equipments = {

	fighter_equipment = {
		is_archetype = yes
		picture = archetype_fighter_equipment
		is_buildable = no
		type = { fighter interceptor }
		group_by = archetype
		sprite = light_plane
		
		interface_category = interface_category_air
		
		# Fighter
		interface_overview_category_index = 1

		upgrades = {
			plane_gun_upgrade
			plane_range_upgrade
			plane_engine_upgrade
			plane_reliability_upgrade
		}

		air_superiority = 1
		reliability = 0.9
		air_ground_attack = 1.0

		# Air vs Navy - low damage / high hit chance / easy to hurt
		naval_strike_attack = 0.5
		naval_strike_targetting = 1.0

		#Space taken in convoy
		lend_lease_cost = 8
		
		build_cost_ic = 40
		resources = {
			aluminium = 2
			tungsten = 2
			rubber = 1
		}
		
		manpower = 80
	}

	cv_fighter_equipment = {
		is_archetype = yes
		picture = archetype_fighter_equipment
		is_buildable = no
		type = { fighter interceptor }
		group_by = archetype
		sprite = light_plane
		carrier_capable = yes
		default_carrier_composition_weight = 1
		
		interface_category = interface_category_air
		
		# Fighter
		interface_overview_category_index = 1

		upgrades = {
			cv_plane_gun_upgrade
			cv_plane_range_upgrade
			plane_engine_upgrade
			plane_reliability_upgrade
		}

		air_superiority = 1
		reliability = 0.8

		# Air vs Navy - low damage / high hit chance / easy to hurt
		naval_strike_attack = 0.5
		naval_strike_targetting = 1.0

		#Space taken in convoy
		lend_lease_cost = 8
		
		build_cost_ic = 22
		resources = {
			oil = 1
			aluminium = 2
			rubber = 1
		}
		
		manpower = 20
	}
	
	CAS_equipment = {
		is_archetype = yes
		picture = archetype_CAS_equipment
		is_buildable = no
		type = { cas fighter }
		group_by = archetype
		sprite = light_plane
		
		interface_category = interface_category_air
		
		# CAS
		interface_overview_category_index = 0

		upgrades = {
			plane_cas_upgrade
			plane_range_upgrade
			plane_engine_upgrade
			plane_reliability_upgrade
		}

		air_superiority = 1
		reliability = 0.8
		
		# Air vs Ground
		air_ground_attack = 1.0

		# Air vs Navy - medium damage / high hit chance / medium to hurt
		naval_strike_attack = 1.0
		naval_strike_targetting = 1.0
		
		build_cost_ic = 40
		resources = {
			tungsten = 1
			aluminium = 2
			rubber = 1
		}
		
		manpower = 80
	}

	cv_CAS_equipment = {
		is_archetype = yes
		picture = archetype_CAS_equipment			
		is_buildable = no
		type = { cas fighter }
		group_by = archetype
		sprite = light_plane
		carrier_capable = yes
		
		interface_category = interface_category_air
		
		# CAS
		interface_overview_category_index = 0

		upgrades = {
			plane_cas_upgrade
			cv_plane_range_upgrade
			plane_engine_upgrade
			plane_reliability_upgrade
		}

		air_superiority = 1
		reliability = 0.8
		
		# Air vs Ground
		air_ground_attack = 1.0

		# Air vs Navy - medium damage / high hit chance / medium to hurt
		naval_strike_attack = 1.0
		naval_strike_targetting = 1.0
		
		build_cost_ic = 22
		resources = {
			oil = 1
			aluminium = 2
			rubber = 1
		}
		
		manpower = 20
	}
	
	nav_bomber_equipment = {
		is_archetype = yes
		picture = archetype_heavy_fighter_equipment		
		is_buildable = no
		type = naval_bomber
		group_by = archetype
		sprite = light_plane
		
		interface_category = interface_category_air
		
		# Naval bomber
		interface_overview_category_index = 2

		upgrades = {
			plane_naval_upgrade
			plane_range_upgrade
			plane_engine_upgrade
			plane_reliability_upgrade
		}

		air_superiority = 1
		reliability = 0.8

		# Air vs Navy - high damage / medium hit chance / easy to hurt
		naval_strike_attack = 1.5
		naval_strike_targetting = 0.75
		
		build_cost_ic = 40
		resources = {
			aluminium = 2
			tungsten = 2
			rubber = 1
		}
		
		manpower = 80
	}

	cv_nav_bomber_equipment = {
		is_archetype = yes
		picture = archetype_heavy_fighter_equipment
		is_buildable = no
		type = naval_bomber
		group_by = archetype
		sprite = light_plane
		carrier_capable = yes
		default_carrier_composition_weight = 1
		
		interface_category = interface_category_air
		
		# Naval bomber
		interface_overview_category_index = 2

		upgrades = {
			cv_plane_naval_upgrade
			cv_plane_range_upgrade
			plane_engine_upgrade
			plane_reliability_upgrade
		}

		air_superiority = 1
		reliability = 0.8

		# Air vs Navy - high damage / medium hit chance / easy to hurt
		naval_strike_attack = 1.5
		naval_strike_targetting = 0.75
		
		build_cost_ic = 26
		resources = {
			oil = 1
			aluminium = 2
			rubber = 1
		}
		
		manpower = 20
	}
	
	jet_fighter_equipment = {
		is_archetype = yes
		picture = archetype_fighter_equipment
		is_buildable = no
		type = fighter
		group_by = archetype
		sprite = light_plane
		
		interface_category = interface_category_air
		
		# Fighter
		interface_overview_category_index = 1

		upgrades = {
			plane_gun_upgrade
			plane_range_upgrade
			plane_engine_upgrade
			plane_reliability_upgrade
		}

		air_superiority = 1
		reliability = 0.8

		# Air vs Navy - low damage / high hit chance / easy to hurt
		naval_strike_attack = 0.5
		naval_strike_targetting = 1.0
		
		build_cost_ic = 30
		resources = {
			aluminium = 2
			tungsten = 3
			rubber = 1
		}
		
		manpower = 40
	}
	

	# Early Fighter
	fighter_equipment_0 = {
		archetype = fighter_equipment
		priority = 5
		
		air_range = 1200
		maximum_speed = 2200
		air_agility = 45
		air_attack = 9
		air_defence = 6
		air_ground_attack = 3

	}
	
	# Basic Fighter
	fighter_equipment_1 = {
		archetype = fighter_equipment
		parent = fighter_equipment_0
		priority = 10

		air_range = 1300
		maximum_speed = 2300
		air_agility = 50
		air_attack = 18
		air_defence = 10
		air_ground_attack = 6
		
		build_cost_ic = 50
		resources = {
			aluminium = 2
			tungsten = 2
			rubber = 1
		}
		
	}

	# Improved Fighter
	fighter_equipment_2 = {
		archetype = fighter_equipment
		parent = fighter_equipment_1
		priority = 10

		air_range = 1400
		maximum_speed = 2400
		air_agility = 65
		air_attack = 27
		air_defence = 16
		air_ground_attack = 9
		
		build_cost_ic = 60
		resources = {
			aluminium = 3
			tungsten = 2
			rubber = 1
		}
	}

	# Advanced Fighter
	fighter_equipment_3 = {
		archetype = fighter_equipment
		parent = fighter_equipment_2
		priority = 10
	
		air_range = 1500
		maximum_speed = 2500
		air_agility = 72
		air_attack = 27
		air_defence = 20
		air_ground_attack = 12
		
		build_cost_ic = 70
		resources = {
			aluminium = 3
			tungsten = 3
			rubber = 1
		}	
	}

	
	# Basic Jet Fighter
	jet_fighter_equipment_1 = {
		archetype = jet_fighter_equipment
		priority = 20
		
		air_range = 1600
		maximum_speed = 2600
		air_agility = 80
		air_attack = 36
		air_defence = 20
		air_ground_attack = 15
		
		build_cost_ic = 80
		resources = {
			aluminium = 4
			tungsten = 3
			rubber = 1
		}
		
	}

	# Improved Jet Fighter
	jet_fighter_equipment_2 = {
		archetype = jet_fighter_equipment
		parent = jet_fighter_equipment_1
		priority = 20
		
		air_range = 1600
		maximum_speed = 2600
		air_agility = 88
		air_attack = 36
		air_defence = 26
		air_ground_attack = 18
		
		build_cost_ic = 90
		resources = {
			aluminium = 4
			tungsten = 4
			rubber = 1
		}
	}
	
	# Early Carrier Fighter
	cv_fighter_equipment_0 = {
		archetype = cv_fighter_equipment
		carrier_capable = yes
		priority = 30
		
		air_range = 1800
		maximum_speed = 2800
		air_agility = 96
		air_attack = 45
		air_defence = 26
		air_ground_attack = 21
		
		build_cost_ic = 100
		resources = {
			aluminium = 4
			tungsten = 4
			rubber = 2
		}
	}
	# Basic Carrier Fighter
	cv_fighter_equipment_1 = {
		archetype = cv_fighter_equipment
		parent = cv_fighter_equipment_0
		carrier_capable = yes
		priority = 30
		
		air_range = 2000
		maximum_speed = 3000
		air_agility = 100
		air_attack = 50
		air_defence = 30
		air_ground_attack = 25
		
		build_cost_ic = 110
		resources = {
			aluminium = 5
			tungsten = 5
			rubber = 2
		}
	}
	# Improved Carrier Fighter
	cv_fighter_equipment_2 = {
		archetype = cv_fighter_equipment
		parent = cv_fighter_equipment_1
		carrier_capable = yes
		priority = 30
		
		air_range = 800
		maximum_speed =	585
		air_agility = 65
		air_attack = 27
		air_defence = 17

		build_cost_ic = 30.4 # cv_version costs 20% more of base archetype
		resources = {
			oil = 2
			aluminium = 2
			rubber = 1
		}
	}
	
	# Basic CAS
	CAS_equipment_1 = {
		archetype = CAS_equipment
		priority = 40

		air_range = 900
		maximum_speed = 1600
		air_agility = 45
		air_attack = 9
		air_defence = 16
		air_ground_attack = 9
		
	}

	# Improved CAS
	CAS_equipment_2 = {
		archetype = CAS_equipment
		parent = CAS_equipment_1
		priority = 40

		air_range = 1100
		maximum_speed = 1700
		air_agility = 49
		air_attack = 16
		air_defence = 20
		air_ground_attack = 11
		
		build_cost_ic = 50
		resources = {
			tungsten = 2
			aluminium = 2
			rubber = 1
		}
		
	}

	# Advanced CAS
	CAS_equipment_3 = {
		archetype = CAS_equipment
		parent = CAS_equipment_2
		priority = 40
	
		air_range = 1300
		maximum_speed = 2000
		air_agility = 60
		air_attack = 16
		air_defence = 24
		air_ground_attack = 13
		
		build_cost_ic = 60
		resources = {
			tungsten = 2
			aluminium = 3
			rubber = 1
		}		
	}
	
	# Basic Carrier CAS
	cv_CAS_equipment_1 = {
		archetype = cv_CAS_equipment
		carrier_capable = yes
		priority = 50
		
		air_range = 400
		maximum_speed =	351
		air_agility = 35
		air_attack = 6
		air_defence = 17
		air_ground_attack = 10
		
		build_cost_ic = 26.4 # cv_version costs 20% more of base archetype
	}
	# Improved Carrier CAS
	cv_CAS_equipment_2 = {
		archetype = cv_CAS_equipment
		parent = cv_CAS_equipment_1
		carrier_capable = yes
		priority = 50
		
		air_range = 640
		maximum_speed =	405
		air_agility = 39
		air_attack = 10
		air_defence = 22
		air_ground_attack = 15
		
		build_cost_ic = 28.4 # cv_version costs 20% more of base archetype
		resources = {
			oil = 1
			aluminium = 3
			rubber = 1
		}
	}
	# Advanced Carrier CAS
	cv_CAS_equipment_3 = {
		archetype = cv_CAS_equipment
		parent = cv_CAS_equipment_2
		carrier_capable = yes
		priority = 50
		
		air_range = 800
		maximum_speed =	495
		air_agility = 44
		air_attack = 14
		air_defence = 26
		air_ground_attack = 20
		
		build_cost_ic = 30.4 # cv_version costs 20% more of base archetype
		resources = {
			oil = 2
			aluminium = 3
			rubber = 1
		}
	}
	
	# Basic nav_bomber
	nav_bomber_equipment_1 = {
		archetype = nav_bomber_equipment
		priority = 60

		air_range = 2200
		maximum_speed = 500 
		air_agility = 38
		air_attack = 9
		air_defence = 16
		
	}
	# Improved nav_bomber
	nav_bomber_equipment_2 = {
		archetype = nav_bomber_equipment
		parent = nav_bomber_equipment_1
		priority = 60

		air_range = 2300
		maximum_speed = 600 
		air_agility = 48
		air_attack = 16
		air_defence = 20
		
		build_cost_ic = 50
		resources = {
			aluminium = 2
			tungsten = 2
			rubber = 1
		}
		
	}
	# Advanced nav_bomber
	nav_bomber_equipment_3 = {
		archetype = nav_bomber_equipment
		parent = nav_bomber_equipment_2
		priority = 60

		air_range = 2400
		maximum_speed = 700 
		air_agility = 48
		air_attack = 16
		air_defence = 20
		naval_strike_attack = 2.0
		naval_strike_targetting = 1.0
		
		build_cost_ic = 60
		resources = {
			aluminium = 2
			tungsten = 2
			rubber = 2
		}
	}
	
	# Basic Carrier nav_bomber
	cv_nav_bomber_equipment_1 = {
		archetype = cv_nav_bomber_equipment
		air_range = 2500
		maximum_speed = 800 
		air_agility = 56
		air_attack = 16
		air_defence = 24
		naval_strike_attack = 2.0
		naval_strike_targetting = 1.0
		
		build_cost_ic = 70
		resources = {
			aluminium = 3
			tungsten = 2
			rubber = 2
		}
	}
	# Improved Carrier nav_bomber
	cv_nav_bomber_equipment_2 = {
		archetype = cv_nav_bomber_equipment
		parent = cv_nav_bomber_equipment_1
		carrier_capable = yes
		priority = 70
		
		air_range = 2600
		maximum_speed = 900 
		air_agility = 56
		air_attack = 16
		air_defence = 24
		naval_strike_attack = 2.5
		naval_strike_targetting = 1.25
		
		build_cost_ic = 80
		resources = {
			aluminium = 4
			tungsten = 2
			rubber = 2
		}
	}
	# Advanced Carrier nav_bomber
	cv_nav_bomber_equipment_3 = {
		archetype = cv_nav_bomber_equipment
		parent = cv_nav_bomber_equipment_2
		carrier_capable = yes
		priority = 70
		
		air_range = 2800
		maximum_speed = 1000 
		air_agility = 62
		air_attack = 18
		air_defence = 34
		naval_strike_attack = 3
		naval_strike_targetting = 1.5
		
		build_cost_ic = 90
		resources = {
			aluminium = 5
			tungsten = 3
			rubber = 2
		}
		
	}
	
	# ROCKET INTERCEPTORS ###############
	rocket_interceptor_equipment = {
		is_archetype = yes
		picture = archetype_fighter_equipment
		is_buildable = no
		type = interceptor
		group_by = archetype
		sprite = light_plane
		
		interface_category = interface_category_air

		upgrades = {
			plane_gun_upgrade
			plane_range_upgrade
			plane_engine_upgrade
			plane_reliability_upgrade
		}

		build_cost_ic = 14
		resources = {
			aluminium = 2
			tungsten = 2
			rubber = 1
		}

		air_superiority = 1

		naval_strike_attack = 0.5
		naval_strike_targetting = 1.0
	}
	
	# Basic Rocket Interceptor
	rocket_interceptor_equipment_1 = {
		archetype = rocket_interceptor_equipment
		priority = 80

		air_range = 150
		maximum_speed = 950
		air_agility = 30
		air_attack = 47
		air_defence = 5		
		reliability = 0.3
		
		build_cost_ic = 16
		resources = {
			aluminium = 3
			tungsten = 2
			rubber = 1
		}		
	}

	# Improved Rocket Interceptor
	rocket_interceptor_equipment_2 = {
		archetype = rocket_interceptor_equipment
		parent = rocket_interceptor_equipment_1
		priority = 80

		air_range = 300
		maximum_speed = 1100
		air_agility = 36
		air_attack = 56
		air_defence = 8	
		reliability = 0.5
		build_cost_ic = 18
		resources = {
			aluminium = 3
			tungsten = 3
			rubber = 1
		}			
	}

	# Advanced Rocket Interceptor
	rocket_interceptor_equipment_3 = {
		archetype = rocket_interceptor_equipment
		parent = rocket_interceptor_equipment_2
		priority = 80

		air_range = 500
		maximum_speed = 1150
		air_agility = 60
		air_attack = 60
		air_defence = 12	
		reliability = 0.8
		build_cost_ic = 20
		resources = {
			aluminium = 3
			tungsten = 3
			rubber = 1
		}
	}

	# Rocket interceptor suicide craft!
	rocket_suicide_equipment_1 = {
		archetype = rocket_interceptor_equipment
		type = fighter
		priority = 90

		air_range = 1000
		maximum_speed = 1150
		air_agility = 30
		air_attack = 0
		air_defence = 12	
		reliability = 0.8
		
		naval_strike_attack = 1.5
		naval_strike_targetting = 1.0
	}
	
}
