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# CHEAT TANK MANUFACTURER
cheat_tank_organization = {
	icon = GFX_idea_generic_tank_manufacturer_1

	allowed = { is_ai = no }

	equipment_type = {
		mio_cat_eq_all_light_tank
		mio_cat_eq_all_medium_tank
		mio_cat_eq_all_heavy_tank
		mio_cat_eq_all_tank_destroyers
	}
	research_categories = {
		mio_cat_tech_all_armor_and_modules
		mio_cat_tech_light_armor_and_modules
		mio_cat_tech_medium_armor_and_modules
		mio_cat_tech_heavy_armor_and_modules
		}

	tree_header_text = {
		text = mio_header_tank_construction
		x = 3
	}

	tree_header_text = {
		text = mio_header_equipment_and_specialization
		x = 7
	}

	
	initial_trait = {
		name = cheat_mio_initial_trait_standardized_production
		
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.5
		}
		equipment_bonus = {
			#armor_value = 0.005
			#defense = 0.005
			#build_cost_ic = -0.5
		}
		production_bonus = {
			production_conversion_speed_factor = 0.5
			production_cost_factor = -0.5
			production_efficiency_cap_factor = 0.5
			production_efficiency_gain_factor = 0.5
			production_resource_need_factor = -0.5
			production_resource_penalty_factor = -0.5
		}
	}

	trait = { # Reliability
		token = cheat_mio_trait_reliability
		name = cheat_mio_trait_reliability
		icon = GFX_generic_mio_trait_icon_reliability

		position = { x=4 y=0 }
		
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.5
		}
		equipment_bonus = {
			reliability = 0.5
		}
	}
	
	trait = { # Engine
		token = cheat_mio_trait_engine
		name = cheat_mio_trait_engine
		icon = GFX_generic_mio_department_icon_tank_general_engine

		position = { x=2 y=1 }
		relative_position_id = cheat_mio_trait_reliability

		any_parent = { cheat_mio_trait_reliability }

		equipment_bonus = {
			maximum_speed = 0.5
			reliability = 0.5
		}
	}

	trait = { # Speed
		token = cheat_mio_trait_crew_speed
		name = cheat_mio_trait_crew_speed
		icon = GFX_generic_mio_trait_icon_maximum_speed

		position = { x=0 y=2 }
		relative_position_id = cheat_mio_trait_engine
		
		equipment_bonus = {
			maximum_speed = 0.5
		}
	}
	
	trait = { # Breakthrough
		token = cheat_mio_trait_breakthrough
		name = cheat_mio_trait_breakthrough
		icon = GFX_generic_mio_trait_icon_breakthrough
		
		position = { x=0 y=2 }
		relative_position_id = cheat_mio_trait_crew_speed

		equipment_bonus = {
			breakthrough = 0.5
		}
	}
	
	trait = { # Fuel
		token = cheat_mio_reduced_fuel_usage
		name = cheat_mio_reduced_fuel_usage
		icon = GFX_generic_mio_trait_icon_fuel_consumption

		position = { x=2 y=1 }
		relative_position_id = cheat_mio_trait_reliability
		
		any_parent = { cheat_mio_trait_reliability }

		equipment_bonus = {
			fuel_consumption = -0.5
		}
	}

	trait = { # Defense
		token = cheat_mio_improved_defense
		name = cheat_mio_improved_defense
		icon = GFX_generic_mio_trait_icon_defense

		position = { x=-2 y=1 }
		relative_position_id = cheat_mio_trait_reliability
		
		any_parent = { cheat_mio_trait_reliability }

		equipment_bonus = {
			defense = 0.5
		}
	}

	trait = { # Armor
		token = cheat_mio_trait_quality_armor
		name = cheat_mio_trait_quality_armor
		icon = GFX_generic_mio_department_icon_tank_general_armor
		
		position = { x=0 y=2 }
		relative_position_id = cheat_mio_trait_reliability
		any_parent = { cheat_mio_improved_defense }
		
		any_parent = { cheat_mio_trait_reliability }

		equipment_bonus = {
			armor_value = 0.5
			defense = 0.5
		}
	}

	trait = { # Soft Attack
		token = cheat_mio_trait_soft_attack
		name = cheat_mio_trait_soft_attack
		icon = GFX_generic_mio_trait_icon_soft_attack

		position = { x=-4 y=1 }
		relative_position_id = cheat_mio_trait_reliability
		
		any_parent = { cheat_mio_trait_reliability }

		equipment_bonus = {
			soft_attack = 0.5
			defense = 0.5
		}
	}

	trait = { # AP Attack
		token = cheat_mio_trait_ap_attack
		name = cheat_mio_trait_ap_attack
		icon = GFX_generic_mio_trait_icon_ap_attack

		position = { x=0 y=2 }
		relative_position_id = cheat_mio_trait_attack
		any_parent = { cheat_mio_trait_soft_attack }

		equipment_bonus = {
			ap_attack = 0.5
			hard_attack = 0.5
		}
	}

	trait = { # Hard Attack
		token = cheat_mio_trait_hard_attack
		name = cheat_mio_trait_hard_attack
		icon = GFX_generic_mio_trait_icon_hard_attack
		
		position = { x=0 y=2 }
		relative_position_id = cheat_mio_trait_ap_attack
		
		any_parent = { cheat_mio_trait_ap_attack }
		
		
		equipment_bonus = {
			armor_value = 0.5
			hard_attack = 0.5
		}
	}

}


### TRAIN REFURBISHMENT PLANT - Based on Mytishchi
cheat_train_organization = {
	icon = GFX_idea_generic_tank_manufacturer_3

	allowed = { always = yes }

	equipment_type = {
		train_equipment
		railway_gun_equipment
	}

	research_categories = {
		train_tech
	}

	tree_header_text = {
		text = mio_header_armor
		x = 1
	}

	tree_header_text = {
		text = mio_header_weapons
		x = 5
	}

	tree_header_text = {
		text = mio_header_trains
		x = 8
	}

	initial_trait = {
		token = generic_mio_initial_trait_tank_refurbishment_plant
		name = generic_mio_initial_trait_tank_refurbishment_plant

		limit_to_equipment_type = { train_equipment railway_gun_equipment }

		organization_modifier = {
			military_industrial_organization_research_bonus = 0.5
		}
		equipment_bonus = {
			build_cost_ic = -0.2
		}
		production_bonus = {
			production_conversion_speed_factor = 0.5
			production_cost_factor = -0.5
			production_efficiency_cap_factor = 0.5
			production_efficiency_gain_factor = 0.5
			production_resource_need_factor = -0.5
			production_resource_penalty_factor = -0.5
		}
	}

	trait = {
		token = cheat_mio_trait_enemy_train_refitting
		name = cheat_mio_trait_enemy_train_refitting
		icon = GFX_generic_mio_department_icon_tank_general_conversion

		position = { x=0 y=0 }

		limit_to_equipment_type = { train_equipment railway_gun_equipment }

		production_bonus = {
			production_conversion_speed_factor = 0.5
			production_cost_factor = -0.5
		}
	}

	trait = {
		token = cheat_mio_trait_plant_tech_exchange
		name = cheat_mio_trait_plant_tech_exchange
		icon = GFX_generic_mio_department_icon_facilities
		
		position = { x=2 y=1 }
		relative_position_id = cheat_mio_trait_enemy_train_refitting

		limit_to_equipment_type = { train_equipment }
		equipment_bonus = {
			armor_value = 0.5
			build_cost_ic = -0.005
			air_attack = 0.5
		}
	}

	trait = {
		token = cheat_mio_trait_long_distance_escort
		name = cheat_mio_trait_long_distance_escort
		icon = GFX_generic_mio_trait_icon_anti_air_attack
		
		position = { x=-2 y=1 }
		relative_position_id = cheat_mio_trait_enemy_train_refitting

		limit_to_equipment_type = { railway_gun_equipment }

		equipment_bonus = {
			reliability = 0.5
			maximum_speed = 0.5
			railway_gun_attack = 0.5
			build_cost_ic = -0.005
		}
	}

}






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##        ##  ##    ##    ##       ##     ## ##          ##    ##    ##      ## ##      ##    ##    ##
##        ##  ##          ##       ##     ## ##          ##          ##     ##   ##     ##    ##
##        ##   ######     ##       ##     ## ######       ######     ##    ##     ##    ##     ######
##        ##        ##    ##       ##     ## ##                ##    ##    #########    ##          ##
##        ##  ##    ##    ##       ##     ## ##          ##    ##    ##    ##     ##    ##    ##    ##
######## ####  ######     ##        #######  ##           ######     ##    ##     ##    ##     ######


### EQUIPMENT STATS ###


###  ##  #  # # #  ## 
 #  #  # ## # # # #   
 #  #### # ## ##   #  
 #  #  # #  # # #   # 
 #  #  # #  # # # ##  

#maximum_speed
#reliability
#defense
#breakthrough
#armor_value
#soft_attack
#hard_attack
#ap_attack
#air_attack
#build_cost_ic
#fuel_consumption
#hardness
#armor_value
#build_cost_ic
#entrenchment - only if you have DLC NSB  and module dozer_blade
#fuel_capacity - only if you have DLC NSB  and module expanded_fuel_tank




##########################
#### TRAIN EQUIPMENT #####
##########################
#armor_value
#build_cost_ic
#air_attack

################################
#### RAILWAY GUN EQUIPMENT #####
################################
#reliability
#maximum_speed
#railway_gun_attack
#build_cost_ic


### PRODUCTION MODIFIERS ###
#production_cost_factor
#production_capacity_factor
#production_efficiency_cap_factor
#production_efficiency_gain_factor
#production_resource_need_factor
#production_resource_penalty_factor
#production_conversion_speed_factor

### ORGANIZATION MODIFIERS ###
#military_industrial_organization_research_bonus
#military_industrial_organization_design_team_assign_cost
#military_industrial_organization_design_team_change_cost
#military_industrial_organization_industrial_manufacturer_assign_cost
#military_industrial_organization_task_capacity
#military_industrial_organization_size_up_requirement
#military_industrial_organization_funds_gain