			movement = 0.25
			defence = 0.1			
		}

		marsh = {
			attack = 0.15
			movement = 0.25
			defence = 0.1			
		}

		urban = {
			attack = 0.1
			movement = 0.25
			defence = 0.1			
		}
		supercity = {
			attack = 0.15
			movement = 0.25
			defence = 0.2			
		}		
		river = {
			defence = 0.1
		}			
		amphibious = {
			attack = 0.15
			movement = 0.25
		    defence = 0.1
		}
	}
        smol_H_Engi_Bat = { #Rev 3 - has large counter
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 1
		active = yes

		type = {
			armor
		}

		group = armor

		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
                        category_heavy_engi
		}

		combat_width = 4

		#Size Definitions
		max_strength = 20
		max_organisation = 0
		default_morale = 0.1
		manpower = 220

		#Misc Abilities
		training_time = 90
		suppression = 1
		weight = 0.5
		supply_consumption = 0.06
		entrenchment = 3.5
		defense = -0.75
		breakthrough = -0.75
		soft_attack = -0.75
		hard_attack = -0.75
		can_be_parachuted = yes

		transport = medium_tank_amphibious_chassis

		essential = {
			Inf_equipment
			medium_tank_amphibious_chassis
		}

		need = {
			Inf_equipment = 50
			command_control_equipment = 10
			medium_tank_amphibious_chassis = 8

		}

		forest = {
			attack = 0.12
			movement = 0.2
			defence = 0.08			
		}

		hills = {
			attack = 0.12
			movement = 0.2
			defence = 0.08			
		}

		desert = {
			attack = 0.12
			movement = 0.2
			defence = 0.08			

		}

		jungle = {
			attack = 0.12
			movement = 0.2
			defence = 0.08			
		}

		marsh = {
			attack = 0.12
			movement = 0.2
			defence = 0.08			
		}

		urban = {
			attack = 0.1
			movement = 0.2
			defence = 0.1			
		}
		supercity = {
			attack = 0.12
			movement = 0.2
			defence = 0.2			
		}		
		river = {
			defence = 0.08
		}			
		amphibious = {
			attack = 0.12
			movement = 0.2
		    defence = 0.08
		}
	}
	H_Engi_Comp = { #needs to be tested
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 1
		active = yes

		type = {
			armor
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 2

		#Size Definitions
		max_strength = 8
		max_organisation = 25
		default_morale = 0.1
		manpower = 150

		#Misc Abilities
		training_time = 90
		suppression = 1
		weight = 0.5

		supply_consumption = 0.02
		entrenchment = 2

		# Support nerfs to combat abilities
		defense = -0.9
		breakthrough = -0.9
		soft_attack = -0.9
		hard_attack = -0.9
		can_be_parachuted = yes

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

		essential = {
			Inf_equipment
			command_control_equipment
		}

		need = {
			Inf_equipment = 25
			medium_tank_amphibious_chassis = 3
			command_control_equipment = 5
		}

		forest = {
			attack = 0.03
			movement = 0.05
			defence = 0.05			
		}

		hills = {
			attack = 0.03
			movement = 0.05
			defence = 0.05			
		}

		desert = {
			attack = 0.03
			movement = 0.05
			defence = 0.05			
		}

		jungle = {
			attack = 0.03
			movement = 0.05
			defence = 0.05			
		}

		marsh = {
			attack = 0.03
			movement = 0.05
			defence = 0.05			
		}

		urban = {
			attack = 0.03
			movement = 0.05
			defence = 0.05			
		}
		supercity = {
			attack = 0.03
			movement = 0.05
			defence = 0.05			
		}		
		river = {
			defence = 0.05
		}		
		amphibious = {
			attack = 0.03
			movement = 0.03
			defence = 0.05
		}
	}
        XS_H_Engi_Comp = { #needs to be tested
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 1
		active = yes

		type = {
			armor
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 4
		max_organisation = 25
		default_morale = 0.1
		manpower = 60

		#Misc Abilities
		training_time = 90
		suppression = 1
		weight = 0.5

		supply_consumption = 0.02
		entrenchment = 1.5

		# Support nerfs to combat abilities
		defense = -0.95
		breakthrough = -0.95
		soft_attack = -0.95
		hard_attack = -0.95
		can_be_parachuted = yes

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

		essential = {
			Inf_equipment
			command_control_equipment
		}

		need = {
			Inf_equipment = 20
			medium_tank_amphibious_chassis = 3
			command_control_equipment = 5
		}

		forest = {
			attack = 0.02
			movement = 0.03
			defence = 0.03			
		}

		hills = {
			attack = 0.02
			movement = 0.03
			defence = 0.03			
		}

		desert = {
			attack = 0.02
			movement = 0.03
			defence = 0.03			
		}

		jungle = {
			attack = 0.02
			movement = 0.03
			defence = 0.03			
		}

		marsh = {
			attack = 0.02
			movement = 0.03
			defence = 0.03			
		}

		urban = {
			attack = 0.025
			movement = 0.04
			defence = 0.04			
		}
		supercity = {
			attack = 0.025
			movement = 0.04
			defence = 0.04			
		}		
		river = {
			defence = 0.03
		}		
		amphibious = {
			attack = 0.02
			movement = 0.02
			defence = 0.03
		}
	}
	Armored_Engi_Bat = { 
		sprite = MD4_medium_armor
		map_icon_category = armored
		ai_priority = 1
		priority = 1
		active = yes

		type = {
			armor
		}

		group = armor

		categories = {
			category_tanks
			category_front_line
			category_all_armor
			category_army
			category_non_militia
                        category_heavy_engi
		}

		combat_width = 4

		essential = {
			medium_tank_chassis
		}

		need = {
			medium_tank_chassis = 20
			command_control_equipment = 14
		}
		
		transport = medium_tank_chassis
		
		#Size Definitions
		max_strength = 25
		max_organisation = 0
		default_morale = 0.1
		manpower = 350

		#Misc Abilities
		training_time = 90
		suppression = 1
		weight = 0.5
		supply_consumption = 0.06
		entrenchment = 10
		defense = -0.5
		breakthrough = -0.5
		soft_attack = -0.7
		hard_attack = -0.7
		ap_attack = -0.99
		can_be_parachuted = no

		forest = {
			attack = 0.33
			movement = 0.48
			defence = 0.17			
		}

		hills = {
			attack = 0.33
			movement = 0.48
			defence = 0.17			
		}

		desert = {
			attack = 0.33
			movement = 0.48
			defence = 0.17			

		}

		jungle = {
			attack = 0.33
			movement = 0.48
			defence = 0.17
		}

		marsh = {
			attack = 0.33
			movement = 0.48
			defence = 0.17			
		}

		urban = {
			attack = 0.15
			movement = 0.48
			defence = 0.17
		}
		supercity = {
			attack = 0.15
			movement = 0.48
			defence = 0.17			
		}		
		river = {
			defence = 0.17
		}
		
		amphibious = {
			attack = 0.62
			movement = 0.48
			defence = 0.17
		}		
	}
        smol_Armored_Engi_Bat = { 
		sprite = MD4_medium_armor
		map_icon_category = armored
		ai_priority = 0
		priority = 1
		active = yes

		type = {
			armor
		}

		group = armor

		categories = {
			category_tanks
			category_front_line
			category_all_armor
			category_army
			category_non_militia
                        category_heavy_engi
		}

		combat_width = 2

		essential = {
			medium_tank_chassis
		}

		need = {
			medium_tank_chassis = 10
			command_control_equipment = 8
		}
		
		transport = medium_tank_chassis
		
		#Size Definitions
		max_strength = 20
		max_organisation = 0
		default_morale = 0.1
		manpower = 125

		#Misc Abilities
		training_time = 110
		suppression = 1
		weight = 0.5
		supply_consumption = 0.06
		entrenchment = 10
		defense = -0.5
		breakthrough = -0.65
		soft_attack = -0.81
		hard_attack = -0.81
		ap_attack = -0.99
		can_be_parachuted = no

		forest = {
			attack = 0.28
			movement = 0.42
			defence = 0.13			
		}

		hills = {
			attack = 0.28
			movement = 0.42
			defence = 0.13			
		}

		desert = {
			attack = 0.28
			movement = 0.42
			defence = 0.13			

		}

		jungle = {
			attack = 0.28
			movement = 0.42
			defence = 0.13
		}

		marsh = {
			attack = 0.28
			movement = 0.42
			defence = 0.13			
		}

		urban = {
			attack = 0.08
			movement = 0.42
			defence = 0.13
		}
		supercity = {
			attack = 0.08
			movement = 0.42
			defence = 0.13			
		}		
		river = {
			defence = 0.13
		}
		
		amphibious = {
			attack = 0.55
			movement = 0.42
			defence = 0.13
		}
        }
	Armored_Engi_Comp = { 
		sprite = MD4_medium_armor
		map_icon_category = armored
		ai_priority = 1
		priority = 1
		active = yes

		type = {
			armor
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 2

		manpower = 110
		max_organisation = 23.07
		max_strength = 2
		default_morale = 0.3
		training_time = 180
		weight = 0.5

		#Misc Abilities
		training_time = 90
		suppression = 1
		weight = 0.5

		supply_consumption = 0.02
		entrenchment = 4

		# Support nerfs to combat abilities
		defense = -0.7
		breakthrough = -0.7
		soft_attack = -0.99
		hard_attack = -0.99
		ap_attack = -0.99
		can_be_parachuted = no

		transport = medium_tank_chassis

		essential = {
			medium_tank_chassis
		}

		need = {
			medium_tank_chassis = 10
			command_control_equipment = 8
		}
		forest = {
			attack = 0.065
			movement = 0.075
			defence = 0.08							
		}

		hills = {
			attack = 0.055
			movement = 0.075
			defence = 0.08				
		}

		desert = {
			attack = 0.055
			movement = 0.075
			defence = 0.08				
		}

		jungle = {
			attack = 0.055
			movement = 0.075
			defence = 0.08				
		}

		marsh = {
			attack = 0.055
			movement = 0.075
			defence = 0.08				
		}

		urban = {
			attack = 0.055
			movement = 0.075
			defence = 0.08				
		}
		supercity = {
			attack = 0.055
			movement = 0.075
			defence = 0.08				
		}
		river = {
			defence = 0.08
		}
		amphibious = {
			attack = 0.065
			movement = 0.055
			defence = 0.08
		}
                same_support_type = flame		
	}
        XS_Armored_Engi_Comp = { 
		sprite = MD4_medium_armor
		map_icon_category = armored
		ai_priority = 0
		priority = 1
		active = yes

		type = {
			armor
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 2

		manpower = 50
		max_organisation = 23.07
		max_strength = 1
		default_morale = 0.3
		training_time = 200
		weight = 0.5

		#Misc Abilities
		training_time = 90
		suppression = 0.5
		weight = 0.5

		supply_consumption = 0.01
		entrenchment = 3

		# Support nerfs to combat abilities
		defense = -0.75
		breakthrough = -0.75
		soft_attack = -0.99
		hard_attack = -0.99
		ap_attack = -0.99
		can_be_parachuted = no

		transport = medium_tank_chassis

		essential = {
			medium_tank_chassis
		}

		need = {
			medium_tank_chassis = 5
			command_control_equipment = 4
		}
		forest = {
			attack = 0.045
			movement = 0.06
			defence = 0.065							
		}

		hills = {
			attack = 0.045
			movement = 0.06
			defence = 0.065				
		}

		desert = {
			attack = 0.045
			movement = 0.06
			defence = 0.065				
		}

		jungle = {
			attack = 0.045
			movement = 0.06
			defence = 0.065				
		}

		marsh = {
			attack = 0.045
			movement = 0.06
			defence = 0.065				
		}

		urban = {
			attack = 0.045
			movement = 0.06
			defence = 0.065				
		}
		supercity = {
			attack = 0.045
			movement = 0.06
			defence = 0.065				
		}
		river = {
			defence = 0.065
		}
		amphibious = {
			attack = 0.045
			movement = 0.05
			defence = 0.065
		}
                same_support_type = flame
        }
	Armoured_Assault_Bridging_Comp = { 
		sprite = MD4_medium_armor
		map_icon_category = armored
		ai_priority = 1
		priority = 1
		active = yes

		type = {
			armor
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 2

		manpower = 150
		max_organisation = 23.07
		max_strength = 2
		default_morale = 0.3
		training_time = 180
		weight = 0.5

		#Misc Abilities
		training_time = 90
		suppression = 1
		weight = 0.5

		supply_consumption = 0.02

		# Support nerfs to combat abilities
		defense = -0.7
		breakthrough = -0.7
		soft_attack = -0.99
		hard_attack = -0.99
		ap_attack = -0.99
		can_be_parachuted = no

		transport = medium_tank_chassis

		essential = {
			medium_tank_chassis
		}

		need = {
			medium_tank_chassis = 14
			command_control_equipment = 5
		}
		marsh = {
			attack = 0.8
			movement = 0.8
		}
		river = {
			attack = 0.8
			movement = 0.8
		}			
	}
        XS_Armoured_Assault_Bridging_Comp = { 
		sprite = MD4_medium_armor
		map_icon_category = armored
		ai_priority = 1
		priority = 1
		active = yes

		type = {
			armor
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 1

		manpower = 70
		max_organisation = 23.07
		max_strength = 1
		default_morale = 0.3
		training_time = 180
		weight = 0.5

		#Misc Abilities
		training_time = 90
		suppression = 1
		weight = 0.5

		supply_consumption = 0.01

		# Support nerfs to combat abilities
		defense = -0.75
		breakthrough = -0.75
		soft_attack = -0.99
		hard_attack = -0.99
		ap_attack = -0.99
		can_be_parachuted = no

		transport = medium_tank_chassis

		essential = {
			medium_tank_chassis
		}

		need = {
			medium_tank_chassis = 7
			command_control_equipment = 3
		}
		marsh = {
			attack = 0.65
			movement = 0.65
		}
		river = {
			attack = 0.65
			movement = 0.65
		}
        }
	L_Engi_Bat = { #Rev 3 - has large counter
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 0
		active = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
                        category_light_engi
		}

		combat_width = 2

		#Size Definitions
		max_strength = 25
		max_organisation = 0
		default_morale = 0.1
		manpower = 500

		#Misc Abilities
		training_time = 90
		suppression = 1
		weight = 0.5
		supply_consumption = 0.02
		entrenchment = 5
		defense = -0.7
		breakthrough = -0.7
		soft_attack = -0.7
		hard_attack = -0.7
		can_be_parachuted = yes

		transport = util_vehicle_equipment

		essential = {
			Inf_equipment
			util_vehicle_equipment
		}

		need = {
			Inf_equipment = 80
			command_control_equipment = 10
			util_vehicle_equipment = 10			
		}

		forest = {
			attack = 0.15
			movement = 0.25
			defence = 0.1			
		}

		hills = {
			attack = 0.15
			movement = 0.25
			defence = 0.1			
		}

		desert = {
			attack = 0.15
			movement = 0.25
			defence = 0.1			

		}

		jungle = {
			attack = 0.15
			movement = 0.25
			defence = 0.1			
		}

		marsh = {
			attack = 0.15
			movement = 0.25
			defence = 0.1			
		}

		urban = {
			attack = 0.05
			movement = 0.25
			defence = 0.1			
		}
		supercity = {
			attack = 0.05
			movement = 0.25
			defence = 0.1			
		}		
		river = {
			defence = 0.1
		}			
		amphibious = {
			attack = 0.15
			movement = 0.25
		    defence = 0.1
		}
	}
        smol_L_Engi_Bat = { #Rev 3 - has large counter
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 0
		active = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
                        category_light_engi
		}

		combat_width = 2

		#Size Definitions
		max_strength = 20
		max_organisation = 0
		default_morale = 0.1
		manpower = 250

		#Misc Abilities
		training_time = 90
		suppression = 1
		weight = 0.5
		supply_consumption = 0.02
		entrenchment = 4
		defense = -0.75
		breakthrough = -0.75
		soft_attack = -0.75
		hard_attack = -0.75
		can_be_parachuted = yes

		transport = util_vehicle_equipment

		essential = {
			Inf_equipment
			util_vehicle_equipment
		}

		need = {
			Inf_equipment = 50
			command_control_equipment = 10
			util_vehicle_equipment = 8			
		}

		forest = {
			attack = 0.13
			movement = 0.2
			defence = 0.08			
		}

		hills = {
			attack = 0.13
			movement = 0.2
			defence = 0.08			
		}

		desert = {
			attack = 0.13
			movement = 0.2
			defence = 0.08			

		}

		jungle = {
			attack = 0.13
			movement = 0.2
			defence = 0.08			
		}

		marsh = {
			attack = 0.13
			movement = 0.2
			defence = 0.08			
		}

		urban = {
			attack = 0.04
			movement = 0.23
			defence = 0.1			
		}
		supercity = {
			attack = 0.04
			movement = 0.23
			defence = 0.1			
		}		
		river = {
			defence = 0.08
		}			
		amphibious = {
			attack = 0.13
			movement = 0.2
		    defence = 0.08
		}
	}
	L_Engi_Comp = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 0
		active = yes

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 8
		max_organisation = 25
		default_morale = 0.1
		manpower = 160

		#Misc Abilities
		training_time = 90
		suppression = 1
		weight = 0.5

		supply_consumption = 0.02
		entrenchment = 2

		# Support nerfs to combat abilities
		defense = -0.9
		breakthrough = -0.9
		soft_attack = -0.9
		hard_attack = -0.9
		can_be_parachuted = yes

		transport = util_vehicle_equipment

		essential = {
			Inf_equipment
			util_vehicle_equipment
		}

		need = {
			Inf_equipment = 25
			util_vehicle_equipment = 3
			command_control_equipment = 5
		}

		forest = {
			attack = 0.03
			movement = 0.05
			defence = 0.05			
		}

		hills = {
			attack = 0.03
			movement = 0.05
			defence = 0.05			
		}

		desert = {
			attack = 0.03
			movement = 0.05
			defence = 0.05			
		}

		jungle = {
			attack = 0.03
			movement = 0.05
			defence = 0.05			
		}

		marsh = {
			attack = 0.03
			movement = 0.05
			defence = 0.05			
		}

		urban = {
			attack = 0.03
			movement = 0.05
			defence = 0.05			
		}
		supercity = {
			attack = 0.03
			movement = 0.05
			defence = 0.05			
		}		
		river = {
			defence = 0.05
		}		
		amphibious = {
			attack = 0.03
			movement = 0.03
			defence = 0.05
		}
	}
        XS_L_Engi_Comp = { 
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 0
		active = yes

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 4
		max_organisation = 25
		default_morale = 0.1
		manpower = 75

		#Misc Abilities
		training_time = 90
		suppression = 1
		weight = 0.5

		supply_consumption = 0.02
		entrenchment = 2

		# Support nerfs to combat abilities
		defense = -0.95
		breakthrough = -0.95
		soft_attack = -0.95
		hard_attack = -0.95
		can_be_parachuted = yes

		transport = util_vehicle_equipment

		essential = {
			Inf_equipment
			util_vehicle_equipment
		}

		need = {
			Inf_equipment = 20
			util_vehicle_equipment = 3
			command_control_equipment = 5
		}

		forest = {
			attack = 0.02
			movement = 0.03
			defence = 0.03			
		}

		hills = {
			attack = 0.02
			movement = 0.03
			defence = 0.03			
		}

		desert = {
			attack = 0.02
			movement = 0.03
			defence = 0.03			
		}

		jungle = {
			attack = 0.02
			movement = 0.03
			defence = 0.03			
		}

		marsh = {
			attack = 0.02
			movement = 0.03
			defence = 0.03			
		}

		urban = {
			attack = 0.025
			movement = 0.04
			defence = 0.03			
		}
		supercity = {
			attack = 0.025
			movement = 0.04
			defence = 0.03			
		}		
		river = {
			defence = 0.03
		}		
		amphibious = {
			attack = 0.02
			movement = 0.02
			defence = 0.02
		}
	}
        XS_combat_service_support_company = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 1
		max_organisation = 20
		default_morale = 0.1
		manpower = 70
		training_time = 120

		#Misc Abilities
		weight = 0.1
		supply_consumption = 0.05

		# Important Ability
		casualty_trickleback = 0.12
		experience_loss_factor = -0.12
		supply_consumption_factor = -0.1
		fuel_consumption_factor = -0.05

		defense = -0.85
		breakthrough = -0.85
		soft_attack = -0.85
		hard_attack = -0.85

		own_equipment_fuel_consumption_mult = 0.0 # no fuel use

		essential = {
			command_control_equipment
			util_vehicle_equipment
		}
		need = {
			command_control_equipment = 20
			util_vehicle_equipment = 12
		}

		same_support_type = support
		can_be_parachuted = yes
	}
        Team_combat_service_support_company = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 0.4
		max_organisation = 20
		default_morale = 0.1
		manpower = 10
		training_time = 120

		#Misc Abilities
		weight = 0.1
		supply_consumption = 0.05

		# Important Ability
		casualty_trickleback = 0.06
		experience_loss_factor = -0.06
		supply_consumption_factor = -0.05
		fuel_consumption_factor = -0.02

		defense = -0.98
		breakthrough = -0.98
		soft_attack = -0.98
		hard_attack = -0.98

		own_equipment_fuel_consumption_mult = 0.0 # no fuel use

		essential = {
			command_control_equipment
			util_vehicle_equipment
		}
		need = {
			command_control_equipment = 3
			util_vehicle_equipment = 2
		}

		same_support_type = support
		can_be_parachuted = yes
	}
        XS_helicopter_combat_service_support = {
		sprite = MD4_light_armor
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 1

		#Size Definitions
		max_strength = 2
		max_organisation = 20
		default_morale = 0.1
		manpower = 60
		training_time = 120

		#Misc Abilities
		weight = 0.1
		supply_consumption = 0.03

		# Important Ability
		casualty_trickleback = 0.16
		experience_loss_factor = -0.1
		supply_consumption_factor = -0.09
		fuel_consumption_factor = -0.04

		# Support nerfs to combat abilities
		defense = -0.85
		breakthrough = -0.94
		soft_attack = -0.94
		hard_attack = -0.94

		essential = {
			heavy_tank_amphibious_chassis
		}

		need = {
			heavy_tank_amphibious_chassis = 12
			command_control_equipment = 10
		}

		same_support_type = support
		can_be_parachuted = yes

		forest = {
			movement = 0.05
		}
		hills = {
			movement = 0.05
		}
		mountain = {
			movement = 0.05
		}
		jungle = {
			movement = 0.05
		}
		marsh = {
			movement = 0.05
		}
		plains = {
			movement = 0.05
		}
		desert = {
			movement = 0.05
		}
		river = {
			movement = 0.05
		}
	}
        Team_helicopter_combat_service_support = {
		sprite = MD4_light_armor
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
		}

		combat_width = 0.4

		#Size Definitions
		max_strength = 1
		max_organisation = 20
		default_morale = 0.1
		manpower = 10
		training_time = 120

		#Misc Abilities
		weight = 0.1
		supply_consumption = 0.01

		# Important Ability
		casualty_trickleback = 0.07
		experience_loss_factor = -0.06
		supply_consumption_factor = -0.04
		fuel_consumption_factor = -0.02

		# Support nerfs to combat abilities
		defense = -0.85
		breakthrough = -0.94
		soft_attack = -0.94
		hard_attack = -0.94

		essential = {
			heavy_tank_amphibious_chassis
		}

		need = {
			heavy_tank_amphibious_chassis = 2
			command_control_equipment = 4
		}

		same_support_type = support
		can_be_parachuted = yes

		forest = {
			movement = 0.03
		}
		hills = {
			movement = 0.03
		}
		mountain = {
			movement = 0.03
		}
		jungle = {
			movement = 0.03
		}
		marsh = {
			movement = 0.03
		}
		plains = {
			movement = 0.03
		}
		desert = {
			movement = 0.03
		}
		river = {
			movement = 0.03
		}
	}
        smol_SP_AA_Bat = {
		sprite = MD4_medium_armor
		map_icon_category = armored
		ai_priority = 0
		priority = 1
		active = yes

		type = {
			armor
			anti_air
		}

		group = armor

		categories = {
			category_all_armor
			category_army
			category_SP_AA
		}

		combat_width = 1.5

		need = {
			medium_tank_aa_chassis = 10
			command_control_equipment = 4
		}
		manpower = 65
		max_organisation = 2
		default_morale = 0.05
		max_strength = 0.5
		training_time = 180
		weight = 1
		supply_consumption = 0.05
                defense = -0.45
		breakthrough = -0.45
		soft_attack = -0.45
		hard_attack = -0.45
                air_attack = -0.45

		transport = medium_tank_aa_chassis

		can_be_parachuted = yes
	}
        XS_SP_AA_Battery = {
		sprite = MD4_medium_armor
		map_icon_category = armored
		ai_priority = 0
		priority = 1
		active = no
		affects_speed = no

		type = {
			armor
			anti_air
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_all_armor
			category_army
			category_SP_AA
		}

		combat_width = 0.5

		need = {
			medium_tank_aa_chassis = 2
			command_control_equipment = 2
		}
		manpower = 10
		max_organisation = 1.2
		default_morale = 0.05
		max_strength = 0.25
		training_time = 180
		weight = 1.25
		supply_consumption = 0.02

		# Support nerfs to combat abilities
		defense = -0.85
		breakthrough = -0.85
		soft_attack = -0.85
		hard_attack = -0.85
		air_attack = -0.85

		transport = medium_tank_aa_chassis

		can_be_parachuted = yes
	}
        smol_armor_Bat = {
		sprite = MD4_medium_armor
		map_icon_category = armored
		priority = 5
		active = yes
		ai_priority = 0
		type = {
			armor
		}

		group = armor

		categories = {
			category_tanks
			category_front_line
			category_real_tanks
			category_all_armor
			category_army
			category_non_militia
		}

		combat_width = 3

		need = {
			medium_tank_chassis = 21
			command_control_equipment = 10
		}

		manpower = 120
		max_organisation = 15
		max_strength = 9
		default_morale = 0.05
		training_time = 180
		weight = 1.5
		entrenchment = -0.15

                defense = -0.5
		breakthrough = -0.5
		soft_attack = -0.5
		hard_attack = -0.5
		armor_value = -0.5

		supply_consumption = 0.06 #0.25
		transport = medium_tank_chassis

		plains = {
			attack = 0.21
			defence = 0.11
		}
		desert = {
			attack = 0.21
			defence = 0.11
		}
		forest = {
			attack = -0.33
			defence = -0.1
		}
		hills = {
			attack = -0.18
		}
		mountain = {
			attack = -0.64
			defence = -0.33
		}
		jungle = {
			attack = -0.48
			defence = -0.24
		}
		marsh = {
			attack = -0.48
			defence = -0.24
		}
		urban = {
			attack = -0.48
			defence = -0.24
		}
		supercity = {
			attack = -0.78
			defence = -0.55
		}
		river = {
			attack = -0.45
		}
		amphibious = {
			attack = -0.45 #was 0.4
		}
	}
        smol_L_arm_Bat = {
		sprite = MD4_medium_armor
		map_icon_category = armored
		priority = 5
		active = yes
		ai_priority = 0
		type = {
			armor
		}

		group = armor

		categories = {
			category_tanks
			category_front_line
			category_all_armor
			category_asg
			category_army
			category_non_militia
		}

		combat_width = 3

		need = {
			medium_tank_destroyer_chassis = 18
			command_control_equipment = 9
		}

		can_be_parachuted = yes

		manpower = 90
		max_organisation = 15
		max_strength = 9
		default_morale = 0.05
		training_time = 180
		suppression = 2.5
		weight = 1.5
		entrenchment = -0.15

                defense = -0.5
		breakthrough = -0.5
		soft_attack = -0.5
		hard_attack = -0.5
		armor_value = -0.5

		supply_consumption = 0.04

		transport = medium_tank_destroyer_chassis

		plains = {
			attack = 0.2
			defence = 0.1
		}
		desert = {
			attack = 0.2
			defence = 0.1
		}
		forest = {
			attack = -0.36
		}
		mountain = {
			attack = -0.48
			defence = -0.28
		}
		jungle = {
			attack = -0.48
			defence = -0.28
		}
		marsh = {
			attack = -0.36
			defence = -0.16
		}
		urban = {
			attack = -0.36
			defence = -0.16
		}
		supercity = {
			attack = -0.58
			defence = -0.36
		}
		river = {
			attack = -0.36
		}
		amphibious = {
			attack = -0.36
		}
	}
        XS_L_arm_Bat = {
		sprite = MD4_medium_armor
		map_icon_category = armored
		priority = 5
		active = yes
		ai_priority = 0
		type = {
			armor
		}

		group = armor

		categories = {
			category_tanks
			category_front_line
			category_all_armor
			category_asg
			category_army
			category_non_militia
		}

		combat_width = 3

		need = {
			medium_tank_destroyer_chassis = 8
			command_control_equipment = 5
		}

		can_be_parachuted = yes

		manpower = 30
		max_organisation = 15
		max_strength = 5
		default_morale = 0.05
		training_time = 180
		suppression = 2.5
		weight = 1.5
		entrenchment = -0.15

                defense = -0.8
		breakthrough = -0.8
		soft_attack = -0.8
		hard_attack = -0.8
		armor_value = -0.8

		supply_consumption = 0.04

		transport = medium_tank_destroyer_chassis

		plains = {
			attack = 0.15
			defence = 0.07
		}
		desert = {
			attack = 0.15
			defence = 0.07
		}
		forest = {
			attack = -0.53
		}
		mountain = {
			attack = -0.53
			defence = -0.35
		}
		jungle = {
			attack = -0.53
			defence = -0.35
		}
		marsh = {
			attack = -0.36
			defence = -0.25
		}
		urban = {
			attack = -0.45
			defence = -0.25
		}
		supercity = {
			attack = -0.63
			defence = -0.45
		}
		river = {
			attack = -0.45
		}
		amphibious = {
			attack = -0.45
		}
	}
        XS_armor_Comp = {
		sprite = MD4_medium_armor
		map_icon_category = armored
		priority = 1
		active = yes
		ai_priority = 0
		affects_speed = no
		type = {
			armor
			support
		}

		group = support

		categories = {
			category_tanks
			category_real_tanks
			category_support_battalions
			category_all_armor
			category_army
		}

		combat_width = 0.8

		essential = {
			medium_tank_chassis
		}

		need = {
			medium_tank_chassis = 4
			command_control_equipment = 6
		}

		manpower = 28
		max_organisation = 6
		max_strength = 1
		default_morale = 0.05
		training_time = 180
		weight = 0.5

		defense = -0.9
		breakthrough = -0.9
		soft_attack = -0.9
		hard_attack = -0.9
		armor_value = -0.9

		supply_consumption = 0.01

		forest = {
			attack = -0.1
			defence = -0.1
		}
		hills = {
			attack = -0.1
			defence = -0.1
		}
		mountain = {
			attack = -0.12
			defence = -0.2
		}
		jungle = {
			attack = -0.12
			defence = -0.1
		}
		marsh = {
			attack = -0.12
			defence = -0.1
		}
		urban = {
			attack = -0.1
		}
		supercity = {
			attack = -0.14
			defence = -0.12
		}
		amphibious = {
			attack = -0.1
		}

		transport = medium_tank_chassis
	}
        smol_L_Marine_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		marines = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_conventional_infantry
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_all_amphibous
			category_foot_inf
			category_inf_amphib
                        category_unarmored_infantry
		}

		combat_width = 2

		#Size Definitions
		max_strength = 35
		max_organisation = 46
		default_morale = 0.16
		manpower = 375
		entrenchment = -0.3

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 0.5

                defense = -0.5
		breakthrough = -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		supply_consumption = 0.02 #0.18

		transport = command_control_equipment

		need = {
			Inf_equipment = 175
			L_AT_Equipment = 8
			AA_Equipment = 6
			command_control_equipment = 20
		}

		plains = {
			attack = -0.4
			defence = -0.26
		}
		desert = {
			attack = -0.4
			defence = -0.26
		}
		mountain = {
			attack = 0.1
			defence = 0.2
		}
		jungle = {
			defence = 0.1
		}
		marsh = {
			defence = 0.1
		}
		urban = {
			attack = 0.2
			defence = 0.4
		}
		supercity = {
			attack = 0.28
			defence = 0.4
		}
		hills = {
			attack = -0.2
		}
		forest = {
			attack = 0.1
			defence = 0.25
		}
		river = {
			attack = 0.3
			movement = 0.1
		}
		amphibious = {
			attack = 0.14
			movement = 0.1
		}
	}
        XS_L_Marine_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		marines = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_conventional_infantry
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_all_amphibous
			category_foot_inf
			category_inf_amphib
                        category_unarmored_infantry
		}

		combat_width = 1.5

		#Size Definitions
		max_strength = 27
		max_organisation = 46
		default_morale = 0.16
		manpower = 75
		entrenchment = -0.3

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 0.5

                defense = -0.8
		breakthrough = -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		supply_consumption = 0.02 #0.18

		transport = command_control_equipment

		need = {
			Inf_equipment = 60
			L_AT_Equipment = 3
			AA_Equipment = 3
			command_control_equipment = 15
		}

		plains = {
			attack = -0.47
			defence = -0.3
		}
		desert = {
			attack = -0.47
			defence = -0.3
		}
		mountain = {
			attack = 0.07
			defence = 0.15
		}
		jungle = {
			defence = 0.07
		}
		marsh = {
			defence = 0.07
		}
		urban = {
			attack = 0.1
			defence = 0.3
		}
		supercity = {
			attack = 0.19
			defence = 0.3
		}
		hills = {
			attack = -0.25
		}
		forest = {
			attack = 0.1
			defence = 0.25
		}
		river = {
			attack = 0.15
			movement = 0.1
		}
		amphibious = {
			attack = 0.1
			movement = 0.1
		}
	}
        smol_L_Inf_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes
		mountaineers = yes
		type = { infantry }
		group = infantry

		categories = {
			category_front_line
			category_light_infantry
			category_conventional_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_foot_inf
                        category_unarmored_infantry
		}

		combat_width = 2

		#Size Definitions
		max_strength = 35
		max_organisation = 40
		default_morale = 0.15
		manpower = 375
		entrenchment = -0.3

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.5
		supply_consumption = 0.02
		transport = command_control_equipment

                defense = -0.5
		breakthrough = -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		need = {
			Inf_equipment = 175
			L_AT_Equipment = 8
			AA_Equipment = 6
			command_control_equipment = 20
		}

		plains = {
			attack = -0.35
			defence = -0.25
		}
		desert = {
			attack = -0.35
			defence = -0.25
		}
		mountain = {
			attack = 0.1
			defence = 0.25
		}
		jungle = {
			defence = 0.1
		}
		marsh = {
			defence = 0.1
		}
		urban = {
			attack = 0.2
			defence = 0.4
		}
		supercity = {
			attack = 0.28
			defence = 0.4
		}
		hills = {
			attack = -0.22
		}
		forest = {
			attack = 0.1
			defence = 0.24
		}
		amphibious = {
			attack = -0.3
		}
	}
        XS_L_Inf_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes
		mountaineers = yes
		type = { infantry }
		group = infantry

		categories = {
			category_front_line
			category_light_infantry
			category_conventional_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_foot_inf
                        category_unarmored_infantry
		}

		combat_width = 1

		#Size Definitions
		max_strength = 27
		max_organisation = 40
		default_morale = 0.15
		manpower = 75
		entrenchment = -0.3

		#Misc Abilities
		training_time = 120
		suppression = 1
		weight = 0.5
		supply_consumption = 0.02
		transport = command_control_equipment

                defense = -0.8
		breakthrough = -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		need = {
			Inf_equipment = 60
			L_AT_Equipment = 3
			AA_Equipment = 3
			command_control_equipment = 15
		}

		plains = {
			attack = -0.4
			defence = -0.34
		}
		desert = {
			attack = -0.4
			defence = -0.34
		}
		mountain = {
			attack = 0.06
			defence = 0.18
		}
		jungle = {
			defence = 0.06
		}
		marsh = {
			defence = 0.06
		}
		urban = {
			attack = 0.13
			defence = 0.3
		}
		supercity = {
			attack = 0.2
			defence = 0.3
		}
		hills = {
			attack = -0.28
		}
		forest = {
			attack = 0.06
			defence = 0.18
		}
		amphibious = {
			attack = -0.36
		}
	}
        smol_L_Air_Inf_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_conventional_infantry
			category_army
			category_non_militia
			category_foot_inf
			category_inf_airborne
                        category_unarmored_infantry
		}

		combat_width = 2

		#Size Definitions
		max_strength = 35
		max_organisation = 46
		default_morale = 0.16
		manpower = 375
		breakthrough = 0.05
		entrenchment = -0.3

		#Misc Abilities
		training_time = 180
		suppression = 1
		weight = 0.5

                defense = -0.5
		breakthrough = -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		supply_consumption = 0.02 #0.07

		transport = command_control_equipment

		can_be_parachuted = yes

		need = {
			Inf_equipment = 175
			L_AT_Equipment = 8
			AA_Equipment = 6
			command_control_equipment = 20
		}

		plains = {
			attack = -0.35
			defence = -0.25
		}
		desert = {
			attack = -0.35
			defence = -0.25
		}
		mountain = {
			attack = 0.1
			defence = 0.23
		}
		jungle = {
			defence = 0.1
		}
		marsh = {
			defence = 0.1
		}
		urban = {
			attack = 0.2
			defence = 0.4
		}
		supercity = {
			attack = 0.26
			defence = 0.4
		}
		hills = {
			attack = -0.19
		}
		forest = {
			attack = 0.1
			defence = 0.24
		}
		amphibious = {
			attack = -0.26
		}
	}
        XS_L_Air_Inf_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_conventional_infantry
			category_army
			category_non_militia
			category_foot_inf
			category_inf_airborne
                        category_unarmored_infantry
		}

		combat_width = 1

		#Size Definitions
		max_strength = 25
		max_organisation = 46
		default_morale = 0.16
		manpower = 75
		breakthrough = 0.05
		entrenchment = -0.3

		#Misc Abilities
		training_time = 180
		suppression = 1
		weight = 0.5

                defense = -0.8
		breakthrough = -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		supply_consumption = 0.01 #0.07

		transport = command_control_equipment

		can_be_parachuted = yes

		need = {
			Inf_equipment = 60
			L_AT_Equipment = 5
			AA_Equipment = 3
			command_control_equipment = 15
		}

		plains = {
			attack = -0.44
			defence = -0.32
		}
		desert = {
			attack = -0.44
			defence = -0.32
		}
		mountain = {
			attack = 0.05
			defence = 0.17
		}
		jungle = {
			defence = 0.05
		}
		marsh = {
			defence = 0.05
		}
		urban = {
			attack = 0.1
			defence = 0.28
		}
		supercity = {
			attack = 0.18
			defence = 0.28
		}
		hills = {
			attack = -0.25
		}
		forest = {
			attack = 0.07
			defence = 0.18
		}
		amphibious = {
			attack = -0.3
		}
	}
        smol_L_Marine_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		marines = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_conventional_infantry
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_all_amphibous
			category_foot_inf
			category_inf_amphib
                        category_unarmored_infantry
		}

		combat_width = 2

		#Size Definitions
		max_strength = 30
		max_organisation = 46
		default_morale = 0.16
		manpower = 375
		entrenchment = -0.3

                defense = -0.5
		breakthrough = -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 0.5

		supply_consumption = 0.02 #0.18

		transport = command_control_equipment

		need = {
			Inf_equipment = 160
			L_AT_Equipment = 8
			AA_Equipment = 4
			command_control_equipment = 20
		}

		plains = {
			attack = -0.35
			defence = -0.25
		}
		desert = {
			attack = -0.35
			defence = -0.25
		}
		mountain = {
			attack = 0.12
			defence = 0.24
		}
		jungle = {
			defence = 0.12
		}
		marsh = {
			defence = 0.12
		}
		urban = {
			attack = 0.17
			defence = 0.39
		}
		supercity = {
			attack = 0.27
			defence = 0.39
		}
		hills = {
			attack = -0.19
		}
		forest = {
			attack = 0.12
			defence = 0.24
		}
		river = {
			attack = 0.37
			movement = 0.12
		}
		amphibious = {
			attack = 0.39
			movement = 0.12
		}
	}
        XS_L_Marine_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		marines = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_conventional_infantry
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_all_amphibous
			category_foot_inf
			category_inf_amphib
                        category_unarmored_infantry
		}

		combat_width = 2

		#Size Definitions
		max_strength = 20
		max_organisation = 46
		default_morale = 0.16
		manpower = 75
		entrenchment = -0.3

                defense = -0.8
		breakthrough = -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 0.5

		supply_consumption = 0.01 #0.18

		transport = command_control_equipment

		need = {
			Inf_equipment = 60
			L_AT_Equipment = 3
			AA_Equipment = 2
			command_control_equipment = 10
		}

		plains = {
			attack = -0.45
			defence = -0.35
		}
		desert = {
			attack = -0.45
			defence = -0.35
		}
		mountain = {
			attack = 0.06
			defence = 0.16
		}
		jungle = {
			defence = 0.06
		}
		marsh = {
			defence = 0.06
		}
		urban = {
			attack = 0.1
			defence = 0.26
		}
		supercity = {
			attack = 0.18
			defence = 0.26
		}
		hills = {
			attack = -0.26
		}
		forest = {
			attack = 0.06
			defence = 0.24
		}
		river = {
			attack = 0.29
			movement = 0.06
		}
		amphibious = {
			attack = 0.29
			movement = 0.06
		}
	}
        smol_Militia_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes
		type = { infantry }
		group = infantry

		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_foot_inf
			category_militia
		}

		combat_width = 3

		#Size Definitions
		max_strength = 30
		max_organisation = 60
		default_morale = 0.13
		manpower = 375

		#Misc Abilities
		training_time = 90
		suppression = 0.5
		weight = 0.5

		soft_attack = -0.53
		hard_attack = -0.86
		defense = -0.5
		breakthrough = -0.6
		air_attack = -0.86
		ap_attack = -0.53
		entrenchment = -0.3

		supply_consumption = 0.02

		transport = command_control_equipment

		need = {
			Inf_equipment = 110
			L_AT_Equipment = 4
			AA_Equipment = 2
		}

		plains = {
			attack = -0.55
			defence = -0.45
		}
		desert = {
			attack = -0.55
			defence = -0.45
		}
		mountain = {
			attack = 0.09
			defence = 0.21
		}
		jungle = {
			attack = 0.03
			defence = 0.21
		}
		marsh = {
			attack = -0.2
			defence = 0.09
		}
		hills = {
			attack = -0.4
			defence = -0.19
		}
		forest = {
			attack = -0.12
			defence = 0.09
		}
		urban = {
			attack = 0.18
			defence = 0.39
		}
		supercity = {
			attack = 0.28
			defence = 0.39
		}
		river = {
			attack = -0.5
		}
		amphibious = {
			attack = -0.6
		}
	}
        XS_Militia_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes
		type = { infantry }
		group = infantry

		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_foot_inf
			category_militia
		}

		combat_width = 2

		#Size Definitions
		max_strength = 20
		max_organisation = 60
		default_morale = 0.13
		manpower = 75

		#Misc Abilities
		training_time = 90
		suppression = 0.5
		weight = 0.5

		soft_attack = -0.83
		hard_attack = -0.99
		defense = -0.9
		breakthrough = -0.9
		air_attack = -0.99
		ap_attack = -0.83
		entrenchment = -0.3

		supply_consumption = 0.02

		transport = command_control_equipment

		need = {
			Inf_equipment = 50
			L_AT_Equipment = 2
			AA_Equipment = 2
		}

		plains = {
			attack = -0.68
			defence = -0.58
		}
		desert = {
			attack = -0.68
			defence = -0.58
		}
		mountain = {
			attack = 0.02
			defence = 0.1
		}
		jungle = {
			attack = 0.01
			defence = 0.1
		}
		marsh = {
			attack = -0.48
			defence = 0.02
		}
		hills = {
			attack = -0.55
			defence = -0.29
		}
		forest = {
			attack = -0.24
			defence = 0.02
		}
		urban = {
			attack = 0.07
			defence = 0.28
		}
		supercity = {
			attack = 0.17
			defence = 0.28
		}
		river = {
			attack = -0.67
		}
		amphibious = {
			attack = -0.77
		}
	}
        smol_Mot_Air_Inf_Bat = {
		sprite = MD4_motorized
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			motorized
		}

		group = mobile

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_conventional_infantry
			category_army
			category_non_militia
			category_mot_airborne
			category_mot_inf
                        category_unarmored_infantry
		}

		combat_width = 3

		#Size Definitions
		max_strength = 30
		max_organisation = 46
		default_morale = 0.14
		manpower = 375
		breakthrough = 0.05
		entrenchment = -0.3

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 0.5

                defense = -0.5
                breakthrough -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		supply_consumption = 0.03 #0.07

		transport = util_vehicle_equipment

		can_be_parachuted = yes

		need = {
			Inf_equipment = 180
			L_AT_Equipment = 9
			H_AT_Equipment = 4
			AA_Equipment = 5
			command_control_equipment = 20
			util_vehicle_equipment = 30
		}

		hills = {
			attack = 0.15
			defence = 0.2
		}
		desert = {
			attack = -0.19
		}
		mountain = {
			defence = 0.1
		}
		jungle = {
			attack = -0.19
		}
		marsh = {
			attack = -0.19
		}
		urban = {
			attack = 0.05
			defence = 0.2
		}
		supercity = {
			defence = 0.12
		}
		forest = {
			defence = 0.12
		}
		river = {
			attack = -0.25
		}
		amphibious = {
			attack = -0.25
		}
	}
        XS_Mot_Air_Inf_Bat = {
		sprite = MD4_motorized
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			motorized
		}

		group = mobile

		categories = {
			category_front_line
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_conventional_infantry
			category_army
			category_non_militia
			category_mot_airborne
			category_mot_inf
                        category_unarmored_infantry
		}

		combat_width = 2

		#Size Definitions
		max_strength = 30
		max_organisation = 46
		default_morale = 0.14
		manpower = 75
		breakthrough = 0.05
		entrenchment = -0.3

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 0.5

                defense = -0.8
                breakthrough -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		supply_consumption = 0.02 #0.07

		transport = util_vehicle_equipment

		can_be_parachuted = yes

		need = {
			Inf_equipment = 60
			L_AT_Equipment = 4
			H_AT_Equipment = 3
			AA_Equipment = 3
			command_control_equipment = 25
			util_vehicle_equipment = 15
		}

		hills = {
			attack = 0.1
			defence = 0.12
		}
		desert = {
			attack = -0.26
		}
		mountain = {
			defence = 0.05
		}
		jungle = {
			attack = -0.26
		}
		marsh = {
			attack = -0.26
		}
		urban = {
			attack = 0.01
			defence = 0.12
		}
		supercity = {
			defence = 0.06
		}
		forest = {
			defence = 0.07
		}
		river = {
			attack = -0.35
		}
		amphibious = {
			attack = -0.35
		}
	}
        smol_Mot_Marine_Bat = {
		sprite = MD4_motorized
		map_icon_category = infantry
		special_forces = yes
		marines = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			motorized
		}

		group = mobile

		categories = {
			category_front_line
			category_conventional_infantry
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_all_amphibous
			category_mot_amphib
			category_mot_inf
                        category_unarmored_infantry
		}

		combat_width = 4

		#Size Definitions
		max_strength = 30
		max_organisation = 46
		default_morale = 0.14
		manpower = 375
		entrenchment = -0.3

                defense = -0.5
                breakthrough -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 0.5

		supply_consumption = 0.03 #0.07

		transport = util_vehicle_equipment

		need = {
			Inf_equipment = 170
			L_AT_Equipment = 8
			H_AT_Equipment = 3
			AA_Equipment = 4
			command_control_equipment = 25
			util_vehicle_equipment = 40
		}

		hills = {
			attack = 0.15
			defence = 0.2
		}
		desert = {
			attack = -0.19
		}
		mountain = {
			defence = 0.11
		}
		jungle = {
			attack = -0.19
		}
		marsh = {
			attack = -0.19
		}
		urban = {
			attack = 0.06
			defence = 0.2
		}
		supercity = {
			defence = 0.15
		}
		forest = {
			defence = 0.1
		}
		river = {
			attack = 0.2
			movement = 0.06
		}
		amphibious = {
			attack = 0.16
		}
	}
        XS_Mot_Marine_Bat = {
		sprite = MD4_motorized
		map_icon_category = infantry
		special_forces = yes
		marines = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			motorized
		}

		group = mobile

		categories = {
			category_front_line
			category_conventional_infantry
			category_special_forces
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_all_amphibous
			category_mot_amphib
			category_mot_inf
                        category_unarmored_infantry
		}

		combat_width = 4

		#Size Definitions
		max_strength = 320
		max_organisation = 46
		default_morale = 0.14
		manpower = 75
		entrenchment = -0.3

                defense = -0.8
                breakthrough -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 0.5

		supply_consumption = 0.02 #0.07

		transport = util_vehicle_equipment

		need = {
			Inf_equipment = 60
			L_AT_Equipment = 3
			H_AT_Equipment = 2
			AA_Equipment = 2
			command_control_equipment = 15
			util_vehicle_equipment = 15
		}

		hills = {
			attack = 0.08
			defence = 0.11
		}
		desert = {
			attack = -0.26
		}
		mountain = {
			defence = 0.04
		}
		jungle = {
			attack = -0.26
		}
		marsh = {
			attack = -0.26
		}
		urban = {
			attack = 0.01
			defence = 0.11
		}
		supercity = {
			defence = 0.08
		}
		forest = {
			defence = 0.04
		}
		river = {
			attack = 0.11
			movement = 0.01
		}
		amphibious = {
			attack = 0.08
		}
	}
        smol_Mot_Inf_Bat = {
		sprite = MD4_motorized
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			motorized
		}

		group = mobile

		categories = {
			category_front_line
			category_light_infantry
			category_conventional_infantry
			category_all_infantry
			category_mot_inf
			category_army
			category_non_militia
                        category_unarmored_infantry
		}

		combat_width = 3

		#Size Definitions
		max_strength = 30
		max_organisation = 40
		default_morale = 0.13
		manpower = 375
		entrenchment = -0.3

                defense = -0.5
                breakthrough -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		#Misc Abilities
		training_time = 120
		suppression = 2
		weight = 1

		supply_consumption = 0.03 #0.11

		transport = util_vehicle_equipment

		need = {
			Inf_equipment = 170
			L_AT_Equipment = 8
			AA_Equipment = 4
			command_control_equipment = 20
			util_vehicle_equipment = 40
		}

		hills = {
			attack = 0.15
			defence = 0.2
		}
		desert = {
			attack = -0.19
		}
		mountain = {
			defence = 0.11
		}
		jungle = {
			attack = -0.19
		}
		marsh = {
			attack = -0.19
		}
		urban = {
			attack = 0.05
			defence = 0.2
		}
		supercity = {
			defence = 0.12
		}
		forest = {
			defence = 0.11
		}
		river = {
			attack = -0.25
		}
		amphibious = {
			attack = -0.25
		}
	}
        XS_Mot_Inf_Bat = {
		sprite = MD4_motorized
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			motorized
		}

		group = mobile

		categories = {
			category_front_line
			category_light_infantry
			category_conventional_infantry
			category_all_infantry
			category_mot_inf
			category_army
			category_non_militia
                        category_unarmored_infantry
		}

		combat_width = 2

		#Size Definitions
		max_strength = 20
		max_organisation = 40
		default_morale = 0.13
		manpower = 75
		entrenchment = -0.3

                defense = -0.8
                breakthrough -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		#Misc Abilities
		training_time = 120
		suppression = 2
		weight = 1

		supply_consumption = 0.02 #0.11

		transport = util_vehicle_equipment

		need = {
			Inf_equipment = 60
			L_AT_Equipment = 4
			AA_Equipment = 4
			command_control_equipment = 15
			util_vehicle_equipment = 20
		}

		hills = {
			attack = 0.09
			defence = 0.11
		}
		desert = {
			attack = -0.26
		}
		mountain = {
			defence = 0.06
		}
		jungle = {
			attack = -0.26
		}
		marsh = {
			attack = -0.26
		}
		urban = {
			attack = 0.01
			defence = 0.11
		}
		supercity = {
			defence = 0.06
		}
		forest = {
			defence = 0.06
		}
		river = {
			attack = -0.35
		}
		amphibious = {
			attack = -0.35
		}
	}
        smol_Mot_Militia_Bat = {
		sprite = MD4_motorized
		map_icon_category = infantry
		ai_priority = 3
		priority = 5
		active = yes
		type = { motorized }
		group = mobile

		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_militia
			category_mot_inf
		}

		combat_width = 3

		#Size Definitions
		max_strength = 25
		max_organisation = 65
		default_morale = 0.11
		manpower = 375

		soft_attack = -0.53
		hard_attack = -0.86
		defense = -0.5
		breakthrough = -0.6
		air_attack = -0.86
		ap_attack = -0.53

		#Misc Abilities
		training_time = 90
		suppression = 1
		weight = 0.5
		entrenchment = -0.3

		supply_consumption = 0.02

		transport = util_vehicle_equipment

		need = {
			Inf_equipment = 110
			L_AT_Equipment = 4
			AA_Equipment = 2
			util_vehicle_equipment = 40
		}

		plains = {
			attack = -0.4
			defence = -0.3
		}
		desert = {
			attack = -0.4
			defence = -0.3
		}
		mountain = {
			defence = 0.1
		}
		jungle = {
			attack = -0.25
		}
		marsh = {
			attack = -0.4
			defence = 0.05
		}
		hills = {
			defence = 0.1
		}
		forest = {
			attack = -0.4
			defence = -0.2
		}
		urban = {
			attack = 0.1
			defence = 0.2
		}
		supercity = {
			attack = 0.2
			defence = 0.3
		}
		river = {
			attack = -0.5
		}
		amphibious = {
			attack = -0.6
		}
	}
        XS_Mot_Militia_Bat = {
		sprite = MD4_motorized
		map_icon_category = infantry
		ai_priority = 3
		priority = 5
		active = yes
		type = { motorized }
		group = mobile

		categories = {
			category_front_line
			category_light_infantry
			category_all_infantry
			category_army
			category_militia
			category_mot_inf
		}

		combat_width = 2

		#Size Definitions
		max_strength = 15
		max_organisation = 65
		default_morale = 0.11
		manpower = 75

		soft_attack = -0.83
		hard_attack = -0.99
		defense = -0.9
		breakthrough = -0.9
		air_attack = -0.99
		ap_attack = -0.83

		#Misc Abilities
		training_time = 90
		suppression = 1
		weight = 0.5
		entrenchment = -0.3

		supply_consumption = 0.02

		transport = util_vehicle_equipment

		need = {
			Inf_equipment = 50
			L_AT_Equipment = 2
			AA_Equipment = 2
			util_vehicle_equipment = 15
		}

		plains = {
			attack = -0.75
			defence = -0.65
		}
		desert = {
			attack = -0.75
			defence = -0.65
		}
		mountain = {
			defence = 0.03
		}
		jungle = {
			attack = -0.55
		}
		marsh = {
			attack = -0.75
			defence = 0.01
		}
		hills = {
			defence = 0.3
		}
		forest = {
			attack = -0.75
			defence = -0.5
		}
		urban = {
			attack = 0.03
			defence = 0.09
		}
		supercity = {
			attack = 0.09
			defence = 0.18
		}
		river = {
			attack = -0.8
		}
		amphibious = {
			attack = -0.9
		}
	}
        smol_Mech_Marine_Bat = {
		sprite = MD4_mechanized
		map_icon_category = armored
		special_forces = yes
		marines = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			mechanized
		}

		group = armor

		categories = {
			category_front_line
			category_conventional_infantry
			category_special_forces
			category_all_infantry
			category_army
			category_all_armor
			category_apc
			category_non_militia
			category_all_amphibous
			category_arm_amphib
                        category_armored_infantry
		}

		combat_width = 3

		#Size Definitions
		max_strength = 25
		max_organisation = 46
		default_morale = 0.13
		manpower = 375
		entrenchment = -0.3

                defense = -0.5
                breakthrough -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 1

		supply_consumption = 0.04 #0.18

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

		need = {
			Inf_equipment = 160
			L_AT_Equipment = 8
			H_AT_Equipment = 4
			AA_Equipment = 6
			command_control_equipment = 25
			medium_tank_amphibious_chassis = 35
		}

		forest = {
			attack = -0.25
		}
		hills = {
			defence = 0.1
		}
		mountain = {
			attack = -0.4
			defence = -0.3
		}
		jungle = {
			attack = -0.4
			defence = -0.15
		}
		marsh = {
			attack = -0.4
			defence = -0.15
		}
		urban = {
			defence = 0.1
		}
		supercity = {
			attack = -0.1
			defence = 0.1
		}
		river = {
			attack = 0.15
		}
		amphibious = {
			attack = 0.15
		}
	}
        XS_Mech_Marine_Bat = {
		sprite = MD4_mechanized
		map_icon_category = armored
		special_forces = yes
		marines = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			mechanized
		}

		group = armor

		categories = {
			category_front_line
			category_conventional_infantry
			category_special_forces
			category_all_infantry
			category_army
			category_all_armor
			category_apc
			category_non_militia
			category_all_amphibous
			category_arm_amphib
                        category_armored_infantry
		}

		combat_width = 2

		#Size Definitions
		max_strength = 15
		max_organisation = 46
		default_morale = 0.13
		manpower = 75
		entrenchment = -0.3

                defense = -0.8
                breakthrough -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 1

		supply_consumption = 0.02 #0.18

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

		need = {
			Inf_equipment = 60
			L_AT_Equipment = 4
			H_AT_Equipment = 2
			AA_Equipment = 4
			command_control_equipment = 15
			medium_tank_amphibious_chassis = 15
		}

		forest = {
			attack = -0.35
		}
		hills = {
			defence = 0.03
		}
		mountain = {
			attack = -0.55
			defence = -0.45
		}
		jungle = {
			attack = -0.55
			defence = -0.25
		}
		marsh = {
			attack = -0.55
			defence = -0.25
		}
		urban = {
			defence = 0.03
		}
		supercity = {
			attack = -0.15
			defence = 0.03
		}
		river = {
			attack = 0.06
		}
		amphibious = {
			attack = 0.06
		}
	}
        smol_Arm_Marine_Bat = {
		sprite = MD4_light_armor
		map_icon_category = armored
		special_forces = yes
		marines = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			mechanized
		}

		group = armor

		categories = {
			category_front_line
			category_conventional_infantry
			category_special_forces
			category_all_infantry
			category_army
			category_all_armor
			category_IFV
			category_non_militia
			category_all_amphibous
			category_arm_amphib
                        category_armored_infantry
		}

		combat_width = 3

		#Size Definitions
		max_strength = 20
		max_organisation = 40
		default_morale = 0.12
		manpower = 320
		entrenchment = -0.3

                defense = -0.5
                breakthrough -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 1

		supply_consumption = 0.04 #0.18

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

		need = {
			Inf_equipment = 150
			L_AT_Equipment = 8
			H_AT_Equipment = 4
			AA_Equipment = 6
			command_control_equipment = 25
			medium_tank_flame_chassis = 35
		}

		plains = {
			attack = 0.02
			defence = 0.02
		}
		desert = {
			attack = 0.02
			defence = 0.02
		}
		forest = {
			attack = -0.24
		}
		mountain = {
			attack = -0.54
			defence = -0.28
		}
		jungle = {
			attack = -0.54
			defence = -0.28
		}
		marsh = {
			attack = -0.44
			defence = -0.18
		}
		urban = {
			attack = -0.24
		}
		supercity = {
			attack = -0.34
			defence = -0.18
		}
		river = {
			attack = 0.06
		}
		amphibious = {
			attack = 0.06
		}
	}
        XS_Arm_Marine_Bat = {
		sprite = MD4_light_armor
		map_icon_category = armored
		special_forces = yes
		marines = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			mechanized
		}

		group = armor

		categories = {
			category_front_line
			category_conventional_infantry
			category_special_forces
			category_all_infantry
			category_army
			category_all_armor
			category_IFV
			category_non_militia
			category_all_amphibous
			category_arm_amphib
                        category_armored_infantry
		}

		combat_width = 2

		#Size Definitions
		max_strength = 20
		max_organisation = 40
		default_morale = 0.12
		manpower = 60
		entrenchment = -0.3

                defense = -0.8
                breakthrough -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 1

		supply_consumption = 0.02 #0.18

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

		need = {
			Inf_equipment = 50
			L_AT_Equipment = 4
			H_AT_Equipment = 2
			AA_Equipment = 4
			command_control_equipment = 15
			medium_tank_flame_chassis = 15
		}

		plains = {
			attack = 0.01
			defence = 0.01
		}
		desert = {
			attack = 0.01
			defence = 0.01
		}
		forest = {
			attack = -0.34
		}
		mountain = {
			attack = -0.63
			defence = -0.34
		}
		jungle = {
			attack = -0.63
			defence = -0.34
		}
		marsh = {
			attack = -0.53
			defence = -0.24
		}
		urban = {
			attack = -0.34
		}
		supercity = {
			attack = -0.44
			defence = -0.24
		}
		river = {
			attack = 0.02
		}
		amphibious = {
			attack = 0.02
		}
	}
        smol_L_Air_assault_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_conventional_infantry
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_all_airborne
			category_inf_aslt
                        category_unarmored_infantry
		}

		combat_width = 2

		#Size Definitions
		max_strength = 17
		max_organisation = 50
		default_morale = 0.16
		manpower = 375
		breakthrough = 0.02
		entrenchment = -0.3
		hardness = -0.5

                defense = -0.5
                breakthrough -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 0.5

		supply_consumption = 0.03 #0.07


		can_be_parachuted = yes

		need = {
			Inf_equipment = 160
			L_AT_Equipment = 8
			AA_Equipment = 4
			command_control_equipment = 25
			heavy_tank_amphibious_chassis = 20
		}

		transport = heavy_tank_amphibious_chassis

		plains = {
			attack = -0.38
			defence = -0.29
		}
		desert = {
			attack = -0.38
			defence = -0.29
		}
		mountain = {
			attack = 0.1
			defence = 0.21
			movement = 0.21
		}
		jungle = {
			defence = 0.1
			movement = 0.21
		}
		marsh = {
			defence = 0.1
			movement = 0.21
		}
		urban = {
			attack = 0.18
			defence = 0.41
			movement = 0.1
		}
		supercity = {
			attack = 0.38
			defence = 0.41
			movement = 0.05
		}
		hills = {
			attack = -0.23
			movement = 0.1 #Cancel default penalty since in helos
		}
		forest = {
			attack = 0.09
			defence = 0.22
			movement = 0.07
		}
		amphibious = {
			attack = -0.29
		}
		river = {
			movement = 0.4 #Cancel default penalty since in helos
		}
	}
        XS_L_Air_assault_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_conventional_infantry
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_all_airborne
			category_inf_aslt
                        category_unarmored_infantry
		}

		combat_width = 1

		#Size Definitions
		max_strength = 12
		max_organisation = 50
		default_morale = 0.16
		manpower = 75
		breakthrough = 0.01
		entrenchment = -0.3
		hardness = -0.5

                defense = -0.8
                breakthrough -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 0.5

		supply_consumption = 0.01 #0.07


		can_be_parachuted = yes

		need = {
			Inf_equipment = 50
			L_AT_Equipment = 4
			AA_Equipment = 2
			command_control_equipment = 10
			heavy_tank_amphibious_chassis = 9
		}

		transport = heavy_tank_amphibious_chassis

		plains = {
			attack = -0.45
			defence = -0.35
		}
		desert = {
			attack = -0.45
			defence = -0.35
		}
		mountain = {
			attack = 0.04
			defence = 0.1
			movement = 0.1
		}
		jungle = {
			defence = 0.04
			movement = 0.1
		}
		marsh = {
			defence = 0.04
			movement = 0.1
		}
		urban = {
			attack = 0.08
			defence = 0.31
			movement = 0.1
		}
		supercity = {
			attack = 0.28
			defence = 0.31
			movement = 0.05
		}
		hills = {
			attack = -0.33
			movement = 0.05 #Cancel default penalty since in helos
		}
		forest = {
			attack = 0.02
			defence = 0.12
			movement = 0.04
		}
		amphibious = {
			attack = -0.38
		}
		river = {
			movement = 0.3 #Cancel default penalty since in helos
		}  
	}
        smol_Arm_Air_Inf_Bat = {
		sprite = MD4_light_armor
		map_icon_category = armored
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			mechanized
		}

		group = armor

		categories = {
			category_front_line
			category_special_forces
			category_all_infantry
			category_conventional_infantry
			category_army
			category_all_armor
			category_IFV
			category_non_militia
			category_arm_airborne
                        category_armored_infantry
		}

		combat_width = 3

		#Size Definitions
		max_strength = 22
		max_organisation = 40
		default_morale = 0.12
		manpower = 320
		breakthrough = 0.03
		entrenchment = -0.3

                defense = -0.5
                breakthrough -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 1

		supply_consumption = 0.04 #0.18

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

		can_be_parachuted = yes

		need = {
			Inf_equipment = 160
			L_AT_Equipment = 8
			H_AT_Equipment = 4
			AA_Equipment = 6
			command_control_equipment = 25
			medium_tank_flame_chassis = 30
		}

		plains = {
			attack = 0.02
			defence = 0.02
		}
		desert = {
			attack = 0.02
			defence = 0.02
		}
		forest = {
			attack = -0.25
		}
		mountain = {
			attack = -0.55
			defence = -0.3
		}
		jungle = {
			attack = -0.55
			defence = -0.3
		}
		marsh = {
			attack = -0.4
			defence = -0.2
		}
		urban = {
			attack = -0.24
		}
		supercity = {
			attack = -0.34
			defence = -0.17
		}
		river = {
			attack = -0.4
		}
		amphibious = {
			attack = -0.4
		}
	}
        XS_Arm_Air_Inf_Bat = {
		sprite = MD4_light_armor
		map_icon_category = armored
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			mechanized
		}

		group = armor

		categories = {
			category_front_line
			category_special_forces
			category_all_infantry
			category_conventional_infantry
			category_army
			category_all_armor
			category_IFV
			category_non_militia
			category_arm_airborne
                        category_armored_infantry
		}

		combat_width = 2

		#Size Definitions
		max_strength = 12
		max_organisation = 40
		default_morale = 0.12
		manpower = 60
		breakthrough = 0.01
		entrenchment = -0.3

                defense = -0.8
                breakthrough -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 1

		supply_consumption = 0.02 #0.18

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

		can_be_parachuted = yes

		need = {
			Inf_equipment = 50
			L_AT_Equipment = 4
			H_AT_Equipment = 2
			AA_Equipment = 3
			command_control_equipment = 12
			medium_tank_flame_chassis = 15
		}

		plains = {
			attack = 0.01
			defence = 0.01
		}
		desert = {
			attack = 0.01
			defence = 0.01
		}
		forest = {
			attack = -0.32
		}
		mountain = {
			attack = -0.64
			defence = -0.44
		}
		jungle = {
			attack = -0.64
			defence = -0.44
		}
		marsh = {
			attack = -0.54
			defence = -0.34
		}
		urban = {
			attack = -0.34
		}
		supercity = {
			attack = -0.44
			defence = -0.25
		}
		river = {
			attack = -0.5
		}
		amphibious = {
			attack = -0.5
		}
	}
        smol_Mech_Air_Inf_Bat = {
		sprite = MD4_mechanized
		map_icon_category = armored
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			mechanized
		}

		group = armor

		categories = {
			category_front_line
			category_special_forces
			category_all_infantry
			category_conventional_infantry
			category_army
			category_all_armor
			category_apc
			category_non_militia
			category_arm_airborne
                        category_armored_infantry
		}

		combat_width = 3

		#Size Definitions
		max_strength = 22
		max_organisation = 46
		default_morale = 0.13
		manpower = 375
		breakthrough = 0.03
		entrenchment = -0.3

                defense = -0.5
                breakthrough -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 1

		supply_consumption = 0.04 #0.18

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

		can_be_parachuted = yes

		need = {
			Inf_equipment = 160
			L_AT_Equipment = 8
			H_AT_Equipment = 3
			AA_Equipment = 4
			command_control_equipment = 25
			medium_tank_amphibious_chassis = 30
		}

		forest = {
			attack = -0.25
		}
		hills = {
			defence = 0.1
		}
		mountain = {
			attack = -0.38
			defence = -0.28
		}
		jungle = {
			attack = -0.38
			defence = -0.18
		}
		marsh = {
			attack = -0.38
			defence = -0.18
		}
		urban = {
			defence = 0.1
		}
		supercity = {
			attack = -0.14
			defence = 0.1
		}
		river = {
			attack = -0.3
		}
		amphibious = {
			attack = -0.3
		}
	}
        XS_Mech_Air_Inf_Bat = {
		sprite = MD4_mechanized
		map_icon_category = armored
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			mechanized
		}

		group = armor

		categories = {
			category_front_line
			category_special_forces
			category_all_infantry
			category_conventional_infantry
			category_army
			category_all_armor
			category_apc
			category_non_militia
			category_arm_airborne
                        category_armored_infantry
		}

		combat_width = 2

		#Size Definitions
		max_strength = 12
		max_organisation = 46
		default_morale = 0.13
		manpower = 75
		breakthrough = 0.01
		entrenchment = -0.3

                defense = -0.8
                breakthrough -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 1

		supply_consumption = 0.02 #0.18

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

		can_be_parachuted = yes

		need = {
			Inf_equipment = 60
			L_AT_Equipment = 4
			H_AT_Equipment = 2
			AA_Equipment = 2
			command_control_equipment = 15
			medium_tank_amphibious_chassis = 15
		}

		forest = {
			attack = -0.34
		}
		hills = {
			defence = 0.04
		}
		mountain = {
			attack = -0.47
			defence = -0.37
		}
		jungle = {
			attack = -0.47
			defence = -0.25
		}
		marsh = {
			attack = -0.47
			defence = -0.25
		}
		urban = {
			defence = 0.04
		}
		supercity = {
			attack = -0.23
			defence = 0.04
		}
		river = {
			attack = -0.4
		}
		amphibious = {
			attack = -0.4
		}
	}
        smol_Mech_Inf_Bat = {
		sprite = MD4_mechanized
		map_icon_category = armored

		priority = 5
		active = yes
		type = { armor mechanized }

		group = armor

		categories = {
			category_front_line
			category_all_infantry
			category_conventional_infantry
			category_army
			category_all_armor
			category_apc
			category_non_militia
			category_armored_infantry
		}

		combat_width = 3

		#Size Definitions
		max_strength = 20
		max_organisation = 40
		default_morale = 0.12
		manpower = 375
		entrenchment = -0.3

                defense = -0.5
                breakthrough -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		#Misc Abilities
		training_time = 120
		suppression = 1.5
		weight = 1

		supply_consumption = 0.06 #0.18

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

		need = {
			Inf_equipment = 160
			L_AT_Equipment = 8
			H_AT_Equipment = 4
			AA_Equipment = 4
			command_control_equipment = 15
			medium_tank_amphibious_chassis = 30
		}

		forest = {
			attack = -0.25
		}
		hills = {
			defence = 0.07
		}
		mountain = {
			attack = -0.4
			defence = -0.3
		}
		jungle = {
			attack = -0.4
			defence = -0.2
		}
		marsh = {
			attack = -0.4
			defence = -0.2
		}
		urban = {
			defence = 0.08
		}
		supercity = {
			attack = -0.12
			defence = 0.08
		}
		river = {
			attack = -0.3
		}
		amphibious = {
			attack = -0.3
		}
	}
        XS_Mech_Inf_Bat = {
		sprite = MD4_mechanized
		map_icon_category = armored

		priority = 5
		active = yes
		type = { armor mechanized }

		group = armor

		categories = {
			category_front_line
			category_all_infantry
			category_conventional_infantry
			category_army
			category_all_armor
			category_apc
			category_non_militia
			category_armored_infantry
		}

		combat_width = 2

		#Size Definitions
		max_strength = 12
		max_organisation = 40
		default_morale = 0.12
		manpower = 75
		entrenchment = -0.3

                defense = -0.8
                breakthrough -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		#Misc Abilities
		training_time = 120
		suppression = 1.5
		weight = 1

		supply_consumption = 0.06 #0.18

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

		need = {
			Inf_equipment = 60
			L_AT_Equipment = 4
			H_AT_Equipment = 2
			AA_Equipment = 2
			command_control_equipment = 10
			medium_tank_amphibious_chassis = 15
		}

		forest = {
			attack = -0.35
		}
		hills = {
			defence = 0.03
		}
		mountain = {
			attack = -0.5
			defence = -0.4
		}
		jungle = {
			attack = -0.5
			defence = -0.3
		}
		marsh = {
			attack = -0.5
			defence = -0.3
		}
		urban = {
			defence = 0.03
		}
		supercity = {
			attack = -0.2
			defence = 0.03
		}
		river = {
			attack = -0.4
		}
		amphibious = {
			attack = -0.4
		}
	}
        smol_Arm_Inf_Bat = {
		sprite = MD4_light_armor
		map_icon_category = armored
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			mechanized
			armor
		}

		group = armor

		categories = {
			category_front_line
			category_all_infantry
			category_conventional_infantry
			category_army
			category_all_armor
			category_IFV
			category_non_militia
			category_armored_infantry
		}

		combat_width = 3

		#Size Definitions
		max_strength = 20
		max_organisation = 35
		default_morale = 0.1
		manpower = 320
		entrenchment = -0.3

                defense = -0.5
                breakthrough -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		#Misc Abilities
		training_time = 120
		suppression = 1.5
		weight = 1

		supply_consumption = 0.04 #0.18

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

		need = {
			Inf_equipment = 160
			L_AT_Equipment = 8
			H_AT_Equipment = 4
			AA_Equipment = 4
			command_control_equipment = 15
			medium_tank_flame_chassis = 30
		}

		plains = {
			attack = 0.03
			defence = 0.03
		}
		desert = {
			attack = 0.03
			defence = 0.03
		}
		forest = {
			attack = -0.25
		}
		mountain = {
			attack = -0.55
			defence = -0.3
		}
		jungle = {
			attack = -0.55
			defence = -0.3
		}
		marsh = {
			attack = -0.4
			defence = -0.2
		}
		urban = {
			attack = -0.25
		}
		supercity = {
			attack = -0.35
			defence = -0.2
		}
		river = {
			attack = -0.4
		}
		amphibious = {
			attack = -0.4
		}
	}
        XS_Arm_Inf_Bat = {
		sprite = MD4_light_armor
		map_icon_category = armored
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			mechanized
			armor
		}

		group = armor

		categories = {
			category_front_line
			category_all_infantry
			category_conventional_infantry
			category_army
			category_all_armor
			category_IFV
			category_non_militia
			category_armored_infantry
		}

		combat_width = 2

		#Size Definitions
		max_strength = 12
		max_organisation = 35
		default_morale = 0.1
		manpower = 60
		entrenchment = -0.3

                defense = -0.8
                breakthrough -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		#Misc Abilities
		training_time = 120
		suppression = 1.5
		weight = 1

		supply_consumption = 0.02 #0.18

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

		need = {
			Inf_equipment = 50
			L_AT_Equipment = 4
			H_AT_Equipment = 2
			AA_Equipment = 2
			command_control_equipment = 10
			medium_tank_flame_chassis = 15
		}

		plains = {
			attack = 0.01
			defence = 0.01
		}
		desert = {
			attack = 0.01
			defence = 0.01
		}
		forest = {
			attack = -0.34
		}
		mountain = {
			attack = -0.64
			defence = -0.4
		}
		jungle = {
			attack = -0.64
			defence = -0.4
		}
		marsh = {
			attack = -0.5
			defence = -0.3
		}
		urban = {
			attack = -0.34
		}
		supercity = {
			attack = -0.44
			defence = -0.3
		}
		river = {
			attack = -0.5
		}
		amphibious = {
			attack = -0.5
		}
	}
	Special_naval_assault_team_Comp = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 3
		priority = 5
		active = yes
		affects_speed = no		

		type = {
			infantry
			support			
		}

		group = support

		categories = {
			category_special_forces
			category_support_battalions
			category_army
                        category_elite_forces
                        category_elite_cdo
		}

		combat_width = 1

		#Size Definitions
		max_strength = 30
		max_organisation = 16
		default_morale = 0.1
		manpower = 200

		# Support nerfs to combat abilities
		defense = -0.6
		breakthrough = -0.6
		soft_attack = -0.6
		hard_attack = -0.6

		#Misc Abilities
		training_time = 240
		suppression = 1
		weight = 0.20

		supply_consumption = 0.02 #0.07

		essential = {
			Inf_equipment
			command_control_equipment
		}

		need = {
			Inf_equipment = 145
			L_AT_Equipment = 6
			AA_Equipment = 4
			command_control_equipment = 30
		}
		plains = {
			attack = -0.2
			defence = -0.15
		}
		desert = {
			attack = -0.2
			defence = -0.15
		}		
		jungle = {
			attack = 0.1
			defence = 0.5
		}		
		urban = {
			attack = 0.5
			defence = 0.8
		}
		hills = {
			attack = 0.15
		}
		forest = {
			attack = 0.25
			movement = 0.15
		}
		mountain = {
			attack = 0.2
			defence = 0.3
		}
		marsh = {
			attack = 0.35
			movement = 0.1
		}
		river = {
			attack = 0.25
		}
		amphibious = {
			attack = 0.35
		}
	}
        XS_Special_naval_assault_team_Comp = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes
		affects_speed = no		

		type = {
			infantry
			support			
		}

		group = support

		categories = {
			category_special_forces
			category_support_battalions
			category_army
                        category_elite_forces
                        category_elite_cdo
		}

		combat_width = 0.5

		#Size Definitions
		max_strength = 20
		max_organisation = 16
		default_morale = 0.1
		manpower = 75

		# Support nerfs to combat abilities
		defense = -0.8
		breakthrough = -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		#Misc Abilities
		training_time = 340
		suppression = 0.5
		weight = 0.20

		supply_consumption = 0.007 #0.07

		essential = {
			Inf_equipment
			command_control_equipment
		}

		need = {
			Inf_equipment = 60
			L_AT_Equipment = 4
			AA_Equipment = 3
			command_control_equipment = 20
		}
		plains = {
			attack = -0.22
			defence = -0.17
		}
		desert = {
			attack = -0.22
			defence = -0.17
		}		
		jungle = {
			attack = 0.1
			defence = 0.45
		}		
		urban = {
			attack = 0.45
			defence = 0.7
		}
		hills = {
			attack = 0.13
		}
		forest = {
			attack = 0.2
			movement = 0.13
		}
		mountain = {
			attack = 0.18
			defence = 0.25
		}
		marsh = {
			attack = 0.3
			movement = 0.1
		}
		river = {
			attack = 0.2
		}
		amphibious = {
			attack = 0.3
                }
	
        }
        Team_Special_naval_assault_team_Comp = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		ai_priority = 0
		priority = 5
		active = yes
		affects_speed = no		

		type = {
			infantry
			support			
		}

		group = support

		categories = {
			category_special_forces
			category_support_battalions
			category_army
                        category_elite_forces
                        category_elite_cdo
		}

		combat_width = 0.1

		#Size Definitions
		max_strength = 10
		max_organisation = 16
		default_morale = 0.1
		manpower = 15

		# Support nerfs to combat abilities
		defense = -0.98
		breakthrough = -0.98
		soft_attack = -0.98
		hard_attack = -0.98

		#Misc Abilities
		training_time = 400
		suppression = 0.5
		weight = 0.20

		supply_consumption = 0.007 #0.07

		essential = {
			Inf_equipment
			command_control_equipment
		}

		need = {
			Inf_equipment = 10
			L_AT_Equipment = 3
			AA_Equipment = 2
			command_control_equipment = 6
		}
		plains = {
			attack = -0.24
			defence = -0.19
		}
		desert = {
			attack = -0.24
			defence = -0.19
		}		
		jungle = {
			attack = 0.1
			defence = 0.4
		}		
		urban = {
			attack = 0.18
			defence = 0.67
		}
		hills = {
			attack = 0.1
		}
		forest = {
			attack = 0.1
			movement = 0.1
		}
		mountain = {
			attack = 0.1
			defence = 0.2
		}
		marsh = {
			attack = 0.18
			movement = 0.1
		}
		river = {
			attack = 0.16
		}
		amphibious = {
			attack = 0.18
                }

        }
        Air_Transport_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_conventional_infantry
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_all_airborne
			category_inf_aslt
                        category_unarmored_infantry
                        category_Transport_Air
		}

		combat_width = 1

		#Size Definitions
		max_strength = 7
		max_organisation = 50
		default_morale = 0.16
		manpower = 450
		hardness = -0.7

                defense = -0.85
                breakthrough -0.85
		soft_attack = -0.85
		hard_attack = -0.85

		#Misc Abilities
		training_time = 120
		suppression = 0.2
		weight = 0.5

		supply_consumption = 0.03 #0.07


		can_be_parachuted = yes

		need = {
			Inf_equipment = 100
			command_control_equipment = 50
			heavy_tank_amphibious_chassis = 95
		}

		transport = heavy_tank_amphibious_chassis

		plains = {
			movement = 0.4
		}
		desert = {
			movement = 0.4
		}
		mountain = {
			movement = 0.4
		}
		jungle = {
			movement = 0.4
		}
		marsh = {
			movement = 0.4
		}
		urban = {
			movement = 0.4
		}
		supercity = {
			movement = 0.4
		}
		hills = {
			movement = 0.4 #Cancel default penalty since in helos
		}
		forest = {
			movement = 0.4
		}
		amphibious = {
			movement = 0.4
		}
		river = {
			movement = 0.4 #Cancel default penalty since in helos
		}
	}
        smol_Air_Transport_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_conventional_infantry
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_all_airborne
			category_inf_aslt
                        category_unarmored_infantry
                        category_Transport_Air
		}

		combat_width = 1

		#Size Definitions
		max_strength = 5
		max_organisation = 50
		default_morale = 0.16
		manpower = 200
		hardness = -0.8

                defense = -0.9
                breakthrough -0.9
		soft_attack = -0.9
		hard_attack = -0.9

		#Misc Abilities
		training_time = 120
		suppression = 0.2
		weight = 0.5

		supply_consumption = 0.01 #0.07


		can_be_parachuted = yes

		need = {
			Inf_equipment = 50
			command_control_equipment = 25
			heavy_tank_amphibious_chassis = 45
		}

		transport = heavy_tank_amphibious_chassis

		plains = {
			movement = 0.35
		}
		desert = {
			movement = 0.35
		}
		mountain = {
			movement = 0.35
		}
		jungle = {
			movement = 0.35
		}
		marsh = {
			movement = 0.35
		}
		urban = {
			movement = 0.35
		}
		supercity = {
			movement = 0.35
		}
		hills = {
			movement = 0.35 #Cancel default penalty since in helos
		}
		forest = {
			movement = 0.35
		}
		amphibious = {
			movement = 0.35
		}
		river = {
			movement = 0.35 #Cancel default penalty since in helos
		}
	}
        XS_Air_Transport_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_conventional_infantry
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_all_airborne
			category_inf_aslt
                        category_unarmored_infantry
                        category_Transport_Air
		}

		combat_width = 1

		#Size Definitions
		max_strength = 4
		max_organisation = 50
		default_morale = 0.16
		manpower = 50
		hardness = -0.9

                defense = -0.98
                breakthrough -0.98
		soft_attack = -0.98
		hard_attack = -0.98

		#Misc Abilities
		training_time = 120
		suppression = 0.2
		weight = 0.5

		supply_consumption = 0.01 #0.07


		can_be_parachuted = yes

		need = {
			Inf_equipment = 20
			command_control_equipment = 10
			heavy_tank_amphibious_chassis = 10
		}

		transport = heavy_tank_amphibious_chassis

		plains = {
			movement = 0.25
		}
		desert = {
			movement = 0.25
		}
		mountain = {
			movement = 0.25
		}
		jungle = {
			movement = 0.25
		}
		marsh = {
			movement = 0.25
		}
		urban = {
			movement = 0.25
		}
		supercity = {
			movement = 0.25
		}
		hills = {
			movement = 0.25 #Cancel default penalty since in helos
		}
		forest = {
			movement = 0.25
		}
		amphibious = {
			movement = 0.25
		}
		river = {
			movement = 0.25 #Cancel default penalty since in helos
		}
        }
        Transport_Bat = {
		sprite = MD4_motorized
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			motorized
		}

		group = mobile

		categories = {
			category_front_line
			category_light_infantry
			category_conventional_infantry
			category_all_infantry
			category_mot_inf
			category_army
			category_non_militia
                        category_unarmored_infantry
                        category_Transport
		}

		combat_width = 2

		#Size Definitions
		max_strength = 10
		max_organisation = 40
		default_morale = 0.13
		manpower = 450
		entrenchment = -0.3

                defense = -0.85
                breakthrough -0.85
		soft_attack = -0.85
		hard_attack = -0.85

		#Misc Abilities
		training_time = 120
		suppression = 0.02
		weight = 1

		supply_consumption = 0.03 #0.11

		transport = util_vehicle_equipment

		need = {
			Inf_equipment = 150
			command_control_equipment = 20
			util_vehicle_equipment = 130
		}

		hills = {
			movement = 0.35
		}
		desert = {
			movement = 0.35
		}
		mountain = {
			movement = 0.35
		}
		jungle = {
			movement = 0.35
		}
		marsh = {
			movement = 0.35
		}
		urban = {
			movement = 0.35
		}
		supercity = {
			movement = 0.35
		}
		forest = {
			movement = 0.35
		}
		river = {
			movement = 0.35
		}
		amphibious = {
			movement = 0.35
		}
	}
        smol_Transport_Bat = {
		sprite = MD4_motorized
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			motorized
		}

		group = mobile

		categories = {
			category_front_line
			category_light_infantry
			category_conventional_infantry
			category_all_infantry
			category_mot_inf
			category_army
			category_non_militia
                        category_unarmored_infantry
                        category_Transport
		}

		combat_width = 1

		#Size Definitions
		max_strength = 7
		max_organisation = 40
		default_morale = 0.13
		manpower = 200
		entrenchment = -0.3

                defense = -0.95
                breakthrough -0.95
		soft_attack = -0.95
		hard_attack = -0.95

		#Misc Abilities
		training_time = 120
		suppression = 0.02
		weight = 1

		supply_consumption = 0.01 #0.11

		transport = util_vehicle_equipment

		need = {
			Inf_equipment = 75
			command_control_equipment = 15
			util_vehicle_equipment = 65
		}

		hills = {
			movement = 0.3
		}
		desert = {
			movement = 0.3
		}
		mountain = {
			movement = 0.3
		}
		jungle = {
			movement = 0.3
		}
		marsh = {
			movement = 0.3
		}
		urban = {
			movement = 0.3
		}
		supercity = {
			movement = 0.3
		}
		forest = {
			movement = 0.3
		}
		river = {
			movement = 0.3
		}
		amphibious = {
			movement = 0.3
		}
	}
        XS_Transport_Bat = {
		sprite = MD4_motorized
		map_icon_category = infantry
		ai_priority = 0
		priority = 5
		active = yes

		type = {
			motorized
		}

		group = mobile

		categories = {
			category_front_line
			category_light_infantry
			category_conventional_infantry
			category_all_infantry
			category_mot_inf
			category_army
			category_non_militia
                        category_unarmored_infantry
                        category_Transport
		}

		combat_width = 1

		#Size Definitions
		max_strength = 4
		max_organisation = 40
		default_morale = 0.13
		manpower = 50
		entrenchment = -0.3

                defense = -0.99
                breakthrough -0.99
		soft_attack = -0.99
		hard_attack = -0.99

		#Misc Abilities
		training_time = 120
		suppression = 0.02
		weight = 1

		supply_consumption = 0.01 #0.11

		transport = util_vehicle_equipment

		need = {
			Inf_equipment = 25
			command_control_equipment = 10
			util_vehicle_equipment = 30
		}

		hills = {
			movement = 0.2
		}
		desert = {
			movement = 0.2
		}
		mountain = {
			movement = 0.2
		}
		jungle = {
			movement = 0.2
		}
		marsh = {
			movement = 0.2
		}
		urban = {
			movement = 0.2
		}
		supercity = {
			movement = 0.2
		}
		forest = {
			movement = 0.2
		}
		river = {
			movement = 0.2
		}
		amphibious = {
			movement = 0.2
		}
	}
	drone_tactical_company = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 1
		active = no
		affects_speed = no

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
			category_artillery
			category_air_aslt
			category_inf_aslt
		}

		combat_width = 1

		essential = {
			command_control_equipment
			util_vehicle_equipment
		}
		need = {
			command_control_equipment = 30
			util_vehicle_equipment = 20
		}

		manpower = 50
		training_time = 120
		max_organisation = 1.1
		default_morale = 0.06
		max_strength = 0.7
		weight = 0.1

		supply_consumption = 0.03.

		# Support nerfs to combat abilities
		defense = -0.66
		breakthrough = -0.66
		soft_attack = -0.66
		hard_attack = -0.66

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

		can_be_parachuted = yes

		forest = {
			attack = 0.1
			defence = 0.1
		}
		hills = {
			attack = 0.1
			defence = 0.1
		}
		mountain = {
			attack = 0.05
			defence = 0.05
		}
		jungle = {
			attack = -0.05
			defence = -0.05
		}
		marsh = {
			attack = 0.05
			defence = 0.05
		}
		plains = {
			attack = 0.15
			defence = 0.15
		}
		desert = {
			attack = 0.1
			defence = 0.1
		}
	}
	    XS_drone_tactical_company = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 1
		active = no
		affects_speed = no

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
			category_artillery
			category_air_aslt
			category_inf_aslt
		}

		combat_width = 0.5

		essential = {
			command_control_equipment
			util_vehicle_equipment
		}
		need = {
			command_control_equipment = 15
			util_vehicle_equipment = 10
		}

		manpower = 25
		training_time = 120
		max_organisation = 1.1
		default_morale = 0.06
		max_strength = 0.45
		weight = 0.05

		supply_consumption = 0.01.

		# Support nerfs to combat abilities
		defense = -0.8
		breakthrough = -0.8
		soft_attack = -0.8
		hard_attack = -0.8

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

		can_be_parachuted = yes

		forest = {
			attack = 0.05
			defence = 0.05
		}
		hills = {
			attack = 0.05
			defence = 0.05
		}
		mountain = {
			attack = 0.025
			defence = 0.025
		}
		jungle = {
			attack = -0.08
			defence = -0.08
		}
		marsh = {
			attack = 0.025
			defence = 0.025
		}
		plains = {
			attack = 0.075
			defence = 0.075
		}
		desert = {
			attack = 0.05
			defence = 0.05
		}
	}
	    Team_drone_tactical_company = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		priority = 1
		active = no
		affects_speed = no

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_support_battalions
			category_army
			category_artillery
			category_air_aslt
			category_inf_aslt
		}

		combat_width = 0.25

		essential = {
			command_control_equipment
			util_vehicle_equipment
		}
		need = {
			command_control_equipment = 8
			util_vehicle_equipment = 3
		}

		manpower = 8
		training_time = 120
		max_organisation = 1.1
		default_morale = 0.06
		max_strength = 0.2
		weight = 0.05

		supply_consumption = 0.01.

		# Support nerfs to combat abilities
		defense = -0.8
		breakthrough = -0.8
		soft_attack = -0.8
		hard_attack = -0.8

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

		can_be_parachuted = yes

		forest = {
			attack = 0.025
			defence = 0.025
		}
		hills = {
			attack = 0.025
			defence = 0.025
		}
		mountain = {
			attack = 0.012
			defence = 0.012
		}
		jungle = {
			attack = -0.11
			defence = -0.11
		}
		marsh = {
			attack = 0.012
			defence = 0.012
		}
		plains = {
			attack = 0.045
			defence = 0.045
		}
		desert = {
			attack = 0.025
			defence = 0.025
		}
	}
	smol_L_Ranger_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		mountaineers = yes
		ai_priority = 5
		priority = 10
		active = yes
		can_be_parachuted = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_conventional_infantry
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_all_ranger #new
			category_inf_ranger #new
			category_rcon_ranger #new
		}

		combat_width = 2

		#Size Definitions
		max_strength = 35
		max_organisation = 46
		default_morale = 0.16
		manpower = 375
		entrenchment = 0.4

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 0.5
		
		defense = -0.5
		breakthrough = -0.5
		soft_attack = -0.5
		hard_attack = -0.5

		supply_consumption = 0.02 #0.18

		transport = command_control_equipment

		need = {
			Inf_equipment = 160
			L_AT_Equipment = 8
			AA_Equipment = 4
			command_control_equipment = 20
		}

		plains = {
			attack = -0.15
			defence = -0.15
		}
		desert = {
			attack = 0.2
			movement = 0.1
			defence = 0.12
		}
		mountain = {
			attack = 0.2
			movement = 0.1
			defence = 0.2
		}
		jungle = {
			attack = 0.2
			movement = 0.1
			defence = 0.2
		}
		marsh = {
			attack = 0.1
			movement = 0.07
			defence = 0.15
		}
		forest = {
			attack = 0.1
			movement = 0.1
			defence = 0.2
		}
		amphibious = {
			attack = 0.05
			movement = 0.10
		}
	}
	XS_L_Ranger_Bat = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		special_forces = yes
		mountaineers = yes
		ai_priority = 5
		priority = 10
		active = yes
		can_be_parachuted = yes

		type = {
			infantry
		}

		group = infantry

		categories = {
			category_front_line
			category_special_forces
			category_conventional_infantry
			category_light_infantry
			category_all_infantry
			category_army
			category_non_militia
			category_all_ranger #new
			category_inf_ranger #new
			category_rcon_ranger #new
		}

		combat_width = 1

		#Size Definitions
		max_strength = 27
		max_organisation = 46
		default_morale = 0.16
		manpower = 75
		entrenchment = 0.4

		#Misc Abilities
		training_time = 200
		suppression = 1
		weight = 0.5
		
		defense = -0.8
		breakthrough = -0.8
		soft_attack = -0.8
		hard_attack = -0.8

		supply_consumption = 0.02 #0.18

		transport = command_control_equipment

		need = {
			Inf_equipment = 60
			L_AT_Equipment = 3
			AA_Equipment = 3
			command_control_equipment = 15
		}

		plains = {
			attack = -0.22
			defence = -0.22
		}
		desert = {
			attack = 0.12
			movement = 0.05
			defence = 0.08
		}
		mountain = {
			attack = 0.12
			movement = 0.05
			defence = 0.12
		}
		jungle = {
			attack = 0.12
			movement = 0.05
			defence = 0.12
		}
		marsh = {
			attack = 0.05
			movement = 0.04
			defence = 0.1
		}
		forest = {
			attack = 0.05
			movement = 0.05
			defence = 0.12
		}
		amphibious = {
			attack = 0.03
			movement = 0.05
		}
	}
	XS_L_Ranger_Recce_Comp = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		special_forces = yes
		mountaineers = yes
		priority = 1
		active = yes
		affects_speed = no

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_all_recon
			category_support_battalions
			category_army
			category_all_ranger #new
			category_inf_ranger #new
			category_rcon_ranger #new
			category_special_forces
		}

		combat_width = 1

		#Size Definitions
		max_strength = 10
		max_organisation = 16
		default_morale = 0.3
		manpower = 75

		#Misc Abilities
		training_time = 120
		weight = 0.2
		recon = 1
		initiative = 0.05

		battalion_mult = {
			category = category_artillery
			soft_attack = 0.025
		}

		supply_consumption = 0.01

		# Support nerfs to combat abilities
		defense = -0.75
		breakthrough = -0.75
		soft_attack = -0.75
		hard_attack = -0.75

		essential = {
			Inf_equipment
			command_control_equipment
		}

		can_be_parachuted = yes

		need = {
			Inf_equipment = 40
			L_AT_Equipment = 4
			AA_Equipment = 2
			command_control_equipment = 8
			##land_Drone_equipment = 2
		}

		mountain = {
			defence = 0.04
		}
		jungle = {
			attack = 0.04
			defence = 0.04
		}
		forest = {
			attack = 0.04
			defence = 0.04
		}
		same_support_type = recon
	}
	Team_L_Ranger_Recce_Comp = {
		sprite = MD4_infantry_2
		map_icon_category = infantry
		ai_priority = 0
		special_forces = yes
		mountaineers = yes
		priority = 1
		active = yes
		affects_speed = no

		type = {
			infantry
			support
		}

		group = support

		categories = {
			category_all_recon
			category_support_battalions
			category_army
			category_all_ranger #new
			category_inf_ranger #new
			category_rcon_ranger #new
			category_special_forces
		}

		combat_width = 1

		#Size Definitions
		max_strength = 8
		max_organisation = 16
		default_morale = 0.3
		manpower = 8

		#Misc Abilities
		training_time = 120
		weight = 0.2
		recon = 1
		initiative = 0.05

		battalion_mult = {
			category = category_artillery
			soft_attack = 0.015
		}

		supply_consumption = 0.01

		# Support nerfs to combat abilities
		defense = -0.98
		breakthrough = -0.98
		soft_attack = -0.98
		hard_attack = -0.98

		essential = {
			Inf_equipment
			command_control_equipment
		}

		can_be_parachuted = yes

		need = {
			Inf_equipment = 8
			L_AT_Equipment = 1
			AA_Equipment = 1
			command_control_equipment = 3
			##land_Drone_equipment = 2
		}

		mountain = {
			defence = 0.01
		}
		jungle = {
			attack = 0.01
			defence = 0.01
		}
		forest = {
			attack = 0.01
			defence = 0.01
		}
		same_support_type = recon
	}
}