sub_units = { engineer = { abbreviation = "ENG" sprite = infantry map_icon_category = infantry priority = 0 ai_priority = 0 active = no affects_speed = no type = { infantry support } group = support categories = { category_front_line category_support_battalions category_divisional_support_battalions category_army } regimental = no combat_width = 0 #Size Definitions max_strength = 2 max_organisation = 20 default_morale = 0.3 manpower = 300 training_time = 120 #Misc Abilities weight = 0.1 supply_consumption = 0.02 entrenchment = 2 battalion_mult = { category = category_light_infantry entrenchment = 0.20 add = yes } defense = 0.1 breakthrough = 0.5 # Support nerfs to combat abilities soft_attack = -0.5 essential = { support_equipment } need = { infantry_equipment = 10 support_equipment = 30 } can_be_parachuted = yes forest = { defence = 0.25 movement = 0.05 } hills = { defence = 0.1 } jungle = { defence = 0.25 } marsh = { defence = 0.25 movement = 0.2 } fort = { attack = 0.1 defence = 0.25 } river = { defence = 0.25 movement = 0.25 } amphibious = { attack = 0.15 } same_support_type = engineer } pioneer_support = { abbreviation = "PIO" sprite = infantry map_icon_category = infantry priority = 0 ai_priority = 0 active = no affects_speed = no type = { infantry support } group = support categories = { category_front_line category_support_battalions category_divisional_support_battalions category_army category_marines category_marines_and_amphibious } regimental = no combat_width = 0 #Size Definitions max_strength = 2 max_organisation = 20 default_morale = 0.3 manpower = 300 training_time = 120 #Misc Abilities weight = 0.1 supply_consumption = 0.02 entrenchment = 2 battalion_mult = { category = category_marines breakthrough = 0.15 #add = yes } entrenchment = 2.5 defense = 0.1 breakthrough = 0.5 # Support nerfs to combat abilities soft_attack = -0.5 essential = { support_equipment } need = { infantry_equipment = 10 support_equipment = 40 } can_be_parachuted = yes marsh = { attack = 0.10 defence = 0.20 movement = 0.2 } fort = { attack = 0.15 defence = 0.20 } river = { attack = 0.10 defence = 0.20 movement = 0.25 } same_support_type = engineer } jungle_pioneers_support = { #ToA support for jungle/rainforest terrain abbreviation = "JLS" sprite = infantry map_icon_category = infantry priority = 0 ai_priority = 0 active = no type = { infantry support } group = support categories = { category_support_battalions category_divisional_support_battalions category_army } regimental = no combat_width = 0 #Size Definitions max_strength = 1 max_organisation = 30 default_morale = 0.3 manpower = 500 training_time = 120 #Misc Abilities weight = 0.1 supply_consumption = 0.1 can_be_parachuted = yes acclimatization_hot_climate_gain_factor = 3 # Support nerfs to combat abilities entrenchment = 2 breakthrough = 0.3 defense = 0.05 essential = { infantry_equipment support_equipment } need = { infantry_equipment = 10 support_equipment = 40 } forest = { attack = 0.1 defence = 0.05 movement = 0.3 } jungle = { attack = 0.1 defence = 0.2 movement = 0.3 } river = { attack = 0.1 defence = 0.25 movement = 0.25 } same_support_type = engineer } ######################## ### SPECIAL PROJECTS ### ######################## # WW - SP - Assault Engineers - Using Armored Engineering Vehicle -> Bridge Layer Tanks (also mine-clearing tanks, carpet-laying tanks, fascine-laying tanks) assault_engineer = { abbreviation = "ASEC" sprite = assault_engineer map_icon_category = armored priority = 0 ai_priority = 0 active = no affects_speed = no type = { armor support } group = support categories = { category_front_line category_support_battalions category_divisional_support_battalions category_tanks category_all_armor category_army } regimental = no combat_width = 0 #Size Definitions max_strength = 2 max_organisation = 20 default_morale = 0.3 manpower = 300 training_time = 120 #Misc Abilities weight = 0.1 supply_consumption = 0.025 # like M Flame Tank entrenchment = 2 # same as reg engineers battalion_mult = { category = category_light_infantry breakthrough = 0.1 } defense = 0.1 # like reg engineers breakthrough = 1.5 # more than reg engineers (0.5) # Support nerfs to combat abilities soft_attack = -0.5 can_be_parachuted = no essential = { support_equipment armored_support_vehicle } need = { armored_support_vehicle = 20 support_equipment = 20 } forest = { attack = 0.05 #More than reg eng (0) defence = 0.1 #Less than reg engineers (0.25) } hills = { attack = 0.05 # more than reg engineers (0) defence = 0.1 } jungle = { attack = 0.05 defence = 0.1 #Less than reg engineers (0.25) } marsh = { attack = 0.05 #More than reg eng (0) defence = 0.1 #Less than reg engineers (0.25) movement = 0.1 #Less than reg engineers (0.25) } fort = { attack = 0.25 #More than reg engineers (0.1) defence = 0.1 #Less than reg engineers (0.25) } river = { attack = 0.05 #More than reg engineers (0) defence = 0.1 #Less than reg engineers (0.25) movement = 0.25 } amphibious = { attack = 0.15 } urban = { attack = 0.2 #More than regular enginners (0) movement = 0.05 #More than reg engineers (0) } same_support_type = engineer } # WW - SP tech - Armored Engineers - Using Armored Engineering Vehicle -> Bridge Layer Tanks (also mine-clearing tanks, carpet-laying tanks, fascine-laying tanks) armored_engineer = { abbreviation = "AREC" sprite = armored_engineer map_icon_category = armored priority = 0 ai_priority = 0 active = no affects_speed = no type = { armor support } group = support categories = { category_front_line category_support_battalions category_divisional_support_battalions category_tanks category_all_armor category_army } regimental = no combat_width = 0 #Size Definitions max_strength = 2 max_organisation = 20 default_morale = 0.3 manpower = 300 training_time = 120 #Misc Abilities weight = 0.1 supply_consumption = 0.035 # More than M Flame Tank (0.025) entrenchment = 3 # 50% more than reg engineers battalion_mult = { category = category_all_infantry #Infantry + Mot + Mech entrenchment = 0.2 # 0.2 for ref eng but only for infantry add = yes } battalion_mult = { category = category_all_armor breakthrough = 0.05 add = yes } defense = 0.15 # 50% more than reg engineers breakthrough = 1 # 100% more than reg engineers # Support nerfs to combat abilities soft_attack = -0.5 can_be_parachuted = no essential = { support_equipment armored_support_vehicle } need = { armored_support_vehicle = 30 support_equipment = 15 } forest = { defence = 0.25 movement = 0.1 #More than reg engineers (0.05) } plains = { movement = 0.1 #More than reg engineers (0) } desert = { movement = 0.1 #More than reg engineers (0) } hills = { defence = 0.1 #Same as reg engineers (0.1) movement = 0.05 #More than reg engineers (0) } jungle = { defence = 0.15 #Less than reg engineers (0.25) movement = 0.05 #More than reg eng (0) } marsh = { defence = 0.15 #Less than reg engineers (0.25) movement = 0.2 } fort = { attack = 0.15 #More than reg engineers (0.1) defence = 0.25 } river = { attack = 0.1 #More than reg engineers (0) defence = 0.15 #Less than reg engineers (0.25) movement = 0.4 #More than reg eng (0.25) } amphibious = { attack = 0.2 #More than regular enginners (0.15) } urban = { attack = 0.2 #More than regular enginners (0) defence = 0.1 #More than reg eng (0) movement = 0.1 #More than reg engineers (0) } same_support_type = engineer } }