﻿###
### Keep "unit tiers" per group in ascending order; the system will determine the default unit type for a country
### by the last defined unit type that it can build
###

### ARMY

### Infantry

combat_unit_type_irregular_infantry = {
    group = combat_unit_group_infantry
	max_manpower = 1000

    conscript_peasant_levies = yes

    battle_modifier = {
		unit_offense_add = 18
		unit_defense_add = 30
		unit_morale_loss_add = 20
	}

	upkeep_modifier = {
		goods_input_grain_add = 6
		goods_input_iron_add = 0.25
		goods_input_wood_add = 4
	}

    combat_unit_image = {
        trigger = {
            has_culture_graphics = decentralised_americas
        }
        texture = "gfx/unit_illustrations/infantry_decentralised_americas_irregular.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = east_asian
        }
        texture = "gfx/unit_illustrations/infantry_east_asian_irregular.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = south_asian
        }
        texture = "gfx/unit_illustrations/infantry_south_asian_irregular.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = african
        }
        texture = "gfx/unit_illustrations/infantry_african_irregular.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = arabic
        }
        texture = "gfx/unit_illustrations/infantry_arabic_irregular.dds"
    }

    combat_unit_image = {
		# fallback
        texture = "gfx/unit_illustrations/infantry_eu_irregular.dds"
    }

	upgrades = {
		combat_unit_type_line_infantry
		combat_unit_type_skirmish_infantry
        combat_unit_type_trench_infantry
        combat_unit_type_squad_infantry
        combat_unit_type_mechanized_infantry
	}
}

combat_unit_type_line_infantry = {
    group = combat_unit_group_infantry
	max_manpower = 1000

    conscript_peasant_levies = yes

    upkeep_modifier = {
        goods_input_small_arms_add = 5
    }

    battle_modifier = {
        unit_offense_add = 30
		unit_defense_add = 50
		unit_morale_loss_add = 20
    }

	unlocking_technologies = { line_infantry }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = east_asian
        }
        texture = "gfx/unit_illustrations/infantry_east_asian_line.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = south_asian
        }
        texture = "gfx/unit_illustrations/infantry_south_asian_line.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = african
        }
        texture = "gfx/unit_illustrations/infantry_african_line.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = arabic
        }
        texture = "gfx/unit_illustrations/infantry_arabic_line.dds"
    }

    combat_unit_image = {
		# fallback
        texture = "gfx/unit_illustrations/infantry_eu_line.dds"
    }

	upgrades = {
        combat_unit_type_irregular_infantry
		combat_unit_type_skirmish_infantry
        combat_unit_type_trench_infantry
        combat_unit_type_squad_infantry
        combat_unit_type_mechanized_infantry
	}
}

combat_unit_type_skirmish_infantry = {
    group = combat_unit_group_infantry
	max_manpower = 1000

    conscript_peasant_levies = yes

    upkeep_modifier = {
		goods_input_small_arms_add = 6
		goods_input_ammunition_add = 1.4
	}

	battle_modifier = {
		unit_offense_add = 42
		unit_defense_add = 70
		unit_morale_loss_add = 20
	}

	unlocking_technologies = { general_staff }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = east_asian
        }
        texture = "gfx/unit_illustrations/infantry_east_asian_skirmish.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = south_asian
        }
        texture = "gfx/unit_illustrations/infantry_south_asian_skirmish.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = african
        }
        texture = "gfx/unit_illustrations/infantry_african_skirmish.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = arabic
        }
        texture = "gfx/unit_illustrations/infantry_arabic_skirmish.dds"
    }

    combat_unit_image = {
		# fallback
        texture = "gfx/unit_illustrations/infantry_eu_skirmish.dds"
    }

	upgrades = {
        combat_unit_type_irregular_infantry
		combat_unit_type_line_infantry
		combat_unit_type_trench_infantry
        combat_unit_type_squad_infantry
        combat_unit_type_mechanized_infantry
	}
}

combat_unit_type_trench_infantry = {
    group = combat_unit_group_infantry
	max_manpower = 1000

    conscript_peasant_levies = yes

    upkeep_modifier = {
		goods_input_small_arms_add = 7
		goods_input_ammunition_add = 4.2
	}

	battle_modifier = {
		unit_offense_add = 60
		unit_defense_add = 100
		unit_morale_loss_add = 20
	}

	unlocking_technologies = { trench_works }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = east_asian
        }
        texture = "gfx/unit_illustrations/infantry_east_asian_trench.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = south_asian
        }
        texture = "gfx/unit_illustrations/infantry_south_asian_trench.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = african
        }
        texture = "gfx/unit_illustrations/infantry_african_trench.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = arabic
        }
        texture = "gfx/unit_illustrations/infantry_arabic_trench.dds"
    }

    combat_unit_image = {
		# fallback
        texture = "gfx/unit_illustrations/infantry_eu_trench.dds"
    }

    upgrades = {
        combat_unit_type_irregular_infantry
		combat_unit_type_line_infantry
		combat_unit_type_skirmish_infantry
        combat_unit_type_squad_infantry
        combat_unit_type_mechanized_infantry
    }
}

combat_unit_type_squad_infantry = {
    group = combat_unit_group_infantry
	max_manpower = 1000

    conscript_peasant_levies = yes

    upkeep_modifier = {
		goods_input_small_arms_add = 9
		goods_input_ammunition_add = 7
	}

	battle_modifier = {
		unit_offense_add = 84
		unit_defense_add = 140
		unit_morale_loss_add = 20
	}

	unlocking_technologies = { nco_training }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = east_asian
        }
        texture = "gfx/unit_illustrations/infantry_east_asian_squad.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = south_asian
        }
        texture = "gfx/unit_illustrations/infantry_south_asian_squad.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = african
        }
        texture = "gfx/unit_illustrations/infantry_african_squad.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = arabic
        }
        texture = "gfx/unit_illustrations/infantry_arabic_squad.dds"
    }

    combat_unit_image = {
        # fallback
        texture = "gfx/unit_illustrations/infantry_eu_squad.dds"
    }

    upgrades = {
        combat_unit_type_irregular_infantry
		combat_unit_type_line_infantry
		combat_unit_type_skirmish_infantry
		combat_unit_type_trench_infantry
        combat_unit_type_mechanized_infantry
    }
}

combat_unit_type_mechanized_infantry = {
    group = combat_unit_group_infantry
	max_manpower = 1000

    upkeep_modifier = {
		goods_input_small_arms_add = 9
		goods_input_ammunition_add = 7
		goods_input_tanks_add = 4
		goods_input_oil_add = 1
	}

	battle_modifier = {
		unit_offense_add = 120
		unit_defense_add = 200
		unit_morale_loss_add = 20
	}

	unlocking_technologies = { mobile_armor }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = east_asian
        }
        texture = "gfx/unit_illustrations/infantry_east_asian_mechanized.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = south_asian
        }
        texture = "gfx/unit_illustrations/infantry_south_asian_mechanized.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = african
        }
        texture = "gfx/unit_illustrations/infantry_african_mechanized.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = arabic
        }
        texture = "gfx/unit_illustrations/infantry_arabic_mechanized.dds"
    }

    combat_unit_image = {
		# fallback
        texture = "gfx/unit_illustrations/infantry_eu_mechanized.dds"
    }

    upgrades = {
		combat_unit_type_irregular_infantry
		combat_unit_type_line_infantry
		combat_unit_type_skirmish_infantry
		combat_unit_type_trench_infantry
		combat_unit_type_squad_infantry
	}
}

### Artillery

combat_unit_type_cannon_artillery = {
    group = combat_unit_group_artillery
	max_manpower = 1000

    upkeep_modifier = {
		goods_input_artillery_add = 8.75
	}

	battle_modifier = {
		unit_offense_add = 70
		unit_defense_add = 25
		unit_morale_loss_add = 20
		unit_kill_rate_add = 0.05
		unit_devastation_mult = 0.05
	}

    formation_modifier = {
        military_formation_mobilization_speed_mult = -0.2
        military_formation_movement_speed_mult = -0.2
    }

	unlocking_technologies = { artillery }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = east_asian
        }
        texture = "gfx/unit_illustrations/artillery_east_asian_cannon.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = south_asian
        }
        texture = "gfx/unit_illustrations/artillery_south_asian_cannon.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = african
        }
        texture = "gfx/unit_illustrations/artillery_african_cannon.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = arabic
        }
        texture = "gfx/unit_illustrations/artillery_arabic_cannon.dds"
    }

    combat_unit_image = {
        # fallback
        texture = "gfx/unit_illustrations/artillery_eu_cannon.dds"
    }

    upgrades = {
        combat_unit_type_mobile_artillery
		combat_unit_type_shrapnel_artillery
		combat_unit_type_siege_artillery
		combat_unit_type_heavy_tank
    }
}

combat_unit_type_mobile_artillery = {
    group = combat_unit_group_artillery
	max_manpower = 1000

    upkeep_modifier = {
		goods_input_artillery_add = 12.5
	}

	battle_modifier = {
		unit_offense_add = 100
		unit_defense_add = 35
		unit_morale_loss_add = 20
		unit_kill_rate_add = 0.1
		unit_devastation_mult = 0.1
	}

    formation_modifier = {
        military_formation_mobilization_speed_mult = -0.2
        military_formation_movement_speed_mult = -0.2
    }

	unlocking_technologies = { napoleonic_warfare }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = east_asian
        }
        texture = "gfx/unit_illustrations/artillery_east_asian_mobile.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = south_asian
        }
        texture = "gfx/unit_illustrations/artillery_south_asian_mobile.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = african
        }
        texture = "gfx/unit_illustrations/artillery_african_mobile.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = arabic
        }
        texture = "gfx/unit_illustrations/artillery_arabic_mobile.dds"
    }

    combat_unit_image = {
        # fallback
        texture = "gfx/unit_illustrations/artillery_eu_mobile.dds"
    }

    upgrades = {
        combat_unit_type_cannon_artillery
		combat_unit_type_shrapnel_artillery
		combat_unit_type_siege_artillery
		combat_unit_type_heavy_tank
    }
}

combat_unit_type_shrapnel_artillery = {
    group = combat_unit_group_artillery
	max_manpower = 1000

    upkeep_modifier = {
		goods_input_artillery_add = 14
		goods_input_ammunition_add = 3.6
	}

	battle_modifier = {
		unit_offense_add = 140
		unit_defense_add = 50
		unit_morale_loss_add = 20
		unit_kill_rate_add = 0.15
		unit_devastation_mult = 0.15
	}

    formation_modifier = {
        military_formation_mobilization_speed_mult = -0.2
        military_formation_movement_speed_mult = -0.2
    }

	unlocking_technologies = { breech_loading_artillery }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = east_asian
        }
        texture = "gfx/unit_illustrations/artillery_east_asian_shrapnel.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = south_asian
        }
        texture = "gfx/unit_illustrations/artillery_south_asian_shrapnel.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = african
        }
        texture = "gfx/unit_illustrations/artillery_african_shrapnel.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = arabic
        }
        texture = "gfx/unit_illustrations/artillery_arabic_shrapnel.dds"
    }

    combat_unit_image = {
        # fallback
        texture = "gfx/unit_illustrations/artillery_eu_shrapnel.dds"
    }

    upgrades = {
        combat_unit_type_cannon_artillery
		combat_unit_type_mobile_artillery
		combat_unit_type_siege_artillery
		combat_unit_type_heavy_tank
    }
}

combat_unit_type_siege_artillery = {
    group = combat_unit_group_artillery
	max_manpower = 1000

    upkeep_modifier = {
		goods_input_artillery_add = 18
		goods_input_ammunition_add = 9
	}

	battle_modifier = {
		unit_offense_add = 200
		unit_defense_add = 70
		unit_morale_loss_add = 20
		unit_kill_rate_add = 0.2
		unit_devastation_mult = 0.2
	}

    formation_modifier = {
        military_formation_mobilization_speed_mult = -0.2
        military_formation_movement_speed_mult = -0.2
    }

	unlocking_technologies = { wargaming }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = east_asian
        }
        texture = "gfx/unit_illustrations/artillery_east_asian_siege.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = south_asian
        }
        texture = "gfx/unit_illustrations/artillery_south_asian_siege.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = african
        }
        texture = "gfx/unit_illustrations/artillery_african_siege.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = arabic
        }
        texture = "gfx/unit_illustrations/artillery_arabic_siege.dds"
    }

    combat_unit_image = {
        # fallback
        texture = "gfx/unit_illustrations/artillery_eu_siege.dds"
    }

    upgrades = {
		combat_unit_type_cannon_artillery
		combat_unit_type_mobile_artillery
		combat_unit_type_shrapnel_artillery
		combat_unit_type_heavy_tank
	}
}

combat_unit_type_heavy_tank = {
    group = combat_unit_group_artillery
	max_manpower = 1000

    upkeep_modifier = {
		goods_input_artillery_add = 18
		goods_input_ammunition_add = 9
		goods_input_tanks_add = 7
		goods_input_oil_add = 3
	}

	battle_modifier = {
		unit_offense_add = 280
		unit_defense_add = 100
		unit_morale_loss_add = 20
		unit_kill_rate_add = 0.25
		unit_devastation_mult = 0.25
	}

    formation_modifier = {
        military_formation_mobilization_speed_mult = -0.2
        military_formation_movement_speed_mult = -0.2
    }

	unlocking_technologies = { mobile_armor }

    combat_unit_image = {
        texture = "gfx/unit_illustrations/artillery_heavy_tank.dds"
    }

    upgrades = {
		combat_unit_type_cannon_artillery
		combat_unit_type_mobile_artillery
		combat_unit_type_shrapnel_artillery
		combat_unit_type_siege_artillery
	}
}

### Cavalry

combat_unit_type_lancers = {
    group = combat_unit_group_cavalry
	max_manpower = 1000

    upkeep_modifier = {
		goods_input_grain_add = 3
		goods_input_iron_add = 4
		goods_input_wood_add = 9
	}

	battle_modifier = {
		unit_offense_add = 50
		unit_defense_add = 50
		unit_morale_loss_add = 20
		unit_occupation_mult = 0.1
	}

    formation_modifier = {
        military_formation_mobilization_speed_mult = 0.2
        military_formation_movement_speed_mult = 0.2
    }

	unlocking_technologies = { standing_army }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = east_asian
        }
        texture = "gfx/unit_illustrations/cavalry_east_asian_lancer.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = south_asian
        }
        texture = "gfx/unit_illustrations/cavalry_south_asian_lancer.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = african
        }
        texture = "gfx/unit_illustrations/cavalry_african_lancer.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = arabic
        }
        texture = "gfx/unit_illustrations/cavalry_arabic_lancer.dds"
    }

    combat_unit_image = {
        # fallback
        texture = "gfx/unit_illustrations/cavalry_eu_lancer.dds"
    }

    upgrades = {
        combat_unit_type_hussars
		combat_unit_type_dragoons
		combat_unit_type_cuirassiers
		combat_unit_type_light_tanks
    }
}

combat_unit_type_hussars = {
    group = combat_unit_group_cavalry
	max_manpower = 1000

    upkeep_modifier = {
		goods_input_grain_add = 3
		goods_input_small_arms_add = 6
		goods_input_ammunition_add = 2.4
	}

	battle_modifier = {
		unit_offense_add = 70
		unit_defense_add = 70
		unit_morale_loss_add = 20
		unit_occupation_mult = 0.2
	}

    formation_modifier = {
        military_formation_mobilization_speed_mult = 0.2
        military_formation_movement_speed_mult = 0.2
    }

	unlocking_technologies = { standing_army }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = east_asian
        }
        texture = "gfx/unit_illustrations/cavalry_east_asian_hussar.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = south_asian
        }
        texture = "gfx/unit_illustrations/cavalry_south_asian_hussar.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = african
        }
        texture = "gfx/unit_illustrations/cavalry_african_hussar.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = arabic
        }
        texture = "gfx/unit_illustrations/cavalry_arabic_hussar.dds"
    }

    combat_unit_image = {
        # fallback
        texture = "gfx/unit_illustrations/cavalry_eu_hussar.dds"
    }

    upgrades = {
        combat_unit_type_lancers
		combat_unit_type_dragoons
		combat_unit_type_cuirassiers
		combat_unit_type_light_tanks
    }
}

combat_unit_type_dragoons = {
    group = combat_unit_group_cavalry
	max_manpower = 1000

    upkeep_modifier = {
		goods_input_grain_add = 3
		goods_input_small_arms_add = 8
		goods_input_ammunition_add = 3.8
	}

	battle_modifier = {
		unit_offense_add = 100
		unit_defense_add = 100
		unit_morale_loss_add = 20
		unit_occupation_mult = 0.3
	}

	formation_modifier = {
        military_formation_mobilization_speed_mult = 0.2
        military_formation_movement_speed_mult = 0.2
    }

	unlocking_technologies = { trench_works }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = east_asian
        }
        texture = "gfx/unit_illustrations/cavalry_east_asian_dragoon.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = south_asian
        }
        texture = "gfx/unit_illustrations/cavalry_south_asian_dragoon.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = african
        }
        texture = "gfx/unit_illustrations/cavalry_african_dragoon.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = arabic
        }
        texture = "gfx/unit_illustrations/cavalry_arabic_dragoon.dds"
    }

    combat_unit_image = {
        # fallback
        texture = "gfx/unit_illustrations/cavalry_eu_dragoon.dds"
    }

    upgrades = {
        combat_unit_type_lancers
		combat_unit_type_hussars
		combat_unit_type_cuirassiers
		combat_unit_type_light_tanks
    }
}

combat_unit_type_cuirassiers = {
    group = combat_unit_group_cavalry
	max_manpower = 1000

    upkeep_modifier = {
		goods_input_grain_add = 2
		goods_input_small_arms_add = 10
		goods_input_ammunition_add = 5.6
	}

	battle_modifier = {
		unit_offense_add = 140
		unit_defense_add = 140
		unit_morale_loss_add = 20
		unit_occupation_mult = 0.4
	}

	formation_modifier = {
        military_formation_mobilization_speed_mult = 0.2
        military_formation_movement_speed_mult = 0.2
    }

	unlocking_technologies = { nco_training }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = east_asian
        }
        texture = "gfx/unit_illustrations/cavalry_east_asian_cuirassier.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = south_asian
        }
        texture = "gfx/unit_illustrations/cavalry_south_asian_cuirassier.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = african
        }
        texture = "gfx/unit_illustrations/cavalry_african_cuirassier.dds"
    }

    combat_unit_image = {
        trigger = {
            has_culture_graphics = arabic
        }
        texture = "gfx/unit_illustrations/cavalry_arabic_cuirassier.dds"
    }

    combat_unit_image = {
        # fallback
        texture = "gfx/unit_illustrations/cavalry_eu_cuirassier.dds"
    }

    upgrades = {
        combat_unit_type_lancers
		combat_unit_type_hussars
		combat_unit_type_dragoons
		combat_unit_type_light_tanks
    }
}

combat_unit_type_light_tanks = {
    group = combat_unit_group_cavalry
	max_manpower = 1000

    upkeep_modifier = {
		goods_input_small_arms_add = 10
		goods_input_ammunition_add = 6
		goods_input_tanks_add = 5
		goods_input_oil_add = 1
	}

	battle_modifier = {
		unit_offense_add = 200
		unit_defense_add = 200
		unit_morale_loss_add = 20
		unit_occupation_mult = 0.5
		unit_devastation_mult = 0.1
	}

    formation_modifier = {
        military_formation_mobilization_speed_mult = 0.2
        military_formation_movement_speed_mult = 0.2
    }

	unlocking_technologies = { mobile_armor }

    combat_unit_image = {
        texture = "gfx/unit_illustrations/cavalry_light_tank.dds"
    }

    upgrades = {
		combat_unit_type_lancers
		combat_unit_type_hussars
		combat_unit_type_dragoons
		combat_unit_type_cuirassiers
	}
}
