# TERRAIN TYPES
# forest
# hills
# mountain
# plains
# urban
# jungle
# marsh
# desert
# river
# amphibious
# fort
# snow

# sandstorm
# blizzard
# rain_heavy
# rain_light
# mud
# temperature

# TERRAIN MODIFIERS
# movement = 0.00
# attack = 0.00
# defence = 0.00

# ===========================================

# active = yes / no
# Whether the unit is usable without explicit unlocking in technology

# cavalry = yes
# Used to define subunit as cavalry

# special_forces = yes
# Used to define subunit as special forces

# marines = yes
# Used to define subunit as marine

# mountaineers = yes
# Used to define subunit as mountaineers

# can_be_parachuted = yes
# Used to define subunit as paratroopers.

# can_license = yes
# Can be licesed

# is_convertable = yes
# Can be converted

# carrier_capable = yes
# Is usable in carriers (air only)

# affects_speed = yes
# Used to check if the unit will affect the template's speed, support companies have it set to no.

# transport = <equipment>
# Sets the speed of subunit via equipment. Used for motorized/mechanized

# can_exfiltrate_from_coast = yes
# Can this subunit board convoys from a non-port location. Intended for use with special forces marine templates; all non-support subunits in the division must have this flag set to yes

# priority = 100
# ai_priority = 100
# Controls which icon is used if multiple subunits of the same type exist

# same_support_type = recon 
# blocks adding other recon types to template

# ===========================================
        
# Equipment needed to produce this unit. Unit won't be available until the nation has this equipment
# need = {
#     equipment_type = amount
# }

# Equipment that is required for this unit. Used when active = no
# essential = {
#     equipment_type
# }

# Battalion mult is when you apply a modifier to all units that the same category.
# battalion_mult = {
#     category = category_type
#     soft_attack = 0.10
# }

# ===========================================

# INTERNAL TYPES (type)
# infantry
# support
# artillery
# anti_tank
# anti_air
# armor
# fighter
# cas
# naval_bomber
# interceptor
# suicide
# tactical_bomber
# strategic_bomber
# air_transport
# missile
# submarine
# screen_ship
# capital_ship
# carrier
# motorized
# mechanized
# flame
# amphibious

# ===========================================

# SPRITE TYPES # Controls the unit used on the map
# infantry
# bicycle
# motorized
# mechanized
# amphibious_armor
# amphibious_mechanized
# anti_tank
# armored_car
# artillery
# cavalry
# camelry
# light_armor
# medium_armor
# heavy_armor
# medium_armor
# railway_gun

# ===========================================

# GROUP TYPES (group)
# infantry
# support
# mobile
# armor

# ===========================================

# MAP ICON TYPES (map_icon_category)
# infantry
# armored
# other
# ship
# transport
# uboat

# ===========================================

# EQUIPMENT TYPES
# infantry_equipment
# support_equipment
# motorized_equipment
# mechanized_equipment
# heavy_tank_chassis
# light_tank_chassis
# medium_tank_chassis
# modern_tank_chassis
# railway_gun_equipment
# super_heavy_tank_chassis
# armored_car_equipment
# light_tank_aa_chassis
# medium_tank_aa_chassis
# heavy_tank_aa_chassis
# super_heavy_tank_aa_chassis
# modern_tank_aa_chassis
# light_tank_artillery_chassis
# medium_tank_artillery_chassis
# heavy_tank_artillery_chassis
# super_heavy_tank_artillery_chassis
# modern_tank_artillery_chassis
# light_tank_destroyer_chassis
# medium_tank_destroyer_chassis
# heavy_tank_destroyer_chassis
# super_heavy_tank_destroyer_chassis
# modern_tank_destroyer_chassis
# light_tank_flame_chassis
# medium_tank_flame_chassis
# heavy_tank_flame_chassis
# artillery_equipment
# rocket_artillery_equipment
# motorized_rocket_equipment
# anti_air_equipment
# anti_tank_equipment
# amphibious_mechanized_equipment
# amphibious_tank_chassis
# light_tank_amphibious_chassis
# medium_tank_amphibious_chassis
# heavy_tank_amphibious_chassis

# ===========================================

# BASE

# max_organisation = 20
# Organisation indicates combat readiness and how organized a unit is.
# Units with no organisation can't fight or move effectively.

# reliability = 0.9
# Reliability controls how often equipment will suffer random failures.

# weight = 0.1
# Weight controls how many transports a unit needs to embark.

# maximum_speed = 0.5
# Maximum speed acts as a "bonus" mulitipler to the speed determined by the unit equipment in km/h.
# The formula for the calculated speed is <base speed> * (1 + maximum_speed)km/h; thus a maximum_speed
# of 0.5 gives a movement speed 50% faster, a maximum_speed of 2 equals 200% faster, etc.

# supply_consumption = 0.02
# Supply consumption determmines how much supply a unit consumes per day

# default_morale = 0.3
# Default morale determines how much extra organisation can be regained
# hourly when not in combat

# combat_width = 0.5
# Combat width determines how much this unit contributes to overall combat width.

# ===========================================

# COSTS

# lend_lease_cost = 1
# Space taken up in convoy

# build_cost_ic = 0.4
# Production Cost - How much factory output this piece of equipment needs

# manpower = 300
# Manpower - Cost in manpower to produce

# training_time = 120
# Training time - Time in days to train this unit

# ===========================================

# OFFENSIVE

# attack = 0.1
# Firepower - Amount of damage done per attack

# soft_attack = -0.1
# Soft Attack - How many attacks the unit can make versus enemies with low hardness. 
# (In this example here, this would mean that the unit would get 10% less Soft Attack than they would usually get from its equipment

# hard_attack = -0.5
# Hard Attack - How many attacks the unit can make versus enemies with high hardness

# air_attack = 1
# Air Attack - How much damage we can do against airplanes. High Air Attack also helps to counter enemy Air Superiority effects

# ap_attack = 1
# Piercing - Having equal or greater Piercing to the targets Armor value allows you to do more damage.

# breakthrough = 0.50
# Breakthrough - How many enemy attacks a unit can attempt to avoid while on the offensive, effectively allowing it to stay on the offense longer.

# ===========================================

# DEFENSIVE

# defense = 0.1
# Defense - How many enemy attacks a unit can avoid whilst on the defensive, effectively allowing it to stay on the defensive longer.

# max_strength = 2
# HP - Strength represents how much damage this unit can suffer before it is destroyed

# armor_value = 0
# Armor - Armor that is higher than the opponents Piercing value reduces damage taken and allows more attacks to occur

# hardness = 0.5
# Hardness - Represents how much of your divsion is made up of armoured vehicles. High Hardness = High Hard Attacks, Low Soft Attack

# entrenchment = 5
# Entrenchment - The ability to make proper defensive entrenchments before a hostile attack

# ===========================================

# UNIQUE

# movement = 0.1                  
# Movement - Changes the unit's speed

# experience_loss_factor = 0.1    
# Exp. Loss - How much experience is lost in a division when they take casualities and have to replace them

# casualty_trickleback = 0.2      
# Trickleback - The proportion of losses in combat that can be saved and returned to the manpower pool

# suppression_factor = 0.1        
# Suppression bonus - Ability to supress local resistance

# reliability_factor = 0.05       
# Reliability - Applies to an equipment type's reliability and reduces the chance of breakdowns and accidents

# recon = 1                       
# Reconnaissance - Increases the chance that this unit can pick better tactics in battle

# initiative = 0.2                
# Initiative - The higher the initiative, the quicker it can reinforce into battle, and the quick is completes its planning

# own_equipment_fuel_consumption_mult = 0.0
# No fuel use.

# fuel_consumption_factor = -0.05 # The unit uses 5% less fuel.

# acclimatization_hot_climate_gain_factor = 3

# ===========================================

# CATEGORIES
# category_tanks
# category_light_infantry
# category_front_line
# category_all_infantry
# category_support_battalions
# category_militia
# category_all_armor
# category_army
# category_line_artillery
# category_artillery
# category_fighter
# category_heavy_fighter
# category_cas
# category_special_forces
# category_nav_bomber
# category_tac_bomber
# category_strat_bomber
# category_scout_plane
# category_recon
# category_mountaineers
# category_paratroopers
# category_marines
# category_anti_air
# category_amphibious_tanks
# category_support_artillery
# category_cavalry
# category_bus

# ===========================================

# MODIFIERS FOR UNITS (I Think all of them work on units)
# default_morale #Cannot be used with MIOS
# defense
# breakthrough
# hardness
# soft_attack
# hard_attack
# recon #Cannot be used with MIOS
# entrenchment # ONLY works for tanks with dozer blades, NOT infantry
# initiative #Cannot be used with MIOS
# casualty_trickleback #Cannot be used with MIOS
# supply_consumption_factor #Cannot be used with MIOS
# supply_consumption #Cannot be used with MIOS
# suppression #Cannot be used with MIOS
# suppression_factor #Cannot be used with MIOS
# experience_loss_factor #Cannot be used with MIOS
# equipment_capture_factor #Cannot be used with MIOS
# fuel_capacity
# surface_detection
# sub_detection
# surface_visibility
# sub_visibility
# lg_attack
# lg_armor_piercing
# hg_attack
# hg_armor_piercing
# torpedo_attack
# sub_attack
# anti_air_attack
# amphibious_defense
# naval_speed
# naval_range
# mines_planting
# mines_sweeping
# naval_light_gun_hit_chance_factor
# naval_heavy_gun_hit_chance_factor
# naval_torpedo_hit_chance_factor
# naval_torpedo_damage_reduction_factor
# naval_torpedo_enemy_critical_chance_factor
# convoy_raiding_coordination
# patrol_coordination
# search_and_destroy_coordination
# air_range
# air_defence
# air_attack
# air_agility
# air_bombing
# air_superiority
# naval_strike_attack
# naval_strike_targetting
# air_ground_attack
# air_visibility_factor
# railway_gun_attack #Cannot be used with MIOS
# max_organisation #Cannot be used with MIOS
# max_strength #Cannot be used with MIOS
# maximum_speed	
# armor_value
# ap_attack
# reliability
# reliability_factor
# weight
# thrust #DLC Only be careful and avoid unless needed
# fuel_consumption
# fuel_consumption_factor
# strategic_attack
# carrier_size
# acclimatization_hot_climate_gain_factor #Cannot be used with MIOS
# acclimatization_cold_climate_gain_factor #Cannot be used with MIOS
# night_penalty	#Cannot be used with MIOS
# build_cost_ic
# naval_weather_penalty_factor