###
### 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

INJECT:combat_unit_type_irregular_infantry = {
	upgrades = {
        combat_unit_type_mechanized_infantry
        combat_unit_type_modern_mechanized_infantry
        combat_unit_type_advanced_mechanized_infantry
	}
}

INJECT:combat_unit_type_line_infantry = {
	upgrades = {
        combat_unit_type_mechanized_infantry
        combat_unit_type_modern_mechanized_infantry
        combat_unit_type_advanced_mechanized_infantry
	}
}

INJECT:combat_unit_type_skirmish_infantry = {
	upgrades = {
        combat_unit_type_mechanized_infantry
        combat_unit_type_modern_mechanized_infantry
        combat_unit_type_advanced_mechanized_infantry
	}
}

INJECT:combat_unit_type_trench_infantry = {
    upgrades = {
        combat_unit_type_mechanized_infantry
        combat_unit_type_modern_mechanized_infantry
        combat_unit_type_advanced_mechanized_infantry
    }
}

INJECT:combat_unit_type_squad_infantry = {
    upgrades = {
        combat_unit_type_mechanized_infantry
        combat_unit_type_modern_mechanized_infantry
        combat_unit_type_advanced_mechanized_infantry
    }
}

INJECT:combat_unit_type_mechanized_infantry = {
    upkeep_modifier = {
        goods_input_oil_add = -1
        goods_input_light_fuel_add = 2 #140
    }
    upgrades = {
        combat_unit_type_modern_mechanized_infantry
        combat_unit_type_advanced_mechanized_infantry
    }
}

combat_unit_type_modern_mechanized_infantry = {
    group = combat_unit_group_infantry
	max_manpower = 1000
    supply_capacity = 35

    upkeep_modifier = {
        goods_input_small_arms_add = 3 #180
        goods_input_electroniccomponents_add = 1 #80
        goods_input_ammunition_add = 3 #150
        goods_input_light_fuel_add = 2 #140
        goods_input_radios_add = 1 #80
        goods_input_tanks_add = 1 #80 #710
    }
    
    battle_modifier = {
        unit_offense_add = 55
        unit_defense_add = 65
        unit_morale_loss_add = 3
        unit_devastation_mult = 0.1
    }

	unlocking_technologies = { mechanized_infantry }

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

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

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

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

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

    upgrades = {
        combat_unit_type_advanced_mechanized_infantry
    }
}

combat_unit_type_advanced_mechanized_infantry = {
    group = combat_unit_group_infantry
    max_manpower = 1000
    supply_capacity = 40

    upkeep_modifier = {
        goods_input_small_arms_add = 4 #240
        goods_input_processors_add = 1 #130
        goods_input_ammunition_add = 3 #150
        goods_input_light_fuel_add = 2 #140
        goods_input_radios_add = 1 #80
        goods_input_tanks_add = 2 #160 #900
    }
    
    battle_modifier = {
        unit_offense_add = 65
        unit_defense_add = 85
        unit_morale_loss_add = 3
        unit_devastation_mult = 0.05
    }

	unlocking_technologies = { high_performance_apparel }

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

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

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

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

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

### Marines

### marines

INJECT:combat_unit_type_low_tier_marines = {
	upgrades = {
        combat_unit_type_modern_tier_marines
        combat_unit_type_advanced_tier_marines
	}
}

INJECT:combat_unit_type_mid_tier_marines = {
    upgrades = {
        combat_unit_type_modern_tier_marines
        combat_unit_type_advanced_tier_marines
	}
}

INJECT:combat_unit_type_high_tier_marines = {
	upgrades = {
        combat_unit_type_modern_tier_marines
        combat_unit_type_advanced_tier_marines
	}
}

combat_unit_type_modern_tier_marines = {
	group = combat_unit_group_marines
	max_manpower = 1000
	supply_capacity = 32

	conscript_peasant_levies = yes

	upkeep_modifier = {
		goods_input_small_arms_add = 4
		goods_input_ammunition_add = 3
		goods_input_radios_add = 1
		goods_input_light_fuel_add = 1
        goods_input_electroniccomponents_add = 1
	}

	battle_modifier = {
		unit_offense_add = 50
		unit_defense_add = 55
		unit_morale_loss_add = 7
		# no naval invasion efficiency loss
	}

	unlocking_technologies = { amphibious_warfare }

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

	upgrades = {
		combat_unit_type_advanced_tier_marines
	}
}

combat_unit_type_advanced_tier_marines = {
	group = combat_unit_group_marines
	max_manpower = 1000
	supply_capacity = 38

	conscript_peasant_levies = yes

	upkeep_modifier = {
		goods_input_small_arms_add = 5
		goods_input_ammunition_add = 4
		goods_input_radios_add = 1
		goods_input_processors_add = 1
		goods_input_light_fuel_add = 1
        goods_input_tanks_add = 1
	}

	battle_modifier = {
		unit_offense_add = 60
		unit_defense_add = 75
		unit_morale_loss_add = 6
		unit_devastation_mult = 0.05
		# no naval invasion efficiency loss
	}

	unlocking_technologies = { high_performance_apparel }

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