﻿### ERA 0

base_shipyard = {
	era = era_0
	texture = "gfx/interface/icons/tech/tech_base_shipyard.dds"
	category = military
}

base_port = {
	era = era_0
	texture = "gfx/interface/icons/building_icons/building_port.dds"
	category = military
	
	modifier = {
		state_building_port_max_level_add = 1
    }
	unlocking_technologies = {	
		base_shipyard
	}	
}

base_fishpoint = {
	era = era_0
	texture = "gfx/interface/icons/building_icons/fishing_wharf.dds"
	category = military
	
	unlocking_technologies = {	
		base_shipyard
	}
}

base_navy = {
	era = era_0
	texture = "gfx/interface/icons/building_icons/naval_base.dds"
	category = military

	modifier = {
		state_building_naval_base_max_level_add = 3
    }
	unlocking_technologies = {	
		base_shipyard
	}	
}

near_fish = {
	era = era_0
	texture = "gfx/interface/icons/tech/tech_near_fish.dds"
	category = military
	
	unlocking_technologies = {	
		base_port
		base_fishpoint
	}	
}

near_fish = {
	era = era_0
	texture = "gfx/interface/icons/tech/tech_near_fish.dds"
	category = military
	
	unlocking_technologies = {	
		base_fishpoint
		base_port
	}	
}

whale_fish = {
	era = era_0
	texture = "gfx/interface/icons/building_icons/whaling_station.dds"
	category = military
	
	unlocking_technologies = {	
		base_navy
		base_fishpoint
	}
}

navy_team = {
	era = era_0
	texture = "gfx/interface/icons/tech/tech_navy_team.dds"
	category = military


	modifier = {
		unit_convoy_raiding_mult = 0.1
	}
	
	unlocking_technologies = {	
		whale_fish
		near_fish
	}
}

port_expansion_1 = {
	era = era_0
	texture = "gfx/interface/icons/tech/tech_port_expansion.dds"
	category = military
	
	modifier = {
		state_building_port_max_level_add = 1
    }
	unlocking_technologies = {	
		navy_team
		hard_ship
	}	
}

hard_ship = {
	era = era_0
	texture = "gfx/interface/icons/tech/tech_hard_ship.dds"
	category = military
	
	unlocking_technologies = {	
		near_fish
	}	
}

ship_line = {
	era = era_0
	texture = "gfx/interface/icons/tech/tech_ship_line.dds"
	category = military
	
	unlocking_technologies = {	
		navy_team
		speed_ship
	}
}

speed_ship = {
	era = era_0
	texture = "gfx/interface/icons/tech/tech_speed_ship.dds"
	category = military
	
	unlocking_technologies = {	
		whale_fish
	}
}

####ERA 0 陸軍


early_tradition_army = {
	era = era_0
	texture = "gfx/interface/icons/tech/tech_early_tradition_army.dds"
	category = military
}


square_tactics = {
	era = era_0
	texture = "gfx/interface/icons/tech/tech_square_tactics.dds"
	category = military
	unlocking_technologies = {	
		early_tradition_army
	}	
}

standing_army = {
	# Unlocks Barracks building
	era = era_0
	texture = "gfx/interface/icons/invention_icons/standing_army.dds"
	category = military
	
	unlocking_technologies = {	
		early_tradition_army
	}
}

tech_stone_cannon = {
	era = era_0
	texture = "gfx/interface/icons/tech/tech_stone_cannon.dds"
	category = military
	
	unlocking_technologies = {	
		early_tradition_army
	}
}

tech_fire_gun = {
	era = era_0
	texture = "gfx/interface/icons/tech/tech_fire_gun.dds"
	category = military
	
	unlocking_technologies = {	
		square_tactics
		standing_army
	}
}

tech_early_cannon = {
	era = era_0
	texture = "gfx/interface/icons/tech/tech_early_cannon.dds"
	category = military
	
	unlocking_technologies = {	
		standing_army
		tech_stone_cannon
	}
}

barracks_build_1 = {
	era = era_0
	texture = "gfx/interface/icons/tech/tech_barracks_build.dds"
	category = military
	unlocking_technologies = {	
		tech_fire_gun
	}	
	modifier = {
		state_building_barracks_max_level_add = 1
    }	
}

union_operation = {
	era = era_0
	texture = "gfx/interface/icons/tech/tech_union_operation.dds"
	category = military
	unlocking_technologies = {	
		tech_fire_gun
		tech_early_cannon
	}	
}

barracks_build_2 = {
	era = era_0
	texture = "gfx/interface/icons/tech/tech_barracks_build.dds"
	category = military
	unlocking_technologies = {	
		tech_early_cannon
	}	
	modifier = {
		state_building_barracks_max_level_add = 1
    }	
}

scout_human = {
	era = era_0
	texture = "gfx/interface/icons/tech/tech_scout_human.dds"
	category = military
	unlocking_technologies = {	
		union_operation
		barracks_build_1
	}	
}

tech_cavalary_charge = {
	era = era_0
	texture = "gfx/interface/icons/tech/tech_cavalary_charge.dds"
	category = military
	unlocking_technologies = {	
		union_operation
		barracks_build_2
	}	
}

######################ERA 1

build_battle_ship = {

	era = era_1
	texture = "gfx/interface/icons/tech/tech_build_battle_ship.dds"
	category = military
	
	unlocking_technologies = {	
		port_expansion_1
		ship_line
	}
}

wind_battle_ship = {

	era = era_1
	texture = "gfx/interface/icons/tech/tech_wind_battle_ship.dds"
	category = military
	
	unlocking_technologies = {	
		build_battle_ship
	}
}

port_expansion_2 = {
	era = era_1
	texture = "gfx/interface/icons/tech/tech_port_expansion.dds"
	category = military
	
	modifier = {
		state_building_port_max_level_add = 1
    }
	unlocking_technologies = {	
		wind_battle_ship 
	}	
}

net_fish = {
	era = era_1
	texture = "gfx/interface/icons/tech/tech_net_fish.dds"
	category = military
	
	unlocking_technologies = {	
		wind_battle_ship
	}	
}

navy_base_expansion_1 = {
	era = era_1
	texture = "gfx/interface/icons/tech/tech_navy_base_expansion.dds"
	category = military
	
	modifier = {
		state_building_naval_base_max_level_add = 2
    }
	unlocking_technologies = {	
		wind_battle_ship
	}	
}

trade_port = {
	era = era_1
	texture = "gfx/interface/icons/tech/tech_trade_port.dds"
	category = military
	
	unlocking_technologies = {	
		protect_ship
		trade_loot
	}	
}

trade_loot = {
	era = era_1
	texture = "gfx/interface/icons/tech/tech_trade_loot.dds"
	category = military
	
	unlocking_technologies = {	
		navy_base_expansion_1
		net_fish
	}
}

protect_ship = {
	era = era_1
	texture = "gfx/interface/icons/tech/tech_protect_ship.dds"
	category = military
	
	unlocking_technologies = {	
		port_expansion_2
		net_fish
	}
}

##陸軍##

tech_simple_pack = {
	era = era_1
	texture = "gfx/interface/icons/tech/tech_simple_pack.dds"
	category = military
	unlocking_technologies = {	
		line_tatic
	}
}

line_tatic = {
	era = era_1
	texture = "gfx/interface/icons/tech/tech_line_tactic.dds"
	category = military
	unlocking_technologies = {	
		tech_flintlock
	}
}

barracks_build_3 = {
	era = era_1
	texture = "gfx/interface/icons/tech/tech_barracks_build.dds"
	category = military
	unlocking_technologies = {	
		line_tatic
	}	
	modifier = {
		state_building_barracks_max_level_add = 2
		state_building_conscription_center_max_level_add = 1
    }	
}


tech_throw_bomb = {
	era = era_1
	texture = "gfx/interface/icons/tech/tech_throw_bomb.dds"
	category = military
	unlocking_technologies = {	
		barracks_build_3
		tech_simple_pack
	}		
}

barracks_build_4 = {
	era = era_1
	texture = "gfx/interface/icons/tech/tech_barracks_build.dds"
	category = military
	unlocking_technologies = {	
		line_tatic
	}	
	modifier = {
		state_building_barracks_max_level_add = 2
		state_building_conscription_center_max_level_add = 1
    }	
}

tech_wound_pack = {
	era = era_1
	texture = "gfx/interface/icons/tech/tech_wound_pack.dds"
	category = military
	unlocking_technologies = {	
		tech_throw_bomb
		tech_cannon_artillery
	}	
}

tech_cannon_artillery = {
	era = era_1
	texture = "gfx/interface/icons/tech/tech_cannon_artillery.dds"
	category = military
	unlocking_technologies = {	
		barracks_build_4
		tech_simple_pack
	}	
}
tech_flintlock = {
	era = era_1
	texture = "gfx/interface/icons/tech/tech_flintlock.dds"
	category = military
	unlocking_technologies = {	
		scout_human
		tech_cavalary_charge
		
	}	
}
### ERA 2



navigation = {
	# Unlocks Shipyards
	# Unlocks Ports
	# Increases Port max level by 2
	era = era_2
	texture = "gfx/interface/icons/invention_icons/navigation.dds"
	category = military    
	
	modifier = {
		state_building_port_max_level_add = 1
    }
	unlocking_technologies = {	
		trade_port
	}		
}


drydocks = {
	# Increases Port max level by 1
	era = era_2
	texture = "gfx/interface/icons/invention_icons/drydock.dds"
	category = military
	
	modifier = {
		state_building_port_max_level_add = 1
	}
	
	unlocking_technologies = {	
		navigation
	}
}

mandatory_service = {
	# Unlocks Army Model - National Militia
	era = era_2
	texture = "gfx/interface/icons/invention_icons/mandatory_service.dds"
	category = military
	
	modifier = {
		state_conscription_rate_mult = 0.2
		state_building_barracks_max_level_add = 2
		state_building_conscription_center_max_level_add = 1
		unit_provinces_captured_mult = 0.1
	}
	
	unlocking_technologies = {
		tech_wound_pack
		trade_port
	}
}

gunsmithing = {
	# Unlocks Arms Industry building
	# Global Unlock for Muskets PM in Barracks
	era = era_2
	texture = "gfx/interface/icons/invention_icons/gunsmithing.dds"
	category = military
	
	unlocking_technologies = {
		tech_wound_pack
	}
}

military_drill = {
	# Does nothing yet; should enable/increase combat unit Experience gain
	era = era_1
	texture = "gfx/interface/icons/invention_icons/military_drill.dds"
	category = military
	
	modifier = {
		state_conscription_rate_mult = 0.2
	}
	
	unlocking_technologies = {
		tech_flintlock
		build_battle_ship
	}
}

napoleonic_warfare = {
	# Unlocks Mobile Artillery PM in Barracks
	era = era_2
	texture = "gfx/interface/icons/invention_icons/napoleonic_warfare.dds"
	category = military
	
	modifier = {
		unit_kill_rate_add = 0.1
    }	
	unlocking_technologies = {
		gunsmithing
	}
}

power_of_the_purse = {
	# Unlocks the Power of the Purse PM in Naval Bases
	era = era_2
	texture = "gfx/interface/icons/invention_icons/power_of_the_purse.dds"
	category = military
	
	modifier = {
		state_building_naval_base_max_level_add = 2
	}
	
	unlocking_technologies = {	
		admiralty
	}
}

admiralty = {
	# Unlocks Naval Base building
	era = era_2
	texture = "gfx/interface/icons/invention_icons/admiralty.dds"
	category = military
	
	modifier = {
		state_building_naval_base_max_level_add = 3
    }
	
	unlocking_technologies = {
		trade_port
	}	
}

army_reserves = {
	era = era_2
	texture = "gfx/interface/icons/invention_icons/army_reserves.dds"
	category = military
	
	modifier = {
		state_conscription_rate_mult = 0.2
		state_building_barracks_max_level_add = 2
		state_building_conscription_center_max_level_add = 1
		unit_provinces_captured_mult = 0.1
	}
	
	unlocking_technologies = {	
		mandatory_service
	}
}


paddle_steamer = {
	era = era_2
	texture = "gfx/interface/icons/invention_icons/paddle_steamer.dds"
	category = military
	
	modifier = {
		country_convoys_capacity_mult = 0.1
	}
	
	unlocking_technologies = {
		admiralty
		navigation
	}
}

field_works = {
	# Increases defense
	era = era_2
	texture = "gfx/interface/icons/invention_icons/field_works.dds"
	category = military
	
	modifier = {
		# defensive bonus, either directly to army or (ideally) a fortifications bonus, if we get forts
		# Lower kill rate?
		unit_army_defense_mult = 0.1
	}
	
	unlocking_technologies = {
		percussion_cap
	}
}

percussion_cap = {
	# Unlocks Munition Plants building
	# Global Unlock for Rifles PM in Barracks
	era = era_2
	texture = "gfx/interface/icons/invention_icons/percussion_cap.dds"
	category = military
	
	unlocking_technologies = {	
		tech_wound_pack
	}
}

rifling = {
	# Unlocks Rifles PM in Arms Industry
	era = era_2
	texture = "gfx/interface/icons/invention_icons/rifling.dds"
	category = military
	
	unlocking_technologies = {	
		percussion_cap
		gunsmithing
	}
}
### ERA 3


line_infantry_1 = {
	# Unlocks Line Infantry PM in Barracks
	era = era_3
	texture = "gfx/interface/icons/invention_icons/line_infantry.dds"
	category = military
	
	modifier = {
		unit_kill_rate_add = 0.1
	}
	
	unlocking_technologies = {	
		artillery_1
	}
}

logistics = {
	# #todo#! Does nothing yet
	era = era_3
	texture = "gfx/interface/icons/invention_icons/logistics_tech.dds"
	category = military
	
	modifier = {
		state_conscription_rate_mult = 0.2
		state_building_barracks_max_level_add = 3
		state_building_conscription_center_max_level_add = 1
		unit_provinces_captured_mult = 0.2
	}
	
	unlocking_technologies = {	
		army_reserves
	}
}

triage = {
	# Unlocks Basic Medical Aid PM in Barracks
	era = era_3
	texture = "gfx/interface/icons/invention_icons/triage.dds"
	category = military
	
	unlocking_technologies = {
		rifling
		field_works
	}
}

shell_gun = {
	# Unlocks Explosive Shell Artillery Production PM in Arms Industries
	era = era_3
	texture = "gfx/interface/icons/invention_icons/shell_gun.dds"
	category = military
	
	unlocking_technologies = {	
		triage
	}
}

general_staff = {
	# Unlocks Skirmish Infantry PM in Barracks / Conscription Centers
	era = era_3
	texture = "gfx/interface/icons/invention_icons/general_staff.dds"
	category = military
	
	unlocking_technologies = {	
		artillery_1
		triage
	}
}

screw_frigate = {
	# Unlocks Complex Shipbuilding PM in Shipyards
	era = era_3
	texture = "gfx/interface/icons/invention_icons/screw_frigate.dds"
	category = military
	
	modifier = {
		# ship go faster
	}
	
	unlocking_technologies = {	
		power_of_the_purse
		paddle_steamer
	}
}



hydraulic_cranes = {
	# Increases Port max level by 1
	era = era_3
	texture = "gfx/interface/icons/invention_icons/hydraulic_cranes.dds"
	category = military
	
	modifier = {
		state_building_port_max_level_add = 1
	}
	
	unlocking_technologies = {	
		paddle_steamer
		drydocks
	}
}

artillery_1 = {
	# Unlocks Artillery Production PM in Arms Industries
	# Unlocks Cannon Artillery PM in Barracks
	era = era_3
	texture = "gfx/interface/icons/invention_icons/artillery.dds"
	category = military
	
	unlocking_technologies = {
		rifling
		napoleonic_warfare
	}
}

ironclad_tech = {
	# Unlocks Metal Shipbuilding PM in Shipyards
	# Unlocks Ironclads PM in Naval Base
	# Unlocks Steam Trawlers PM in Fishing Wharves
	era = era_3
	texture = "gfx/interface/icons/invention_icons/ironclad_tech.dds"
	category = military
	
	unlocking_technologies = {	
		screw_frigate
		hydraulic_cranes
	}
}


### ERA 4

modern_nursing = {
	# Unlocks Field Hospitals PM in Barracks
	era = era_4
	texture = "gfx/interface/icons/invention_icons/modern_nursing.dds"
	category = military
	
	unlocking_technologies = {
		shell_gun
	}
}

enlistment_offices = {
	era = era_4
	texture = "gfx/interface/icons/invention_icons/enlistment_offices.dds"
	category = military
	
	modifier = {
		state_conscription_rate_mult = 0.2
		state_building_barracks_max_level_add = 3
		state_building_conscription_center_max_level_add = 1
	}
	
	unlocking_technologies = {	
		logistics
	}
}

electric_telegraph = {
	era = era_4
	texture = "gfx/interface/icons/invention_icons/electrical_telegraph.dds"
	category = military
	
	modifier = {
		country_war_exhaustion_casualties_mult = -0.25
	}
	
	unlocking_technologies = {	
		general_staff
		shell_gun
	}
}

military_statistics = {
	era = era_4
	texture = "gfx/interface/icons/invention_icons/military_statistics.dds"
	category = military
	
	modifier = {
		building_mobilization_cost_mult = -0.2
	}
	
	unlocking_technologies = {	
		electric_telegraph
		modern_nursing
	}
}

repeaters = {
	# Unlocks Repeaters PM in Arms Industry
	# Global Unlock for Repeaters PM in Barracks
	era = era_4
	texture = "gfx/interface/icons/invention_icons/repeaters.dds"
	category = military
	
	unlocking_technologies = {	
		trench_works
		handcranked_machine_gun
	}
}



handcranked_machine_gun = {
	era = era_4
	texture = "gfx/interface/icons/invention_icons/handcranked_machine_gun.dds"
	category = military
	
	modifier = {
		unit_army_defense_add = 5
		unit_kill_rate_add = 0.05
	}
	
	unlocking_technologies = {	
		line_infantry_1
		general_staff
	}
}

self_propelled_torpedoes = {
	# #todo#! Does nothing yet
	era = era_4
	texture = "gfx/interface/icons/invention_icons/self_propelled_torpedoes.dds"
	category = military
	
	unlocking_technologies = {	
		ironclad_tech
	}
}

monitor_tech = {
	# Unlocks Monitors PM in Naval Base
	era = era_4
	texture = "gfx/interface/icons/invention_icons/monitor_tech.dds"
	category = military
	
	modifier = {
		# increased offense and defense.
	}
	
	unlocking_technologies = {	
		ironclad_tech
	}
}



jeune_ecole = {
	# Unlocks Jeune Ecole PM in Naval Base
	era = era_4
	texture = "gfx/interface/icons/invention_icons/jeune_ecole.dds"
	category = military
	
	modifier = {
		state_building_naval_base_max_level_add = 2
	}
	
	unlocking_technologies = {	
		ironclad_tech
	}
}

floating_harbor = {
	# Unlocks Industrial Port PM in Ports
	era = era_4
	texture = "gfx/interface/icons/invention_icons/floating_harbor.dds"
	category = military
	
	modifier = {
		state_building_port_max_level_add = 1
		state_building_naval_base_max_level_add = 1
	}
	
	unlocking_technologies = {	
		monitor_tech
		gantry_cranes
	}
}

gantry_cranes = {
	# Increases Port max level by 1
	era = era_4
	texture = "gfx/interface/icons/invention_icons/gantry_crane.dds"
	category = military
	
	modifier = {
		state_building_port_max_level_add = 1
		state_building_naval_base_max_level_add = 1
	}
	
	unlocking_technologies = {	
		ironclad_tech
	}
}

trench_works = {
	# Unlocks Officer Training PM in Barracks
	# Unlocks Barbed Wire Fences in Livestock Ranches
	# Unlocks Trench Infantry
	era = era_4
	texture = "gfx/interface/icons/invention_icons/trench_works.dds"
	category = military
	
	unlocking_technologies = {
		line_infantry_1
	}
}

landing_craft = {
	era = era_4
	texture = "gfx/interface/icons/invention_icons/landing_craft.dds"
	category = military
	
	modifier = {
		country_ignores_landing_craft_penalty = yes
	}
	
	unlocking_technologies = {	
		jeune_ecole
		self_propelled_torpedoes
	}
}
### ERA 5

breech_loading_artillery_1 = {
	# Unlocks Breech Loading Artillery Production PM in Arms Industries
	# Unlocks Breech Loading Artillery PM in Barracks
	# Unlocks Railway Guns PM in Railways
	era = era_5
	texture = "gfx/interface/icons/invention_icons/breech_loading_artillery.dds"
	category = military
	
	unlocking_technologies = {	
		repeaters
		military_statistics
	}
}

war_propaganda = {
	era = era_5
	texture = "gfx/interface/icons/invention_icons/war_propaganda.dds"
	category = military

	modifier = {
		state_conscription_rate_mult = 0.2
		state_building_barracks_max_level_add = 3
		state_building_conscription_center_max_level_add = 1
	}
	
	unlocking_technologies = {	
		enlistment_offices
	}
}

wargaming_1 = {
	# #todo#! Does nothing yet
	era = era_5
	texture = "gfx/interface/icons/invention_icons/wargaming.dds"
	category = military
	
	unlocking_technologies = {
		military_statistics
	}
}

defense_in_depth = {
	# Increases defense
	# Unlock Delay Order?
	era = era_5
	texture = "gfx/interface/icons/invention_icons/defense_in_depth.dds"
	category = military
	
	modifier = {
		# defensive bonus, either to the army or ideally to fortifications
		unit_army_defense_mult = 0.3
	}
	
	unlocking_technologies = {	
		repeaters
	}
}

bolt_action_rifles = {
	# Unlocks Bolt Action Rifles PM in Arms Industry
	# Global Unlock for Bolt Action Rifles PM in Barracks
	era = era_5
	texture = "gfx/interface/icons/invention_icons/bolt_action_rifles.dds"
	category = military
	
	unlocking_technologies = {	
		breech_loading_artillery_1
		wargaming_1
	}
}

automatic_machine_guns = {
	# #todo#! Does nothing yet
	era = era_5
	texture = "gfx/interface/icons/invention_icons/machine_gun.dds"
	category = military
	
	unlocking_technologies = {	
		defense_in_depth
		breech_loading_artillery_1
	}
}

submarine = {
	# Unlocks Submarine PM on Naval Bases
	era = era_5
	texture = "gfx/interface/icons/invention_icons/submarine.dds"
	category = military
	
	modifier = {
		# inproved disruption of supply lines, improved evasion, improved [something naval and dickish]
	}
	
	unlocking_technologies = {	
		concrete_dockyards
	}
}

destroyer = {
	# #todo#! Does nothing yet
	era = era_5
	texture = "gfx/interface/icons/invention_icons/destroyers.dds"
	category = military
	
	unlocking_technologies = {	
		dreadnought
	}
}

dreadnought = {
	# Unlocks Dreadnoughts PM in Naval Bases
	era = era_5
	texture = "gfx/interface/icons/invention_icons/dreadnought.dds"
	category = military
	
	modifier = {
		# increased coal consumption
		# increased offense and defense?
		
		# prestige bonus? Or a prestige bonus to overall naval size. Could apply this to mahanian_thought instead.
	}
	
	unlocking_technologies = {
		floating_harbor
		landing_craft
	}
}
sea_lane_strategies = {
	# Unlocks Sea Lane Strategies PM in Naval Bases
	era = era_5
	texture = "gfx/interface/icons/invention_icons/sea_lane_strategies.dds"
	category = military
	
	modifier = {
		state_building_naval_base_max_level_add = 5
	}
	
	unlocking_technologies = {	
		destroyer
	}
}

concrete_dockyards = {
	# Unlocks Modern Port PM in Ports
	era = era_5
	texture = "gfx/interface/icons/invention_icons/concrete_dockyards.dds"
	category = military
	
	modifier = {
		state_building_port_max_level_add = 1
		state_building_naval_base_max_level_add = 1
	}
	
	unlocking_technologies = {	
		dreadnought
	}
}

carrier_tech = {
	# Unlocks Carriers PM in Naval Bases
	era = era_5
	texture = "gfx/interface/icons/invention_icons/carrier_tech.dds"
	category = military
	
	unlocking_technologies = {	
		destroyer
	}
}
battleship_tech = {
	# Unlocks Battleships PM in Naval Bases
	era = era_5
	texture = "gfx/interface/icons/invention_icons/battleship_tech.dds"
	category = military
	
	unlocking_technologies = {	
		concrete_dockyards
	}
}

### ERA 6

nco_training = {
	# Unlocks Advanced Officer Training PM in Barracks
	era = era_6
	texture = "gfx/interface/icons/invention_icons/nco_training.dds"
	category = military
	
	modifier = {
		state_building_barracks_max_level_add = 5
		state_building_conscription_center_max_level_add = 2
    }	
	
	unlocking_technologies = {
		bolt_action_rifles
	}
}

chemical_warfare = {
	# Unlocks Chemical Artillery PM in Barracks
	era = era_6
	texture = "gfx/interface/icons/invention_icons/chemical_warfare.dds"
	category = military
	
	unlocking_technologies = {	
		concrete_fortifications
		stormtroopers
	}
}

stormtroopers = {
	# #todo#! Does nothing yet
	era = era_6
	texture = "gfx/interface/icons/invention_icons/stormtroopers.dds"
	category = military
	
	unlocking_technologies = {	
		automatic_machine_guns
	}
}

concrete_fortifications = {
	# Increases defense
	era = era_6
	texture = "gfx/interface/icons/invention_icons/concrete_fortifications.dds"
	category = military
	
	modifier = {
		# build the maginot line and be completely unstoppable, forever, especially if you're France
		# bonus to general defensiveness or specifically to forts if they become a thing
		unit_army_defense_mult = 0.4
	}
	
	unlocking_technologies = {	
		automatic_machine_guns
	}
}

mobile_armor = {
	# Unlocks Tanks PM in Vehicles Industries
	# Unlocks Tanks, Planes and Tanks PM in Barracks
	era = era_6
	texture = "gfx/interface/icons/invention_icons/mobile_armor.dds"
	category = military
	
	unlocking_technologies = {	
		stormtroopers
		nco_training
	}
}

military_aviation = {
	# Unlocks Vehicles Industries
	# Unlocks Tanks, Planes and Tanks PM in Barracks
	era = era_6
	texture = "gfx/interface/icons/invention_icons/military_aviation.dds"
	category = military
	
	modifier = {
		# increased oil consumption
		# increased recon/scouting/go fast
	}
	
	unlocking_technologies = {	
		bolt_action_rifles
	}
}

flamethrowers = {
	# Increases kill rate (lowers opponent survival rate)
	era = era_6
	texture = "gfx/interface/icons/invention_icons/flamethrowers.dds"
	category = military
	
	unlocking_technologies = {	
		stormtroopers
		military_aviation
	}
	modifier = {
		unit_kill_rate_add = 0.05
	}
}



battlefleet_tactics = {
	# Unlocks Battlefleet Tactics PM in Naval Bases
	era = era_6
	texture = "gfx/interface/icons/invention_icons/battlefleet_tactics.dds"
	category = military
	
	modifier = {
		state_building_naval_base_max_level_add = 5
	}
	
	unlocking_technologies = {	
		battleship_tech
		sea_lane_strategies
		submarine
		carrier_tech
	}
}
