

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


###########################
######## Artillery ########
###########################

cheat_artillery_organization = {
	icon = GFX_idea_generic_artillery_manufacturer_2

	allowed = { is_ai = no }

	equipment_type = {
		artillery_equipment
		anti_tank_equipment
		anti_air_equipment
		rocket_artillery_equipment
	}

	research_categories = {
		mio_cat_all_artillery_equipment
	}
	
	tree_header_text = {
		text = mio_header_mechanical_design
		x = 1
	}

	tree_header_text = {
		text = mio_header_armament_and_ammunition
		x = 6
	}

	initial_trait = {
		name = generic_mio_initial_trait_artillery_manufacturer

		organization_modifier = {
			military_industrial_organization_research_bonus = 0.5
		}
		equipment_bonus = {
			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 = {
		token = generic_mio_trait_mobile_limbers
		name = generic_mio_trait_mobile_limbers
		icon = GFX_generic_mio_trait_icon_breakthrough

		position = { x=0 y=0 }

		equipment_bonus = {
			breakthrough = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_stable_platforms
		name = generic_mio_trait_stable_platforms
		icon = GFX_generic_mio_trait_icon_defense

		position = { x=2 y=0 }
		relative_position_id = generic_mio_trait_mobile_limbers

		equipment_bonus = {
			defense = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_improved_hydraulic_recoil_system
		name = generic_mio_trait_improved_hydraulic_recoil_system
		icon = GFX_generic_mio_trait_icon_reliability

		position = { x=1 y=1 }
		relative_position_id = generic_mio_trait_mobile_limbers

		any_parent = {
			generic_mio_trait_stable_platforms
			generic_mio_trait_mobile_limbers
		}

		equipment_bonus = {
			reliability = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_improved_direct_fire_targeting
		name = generic_mio_trait_improved_direct_fire_targeting
		icon = GFX_generic_mio_department_icon_anti_tank

		position = { x=-1 y=3 }
		relative_position_id = generic_mio_trait_improved_hydraulic_recoil_system

		all_parents = {
			 generic_mio_trait_improved_hydraulic_recoil_system
		}
		
		limit_to_equipment_type = { 
			anti_tank_equipment
		}

		equipment_bonus = {
			ap_attack = 0.5
			hard_attack = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_advanced_anti_air_targeting
		name = generic_mio_trait_advanced_anti_air_targeting
		icon = GFX_generic_mio_department_icon_anti_air

		position = { x=1 y=0 }
		relative_position_id = generic_mio_trait_improved_direct_fire_targeting
		
		all_parents = {
			 generic_mio_trait_improved_hydraulic_recoil_system
		}
		
		limit_to_equipment_type = { 
			anti_air_equipment
		}

		equipment_bonus = {
			air_attack = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_advanced_trajectory_calculations
		name = generic_mio_trait_advanced_trajectory_calculations
		icon = GFX_generic_mio_department_icon_artillery

		position = { x=2 y=0 }
		relative_position_id = generic_mio_trait_improved_direct_fire_targeting

		all_parents = {
			 generic_mio_trait_improved_hydraulic_recoil_system
		}

		limit_to_equipment_type = { 
			artillery_equipment
			rocket_artillery_equipment
		}

		equipment_bonus = {
			hard_attack = 0.5
			breakthrough = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_sliding_breech_block
		name = generic_mio_trait_sliding_breech_block
		icon = GFX_generic_mio_trait_icon_soft_attack

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_rapid_fire	

		all_parents = {
			generic_mio_trait_improved_hydraulic_recoil_system
			generic_mio_trait_rapid_fire
		}

		equipment_bonus = {
			soft_attack = 0.5
			breakthrough = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_rapid_fire
		name = generic_mio_trait_rapid_fire
		icon = GFX_generic_mio_department_icon_tank_general_weapons

		position = { x=4 y=0 }
		relative_position_id = generic_mio_trait_mobile_limbers	

		limit_to_equipment_type = { 
			anti_tank_equipment
			anti_air_equipment
		}

		equipment_bonus = {
			soft_attack = 0.5
			hard_attack = 0.5
			air_attack = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_advanced_barrel_forging
		name = generic_mio_trait_advanced_barrel_forging
		icon = GFX_generic_mio_trait_icon_efficiency_gain

		position = { x=2 y=0 }
		relative_position_id = generic_mio_trait_rapid_fire

		production_bonus = {
			production_efficiency_gain_factor = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_big_guns
		name = generic_mio_trait_big_guns
		icon = GFX_generic_mio_department_icon_artillery_production

		position = { x=2 y=0 }
		relative_position_id = generic_mio_trait_advanced_barrel_forging

		limit_to_equipment_type = { 
			artillery_equipment
			rocket_artillery_equipment
		}

		equipment_bonus = {
			soft_attack = 0.5
			#build_cost_ic = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_gun_mass_production
		name = generic_mio_trait_gun_mass_production
		icon = GFX_generic_mio_department_icon_facilities

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_advanced_barrel_forging

		all_parents = {	generic_mio_trait_advanced_barrel_forging }

		production_bonus = {
			production_efficiency_gain_factor = 0.5
			production_efficiency_cap_factor = 0.5
		}

		organization_modifier = {
			military_industrial_organization_design_team_assign_cost = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_super_charges
		name = generic_mio_trait_super_charges
		icon = GFX_generic_mio_department_icon_facilities

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_big_guns

		all_parents = {	generic_mio_trait_big_guns }

		limit_to_equipment_type = { 
			artillery_equipment
			rocket_artillery_equipment
		}

		production_bonus = {
			production_efficiency_gain_factor = 0.5
			production_efficiency_cap_factor = 0.5
		}

		organization_modifier = {
			military_industrial_organization_design_team_assign_cost = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_light_weight_barrels
		name = generic_mio_trait_light_weight_barrels
		icon = GFX_generic_mio_trait_icon_breakthrough

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_gun_mass_production

		all_parents = {
			generic_mio_trait_super_charges
			generic_mio_trait_gun_mass_production
			generic_mio_trait_sliding_breech_block

		}

		production_bonus = {
			production_cost_factor = -0.5
		}

		equipment_bonus = {
			breakthrough = 0.5
			defense = 0.5
		}
	}

}

	
############################
###### Infantry Weapons ####
############################

cheat_infantry_equipment_organization = {
	icon = GFX_idea_generic_infantry_equipment_manufacturer_2

	allowed = { is_ai = no }

	equipment_type = {
		infantry_equipment
	}
	research_categories = { infantry_weapons }

	

	tree_header_text = {
		text = mio_header_design_and_production
		x = 3
	}

	tree_header_text = {
		text = mio_header_anti_tank
		x = 8
	}

	initial_trait = {
		name = generic_mio_initial_trait_infantry_manufacturer

		
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.5
		}
		equipment_bonus = {
			soft_attack = 0.5
			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 = {
		token = generic_mio_trait_drum_pattern_sights
		name = generic_mio_trait_drum_pattern_sights
		icon = GFX_generic_mio_trait_icon_defense

		position = { x=1 y=0 }

		equipment_bonus = {
			defense = 50.0
		}
	}

	trait = {
		token = generic_mio_trait_reinforced_stocks
		name = generic_mio_trait_reinforced_stocks
		icon = GFX_generic_mio_trait_icon_reliability

		position = { x=4 y=0 }
		relative_position_id = generic_mio_trait_drum_pattern_sights

		equipment_bonus = {
			soft_attack = 0.5
			reliability = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_bolt_action
		name = generic_mio_trait_bolt_action
		icon = GFX_generic_mio_department_icon_infantry_line_efficiency

		position = { x=-1 y=2 }
		relative_position_id = generic_mio_trait_reinforced_stocks

		all_parents = { generic_mio_trait_reinforced_stocks }

		equipment_bonus = {
			soft_attack = 0.5
		}

		production_bonus = {
			production_efficiency_gain_factor = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_semi_auto
		name = generic_mio_trait_semi_auto
		icon = GFX_generic_mio_trait_icon_soft_attack

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

		all_parents = { generic_mio_trait_reinforced_stocks }

		equipment_bonus = {
			soft_attack = 0.5
			breakthrough = 0.5
		}

		production_bonus = {
			production_efficiency_gain_factor = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_medium_machineguns
		name = generic_mio_trait_medium_machineguns
		icon = GFX_generic_mio_trait_icon_breakthrough

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

		any_parent = { generic_mio_trait_semi_auto generic_mio_trait_bolt_action }
		
		equipment_bonus = {
			breakthrough = 0.5
			#build_cost_ic = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_advanced_barrel_forging
		name = generic_mio_trait_advanced_barrel_forging
		icon = GFX_generic_mio_trait_icon_efficiency_gain

		position = { x=2 y=2 }
		relative_position_id = generic_mio_trait_drum_pattern_sights

		any_parent = { generic_mio_trait_reinforced_stocks generic_mio_trait_drum_pattern_sights }

		production_bonus = {
			production_efficiency_gain_factor = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_mass_rifle_production
		name = generic_mio_trait_mass_rifle_production
		icon = GFX_generic_mio_department_icon_facilities

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_advanced_barrel_forging

		all_parents = { generic_mio_trait_advanced_barrel_forging }

		production_bonus = {
			production_efficiency_cap_factor = 0.5
			production_cost_factor = -0.5
		}

		organization_modifier = {
			military_industrial_organization_design_team_assign_cost = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_quality_materials
		name = generic_mio_trait_quality_materials
		icon = GFX_generic_mio_trait_icon_reliability

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_drum_pattern_sights

		all_parents = { generic_mio_trait_drum_pattern_sights }

		equipment_bonus = {
			reliability = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_improved_small_arms_bullet_design
		name = generic_mio_trait_improved_small_arms_bullet_design
		icon = GFX_generic_mio_trait_icon_soft_attack

		position = { x=-1 y=2 }
		relative_position_id = generic_mio_trait_quality_materials

		all_parents = { generic_mio_trait_quality_materials }


		equipment_bonus = {
			soft_attack = 0.5
			breakthrough = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_armor_piercing_rounds
		name = generic_mio_trait_armor_piercing_rounds
		icon = GFX_generic_mio_trait_icon_ap_attack

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

		all_parents = { generic_mio_trait_quality_materials }
		

		equipment_bonus = {
			ap_attack = 0.5
			hard_attack = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_heavy_anti_armor_ammunition
		name = generic_mio_trait_heavy_anti_armor_ammunition
		icon = GFX_generic_mio_trait_icon_ap_attack

		position = { x=3 y=0 }
		relative_position_id = generic_mio_trait_reinforced_stocks

		equipment_bonus = {
			hard_attack = 0.5
			ap_attack = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_vehicle_mounted_capabilities
		name = generic_mio_trait_vehicle_mounted_capabilities
		icon = GFX_generic_mio_trait_icon_breakthrough

		position = { x=-1 y=2 }
		relative_position_id = generic_mio_trait_heavy_anti_armor_ammunition

		all_parents = { generic_mio_trait_heavy_anti_armor_ammunition }
		

		equipment_bonus = {
			breakthrough = 0.5
			build_cost_ic = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_rubber_cushioned_buttpad
		name = generic_mio_trait_rubber_cushioned_buttpad
		icon = GFX_generic_mio_trait_icon_breakthrough

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

		all_parents = { generic_mio_trait_heavy_anti_armor_ammunition }
		

		equipment_bonus = {
			breakthrough = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_anti_vechicle_land_mines
		name = generic_mio_trait_anti_vechicle_land_mines
		icon = GFX_generic_mio_department_icon_infantry_quality

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

		any_parent = { generic_mio_trait_rubber_cushioned_buttpad generic_mio_trait_vehicle_mounted_capabilities }

		equipment_bonus = {
			defense = 0.5
			hard_attack = 0.5
			#build_cost_ic = -0.5

		}
	}

}


###################################
######## Support Equipment ########
###################################

cheat_support_equipment_organization = {
	icon = GFX_idea_generic_infantry_equipment_manufacturer_1

	allowed = { is_ai = no }

	equipment_type = { infantry_equipment support_equipment }
	research_categories = { infantry_weapons support_tech }

	

	tree_header_text = {
		text = mio_header_support
		x = 1
	}

	tree_header_text = {
		text = mio_header_weapons
		x = 6.5
	}

	
	initial_trait = {
		name = generic_mio_initial_trait_support_equipment_manufacturer

		organization_modifier = {
			military_industrial_organization_research_bonus = 0.5
		}
		equipment_bonus = {
			soft_attack = 0.5
			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 = {
		token = generic_mio_trait_material_recycling
		name = generic_mio_trait_material_recycling
		icon = GFX_generic_mio_department_icon_support_materials
		
		position = { x=1 y=0 }
		
		limit_to_equipment_type = { support_equipment }
		
		production_bonus = {
			#production_resource_need_factor = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_scrap_melting
		name = generic_mio_trait_scrap_melting
		icon = GFX_generic_mio_trait_icon_resources
		
		position = { x=-1 y=1 }
		relative_position_id = generic_mio_trait_material_recycling
		
		all_parents = { generic_mio_trait_material_recycling }
		
		
		limit_to_equipment_type = { support_equipment }
		
		equipment_bonus = {
			reliability = 0.5
		}

		production_bonus = {
			#production_resource_need_factor = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_high_quality_material_blend
		name = generic_mio_trait_high_quality_material_blend
		icon = GFX_generic_mio_trait_icon_efficiency_cap
		
		position = { x=1 y=1 }
		relative_position_id = generic_mio_trait_material_recycling
		
		all_parents = { generic_mio_trait_material_recycling }
		
		
		limit_to_equipment_type = { support_equipment }
		
		production_bonus = {
			production_efficiency_cap_factor = 0.5
			#production_resource_need_factor = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_mass_production
		name = generic_mio_trait_mass_production
		icon = GFX_generic_mio_trait_icon_efficiency_gain
		
		position = { x=-1 y=2 }
		relative_position_id = generic_mio_trait_high_quality_material_blend
		
		any_parent = { generic_mio_trait_high_quality_material_blend generic_mio_trait_scrap_melting }
		
		limit_to_equipment_type = { support_equipment }

		production_bonus = {
			production_efficiency_gain_factor = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_research_program
		name = generic_mio_trait_research_program
		icon = GFX_generic_mio_department_icon_facilities
		
		position = { x=-1 y=1 }
		relative_position_id = generic_mio_trait_mass_production
		
		all_parents = { generic_mio_trait_mass_production }
		
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_efficient_scale_up
		name = generic_mio_trait_efficient_scale_up
		icon = GFX_generic_mio_department_icon_support_production
		
		position = { x=2 y=0 }
		relative_position_id = generic_mio_trait_research_program
		
		all_parents = { generic_mio_trait_mass_production }
		
		limit_to_equipment_type = { support_equipment }

		production_bonus = {
			production_capacity_factor = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_private_scientists_program
		name = generic_mio_trait_private_scientists_program
		icon = GFX_generic_mio_department_icon_facilities		
		
		position = { x=4 y=0 }
		relative_position_id = generic_mio_trait_material_recycling

		organization_modifier = {
			military_industrial_organization_research_bonus = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_private_tenders
		name = generic_mio_trait_private_tenders
		icon = GFX_generic_mio_department_icon_facilities
		
		position = { x=0 y=1 }
		relative_position_id = generic_mio_trait_private_scientists_program
		
		all_parents = { generic_mio_trait_private_scientists_program }

		organization_modifier = {
			military_industrial_organization_funds_gain = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_anti_tank_rifle #elephant gun
		name = generic_mio_trait_anti_tank_rifle
		icon = GFX_generic_mio_trait_icon_ap_attack
		
		position = { x=3 y=0 }
		relative_position_id = generic_mio_trait_private_scientists_program
		
		limit_to_equipment_type = { infantry_equipment }

		equipment_bonus = {
			ap_attack = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_single_shot_man_portable_anti_tank_system #Bazooka boom tank ded
		name = generic_mio_trait_single_shot_man_portable_anti_tank_system
		icon = GFX_generic_mio_trait_icon_soft_attack
		
		position = { x=0 y=4 }
		relative_position_id = generic_mio_trait_anti_tank_rifle
		
		all_parents = { generic_mio_trait_anti_tank_rifle }
		
		limit_to_equipment_type = { infantry_equipment }

		equipment_bonus = {
			hard_attack = 0.5
			#build_cost_ic = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_small_sidearms
		name = generic_mio_trait_small_sidearms
		icon = GFX_generic_mio_trait_icon_defense
		
		position = { x=1 y=2 }
		relative_position_id = generic_mio_trait_private_tenders
		
		all_parents = { generic_mio_trait_private_tenders }
		
		limit_to_equipment_type = { infantry_equipment }

		equipment_bonus = {
			defense = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_light_mortar
		name = generic_mio_trait_light_mortar
		icon = GFX_generic_mio_trait_icon_breakthrough
		
		position = { x=0 y=1 }
		relative_position_id = generic_mio_trait_small_sidearms
		
		all_parents = { generic_mio_trait_small_sidearms }

		limit_to_equipment_type = { infantry_equipment }

		equipment_bonus = {
			breakthrough = 0.5
			soft_attack = 0.5
			#build_cost_ic = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_pontoons
		name = generic_mio_trait_pontoons
		icon = GFX_generic_mio_trait_icon_maximum_speed
		
		position = { x=-1 y=1 }
		relative_position_id = generic_mio_trait_private_tenders
		
		all_parents = { generic_mio_trait_private_tenders }

		limit_to_equipment_type = { infantry_equipment }

		equipment_bonus = {
			maximum_speed = 0.5
			#build_cost_ic = -0.5
		}
	}
}


###########################
######## Motorized ########
###########################

cheat_motorized_mechanized_organization = {
	icon = GFX_idea_generic_motorized_equipment_manufacturer_3

	allowed = { is_ai = no }

	equipment_type = {
		motorized_equipment
		mechanized_equipment
		motorized_rocket_equipment
	}
	
	research_categories = {
		motorized_equipment
		mot_rockets
	}

	

	tree_header_text = {
		text = mio_header_motorized
		x = 1
	}

	tree_header_text = {
		text = mio_header_mechanized
		x = 7
	}
	
	initial_trait = {
		name = generic_mio_initial_trait_motorized_mechanized_manufacturer

		organization_modifier = {
			military_industrial_organization_research_bonus = 0.5
		}
		equipment_bonus = {
			soft_attack = 0.5
			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 = {
		token = generic_mio_trait_composite_cargo_bed
		name = generic_mio_trait_composite_cargo_bed
		icon = GFX_generic_mio_department_icon_motorized_production
		
		position = { x=0 y=0 }
		

		limit_to_equipment_type = { motorized_equipment motorized_rocket_equipment }

		equipment_bonus = {
			reliability = 0.5
			#build_cost_ic = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_steel_cargo_bed
		name = generic_mio_trait_steel_cargo_bed
		icon = GFX_generic_mio_trait_icon_reliability
		
		position = { x=2 y=0 }
		relative_position_id = generic_mio_trait_composite_cargo_bed

		limit_to_equipment_type = { motorized_equipment motorized_rocket_equipment }

		equipment_bonus = {
			reliability = 0.5
		}
		production_bonus = {
			#production_resource_need_factor = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_all_wheel_drive
		name = generic_mio_trait_all_wheel_drive
		icon = GFX_generic_mio_trait_icon_breakthrough
		
		position = { x=1 y=2 }
		relative_position_id = generic_mio_trait_composite_cargo_bed
		
		any_parent = { generic_mio_trait_composite_cargo_bed generic_mio_trait_steel_cargo_bed }

		limit_to_equipment_type = { motorized_equipment motorized_rocket_equipment }
		
		equipment_bonus = {
			breakthrough = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_attached_wood_gas_generator
		name = generic_mio_trait_attached_wood_gas_generator
		icon = GFX_generic_mio_trait_icon_fuel_consumption
		
		position = { x=-1 y=2 }
		relative_position_id = generic_mio_trait_all_wheel_drive
		
		all_parents = { generic_mio_trait_all_wheel_drive }

		limit_to_equipment_type = { motorized_equipment motorized_rocket_equipment }

		equipment_bonus = {
			fuel_consumption = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_high_powered_engine
		name = generic_mio_trait_high_powered_engine
		icon = GFX_generic_mio_trait_icon_maximum_speed
		
		position = { x=2 y=0 }
		relative_position_id = generic_mio_trait_attached_wood_gas_generator
		
		all_parents = { generic_mio_trait_all_wheel_drive }

		limit_to_equipment_type = { motorized_equipment motorized_rocket_equipment }

		equipment_bonus = {
			fuel_consumption = -0.5
			maximum_speed = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_medium_machinegun_mounts
		name = generic_mio_trait_medium_machinegun_mounts
		icon = GFX_generic_mio_trait_icon_breakthrough
		
		position = { x=2 y=0 }
		relative_position_id = generic_mio_trait_steel_cargo_bed

		equipment_bonus = {
			breakthrough = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_armored_pulpit_mount
		name = generic_mio_trait_armored_pulpit_mount
		icon = GFX_generic_mio_trait_icon_hardness
		
		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_medium_machinegun_mounts

		all_parents = { generic_mio_trait_medium_machinegun_mounts }

		equipment_bonus = {
			hardness = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_advanced_artillery_racks
		name = generic_mio_trait_advanced_artillery_racks
		icon = GFX_generic_mio_trait_icon_soft_attack
		
		position = { x=-1 y=2 }
		relative_position_id = generic_mio_trait_armored_pulpit_mount
		
		all_parents = { generic_mio_trait_armored_pulpit_mount }
		
		limit_to_equipment_type = { motorized_rocket_equipment }

		equipment_bonus = {
			soft_attack = 0.5
			#build_cost_ic = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_heavy_machinegun_mount
		name = generic_mio_trait_heavy_machinegun_mount
		icon = GFX_generic_mio_trait_icon_breakthrough
		
		position = { x=2 y=0 }
		relative_position_id = generic_mio_trait_advanced_artillery_racks
		
		all_parents = { generic_mio_trait_armored_pulpit_mount }
		
		limit_to_equipment_type = { mechanized_equipment motorized_equipment }
		
		equipment_bonus = {
			breakthrough = 0.5
			#build_cost_ic = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_mounted_light_anti_tank_gun #elephant gun
		name = generic_mio_trait_mounted_light_anti_tank_gun
		icon = GFX_generic_mio_trait_icon_ap_attack
		
		position = { x=1 y=0 }
		relative_position_id = generic_mio_trait_heavy_machinegun_mount
		
		all_parents = { generic_mio_trait_bulletproof_panels }
		
		limit_to_equipment_type = { mechanized_equipment }

		equipment_bonus = {
			ap_attack = 0.5
			hard_attack = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_open_chassi
		name = generic_mio_trait_open_chassi
		icon = GFX_generic_mio_department_icon_mechanized_production
		
		position = { x=2 y=0 }
		relative_position_id = generic_mio_trait_medium_machinegun_mounts
		
		limit_to_equipment_type = { mechanized_equipment }

		equipment_bonus = {
			defense = 0.5
			#build_cost_ic = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_closed_chassi
		name = generic_mio_trait_closed_chassi
		icon = GFX_generic_mio_department_icon_mechanized_hull
		
		position = { x=2 y=0 }
		relative_position_id = generic_mio_trait_open_chassi
		
		limit_to_equipment_type = { mechanized_equipment }

		equipment_bonus = {
			armor_value = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_bulletproof_panels
		name = generic_mio_trait_bulletproof_panels
		icon = GFX_generic_mio_trait_icon_hardness
		
		position = { x=-1 y=2 }
		relative_position_id = generic_mio_trait_closed_chassi
		
		limit_to_equipment_type = { mechanized_equipment }
		
		any_parent = { generic_mio_trait_closed_chassi generic_mio_trait_open_chassi }

		equipment_bonus = {
			hardness = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_light_flame_projectors
		name = generic_mio_trait_light_flame_projectors
		icon = GFX_generic_mio_trait_icon_breakthrough
		
		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_bulletproof_panels
		
		limit_to_equipment_type = { mechanized_equipment }
		
		all_parents = { generic_mio_trait_bulletproof_panels }

		equipment_bonus = {
			breakthrough = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_land_mine_racks
		name = generic_mio_trait_land_mine_racks
		icon = GFX_generic_mio_department_icon_mechanized_hull
		
		position = { x=1 y=0 }
		relative_position_id = generic_mio_trait_light_flame_projectors
		
		limit_to_equipment_type = { mechanized_equipment }
		
		all_parents = { generic_mio_trait_bulletproof_panels }

		equipment_bonus = {
			defense = 0.5
			maximum_speed = 0.5
		}
	}
}



######################
#### Armored Car  ####
######################


cheat_armored_car_organization = {
	icon = GFX_idea_generic_tank_manufacturer_1

	allowed = { is_ai = no }

	equipment_type = { armored_car_equipment }
	research_categories = { cat_armored_cars }

	tree_header_text = {
		text = mio_header_design_and_production
		x = 3
	}

	tree_header_text = {
		text = mio_header_equipment_and_specialization
		x = 7
	}

	
	initial_trait = {
		name = generic_mio_initial_trait_standardized_production
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.5
		}
		equipment_bonus = {
			armor_value = 0.5
			defense = 0.5
			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 = {
		token = generic_mio_trait_simplified_suspension
		name = generic_mio_trait_simplified_suspension
		icon = GFX_generic_mio_trait_icon_reliability

		equipment_bonus = {
			reliability = 0.5
		}
		position = { x=1 y=0 }
	}
	
	trait = {
		token = generic_mio_trait_crew_ergonomics
		name = generic_mio_trait_crew_ergonomics
		icon = GFX_generic_mio_trait_icon_defense


		equipment_bonus = {
			maximum_speed = 0.5
			defense = 0.5
		}
		position = { x=4 y=0 }
		relative_position_id = generic_mio_trait_simplified_suspension
	}
	
	trait = {
		token = generic_mio_trait_reinforced_wheels
		name = generic_mio_trait_reinforced_wheels
		icon = GFX_generic_mio_department_icon_armored_car_engine
		any_parent = { generic_mio_trait_simplified_suspension }

		equipment_bonus = {
			reliability = 0.5
			maximum_speed = 0.5
		}
		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_simplified_suspension
	}

	trait = {
		token = generic_mio_trait_command_upgrades
		name = generic_mio_trait_command_upgrades
		icon = GFX_generic_mio_trait_icon_breakthrough
		any_parent = { generic_mio_trait_crew_ergonomics }


		equipment_bonus = {
			breakthrough = 0.5
		}
		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_crew_ergonomics
	}
	
	trait = {
		token = generic_mio_trait_standardized_components
		name = generic_mio_trait_standardized_components
		icon = GFX_generic_mio_department_icon_armored_car_line_efficiency
		all_parents = { generic_mio_trait_simplified_suspension generic_mio_trait_crew_ergonomics }


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

		production_bonus = {
			production_efficiency_gain_factor = 0.5
			#production_resource_need_factor = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_improved_tooling
		name = generic_mio_trait_improved_tooling
		icon = GFX_generic_mio_department_icon_armored_car_technology

		all_parents = { generic_mio_trait_reinforced_wheels generic_mio_trait_standardized_components generic_mio_trait_command_upgrades }

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_standardized_components

		production_bonus = {
			production_efficiency_cap_factor = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_mass_production
		name = generic_mio_trait_mass_production
		icon = GFX_generic_mio_department_icon_armored_car_production
		any_parent = { generic_mio_trait_improved_tooling }

		position = { x=-1 y=1 }
		relative_position_id = generic_mio_trait_improved_tooling

		production_bonus = {
			production_cost_factor = -0.5
			production_efficiency_gain_factor = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_quality_improvements
		name = generic_mio_trait_quality_improvements
		icon = GFX_generic_mio_department_icon_tank_general_armor
		any_parent = { generic_mio_trait_improved_tooling }

		position = { x=1 y=1 }
		relative_position_id = generic_mio_trait_improved_tooling

		equipment_bonus = {
			armor_value = 0.5
			defense = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_defensive_equipment
		name = generic_mio_trait_defensive_equipment
		icon = GFX_generic_mio_trait_icon_soft_attack

		equipment_bonus = {
			soft_attack = 0.5
			defense = 0.5
		}
		position = { x=2 y=0 }
		relative_position_id = generic_mio_trait_crew_ergonomics
	}

	trait = {
		token = generic_mio_trait_long_barreled_guns
		name = generic_mio_trait_long_barreled_guns
		icon = GFX_generic_mio_department_icon_armored_car_offense

		all_parents = { generic_mio_trait_crew_ergonomics generic_mio_trait_defensive_equipment }

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_defensive_equipment

		equipment_bonus = {
			ap_attack = 0.5
			hard_attack = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_heavy_anti_tank_gun
		name = generic_mio_trait_heavy_anti_tank_gun
		icon = GFX_generic_mio_trait_icon_hard_attack
		any_parent = { generic_mio_trait_long_barreled_guns }

		position = { x=-1 y=2 }
		relative_position_id = generic_mio_trait_long_barreled_guns

		equipment_bonus = {
			armor_value = 0.5
			hard_attack = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_officer_support_car
		name = generic_mio_trait_officer_support_car
		icon = GFX_generic_mio_trait_icon_soft_attack
		any_parent = { generic_mio_trait_long_barreled_guns }

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

		equipment_bonus = {
			soft_attack = 0.5
			#build_cost_ic = -0.5
		}
	}
}







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


### EQUIPMENT STATS ###


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

##############################
##### INFANTRY EQUIPMENT #####
##############################
#reliability
#maximum_speed
#defense
#breakthrough
#hardness - it is in the script, but the value is set to 0 (in the game, the UI doesn't show this value)
#armor_value - it is in the script, but the value is set to 0 (in the game, the UI doesn't show this value)
#soft_attack
#hard_attack
#ap_attack
#air_attack - it is in the script but the value is set to 0 (in the game, the UI doesn't show this value)
#build_cost_ic

##############################
##### SUPPORT EQUIPMENT ######
##############################
#reliability
#build_cost_ic


#############################
#### ARTILLERY EQUIPMENT ####
#############################
#reliability
#defense
#breakthrough
#hardness
#armor_value
#soft_attack
#hard_attack
#ap_attack
#air_attack
#build_cost_ic

############################
#### ANTI-AIR EQUIPMENT ####
############################
#reliability
#defense
#breakthrough
#hardness
#armor_value
#soft_attack
#hard_attack
#ap_attack
#air_attack
#build_cost_ic

#############################
#### ANTI-TANK EQUIPMENT ####
#############################
#reliability
#defense
#breakthrough
#hardness
#armor_value
#soft_attack
#hard_attack
#ap_attack
#air_attack
#build_cost_ic

####################################
#### ROCKET ARTILLERY EQUIPMENT ####
####################################
#reliability
#defense
#breakthrough
#hardness
#armor_value
#soft_attack
#hard_attack
#ap_attack
#air_attack
#build_cost_ic


##############################
#### MOTORIZED EQUIPMENT #####
##############################
#maximum_speed
#reliability
#hardness
#breakthrough
#build_cost_ic
#fuel_consumption

####################################
#### MOTORIZED ROCKET EQUIPMENT ####
####################################
#reliability
#defense
#breakthrough
#hardness
#armor_value
#soft_attack
#hard_attack
#ap_attack
#air_attack
#build_cost_ic (edited)

###############################
#### MECHANIZED EQUIPMENT #####
###############################
#maximum_speed
#reliability
#defense
#breakthrough
#hardness
#armor_value
#ap_attack
#air_attack
#build_cost_ic
#fuel_consumption

#########################################
#### AMPHIBIOUS MECHANIZED EQUIPMENT ####
#########################################
#maximum_speed
#reliability
#defense
#breakthrough
#hardness
#armor_value
#ap_attack
#air_attack
#build_cost_ic
#fuel_consumption


################################
#### ARMORED CAR EQUIPMENT #####
################################
#maximum_speed
#reliability
#defense
#breakthrough
#hardness
#armor_value
#soft_attack
#hard_attack
#ap_attack
#air_attack
#build_cost_ic
#fuel_consumption


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