sub_units = { hq_support_company = { abbreviation = "HQ" sprite = infantry map_icon_category = infantry priority = 0 ai_priority = 0 active = yes affects_speed = no type = { infantry support } group = support categories = { category_support_battalions category_divisional_support_battalions category_army } deployed_leader_modifiers = { skill_bonus_factor = 0.2 } regimental = no combat_width = 0 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } #Size Definitions max_strength = 1 max_organisation = 30 default_morale = 0.05 manpower = 200 deployment_cost = 1 training_time = 120 #Misc Abilities weight = 0.1 can_be_parachuted = yes need = { infantry_equipment = 20 } division_3d_model_priority = 99999 } hq_engineer = { abbreviation = "HQE" 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 } deployed_leader_modifiers = { fortification_damage = 0.2 amphibious_invasion_defence = 0.05 } enable_ability = { deeper_dig_in } regimental = no combat_width = 0 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } #Size Definitions max_strength = 1 max_organisation = 30 default_morale = 0.05 manpower = 200 deployment_cost = 1 training_time = 120 #Misc Abilities weight = 0.1 can_be_parachuted = yes entrenchment = 2 defense = 0.1 breakthrough = 0.5 soft_attack = -0.5 need = { infantry_equipment = 20 support_equipment = 10 } } hq_recon = { abbreviation = "HQR" 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_recon } deployed_leader_modifiers = { terrain_trait_xp_gain_factor = 0.2 recon_factor = 0.1 } enable_ability = { defense_in_depth } regimental = no combat_width = 0 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } #Size Definitions max_strength = 1 max_organisation = 30 default_morale = 0.05 manpower = 200 deployment_cost = 1 training_time = 120 #Misc Abilities weight = 0.1 can_be_parachuted = yes defense = -0.5 breakthrough = -0.5 soft_attack = -0.9 hard_attack = -0.9 recon = 1 need = { infantry_equipment = 20 support_equipment = 10 } } hq_military_police = { abbreviation = "HQP" sprite = infantry map_icon_category = infantry priority = 0 ai_priority = 0 active = no affects_speed = no type = { infantry support } group = support categories = { category_support_battalions category_divisional_support_battalions category_army } deployed_leader_modifiers = { army_speed_factor = 0.05 } regimental = no combat_width = 0 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } #Size Definitions max_strength = 1 max_organisation = 30 default_morale = 0.05 manpower = 200 deployment_cost = 1 training_time = 120 #Misc Abilities weight = 0.1 can_be_parachuted = yes suppression_factor = 0.20 need = { support_equipment = 10 } } hq_maintenance = { abbreviation = "HQM" sprite = infantry map_icon_category = infantry priority = 0 ai_priority = 0 active = no affects_speed = no type = { infantry support } group = support categories = { category_support_battalions category_divisional_support_battalions category_army } regimental = no combat_width = 0 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } deployed_leader_modifiers = { attrition = -0.1 equipment_capture_factor = 0.02 } #Size Definitions max_strength = 1 max_organisation = 30 default_morale = 0.05 manpower = 200 deployment_cost = 1 training_time = 120 #Misc Abilities weight = 0.1 can_be_parachuted = yes reliability_factor = 0.05 equipment_capture_factor = 0.05 need = { support_equipment = 10 } } hq_field_hospital = { abbreviation = "HQF" sprite = infantry map_icon_category = infantry priority = 0 ai_priority = 0 active = no affects_speed = no type = { infantry support } group = support categories = { category_support_battalions category_divisional_support_battalions category_army } deployed_leader_modifiers = { wounded_chance_factor = -0.25 sickness_chance = -0.25 experience_gain_army_unit_factor = 0.1 } enable_ability = { extra_medics } regimental = no combat_width = 0 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } #Size Definitions max_strength = 1 max_organisation = 30 default_morale = 0.05 manpower = 200 deployment_cost = 1 training_time = 120 #Misc Abilities weight = 0.1 can_be_parachuted = yes casualty_trickleback = 0.20 experience_loss_factor = -0.15 need = { support_equipment = 10 } } hq_logistics = { abbreviation = "HQL" sprite = infantry map_icon_category = infantry priority = 0 ai_priority = 0 active = no affects_speed = no type = { infantry support } group = support categories = { category_support_battalions category_divisional_support_battalions category_army } deployed_leader_modifiers = { max_commander_army_size = 2 supply_consumption_factor = -0.05 } enable_ability = { front_overrun } regimental = no combat_width = 0 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } #Size Definitions max_strength = 1 max_organisation = 30 default_morale = 0.05 manpower = 200 deployment_cost = 1 training_time = 120 #Misc Abilities weight = 0.1 can_be_parachuted = yes fuel_consumption_factor = -0.05 need = { support_equipment = 10 } } hq_signal = { abbreviation = "HQS" sprite = infantry map_icon_category = infantry priority = 0 ai_priority = 0 active = no affects_speed = no type = { infantry support } group = support categories = { category_support_battalions category_divisional_support_battalions category_army } deployed_leader_modifiers = { max_planning = 0.03 recon_factor_while_entrenched = 0.1 enemy_operative_capture_chance_factor = 0.1 #maybe this is useless } enable_ability = { rotating_reserves } regimental = no combat_width = 0 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } #Size Definitions max_strength = 1 max_organisation = 30 default_morale = 0.05 manpower = 200 deployment_cost = 1 training_time = 120 #Misc Abilities weight = 0.1 can_be_parachuted = yes need = { support_equipment = 10 } } hq_naval_liaison = { abbreviation = "HQNL" sprite = infantry map_icon_category = infantry priority = 0 ai_priority = 0 active = yes affects_speed = no type = { infantry support } group = support categories = { category_support_battalions category_divisional_support_battalions category_army } deployed_leader_modifiers = { shore_bombardment_bonus = 0.15 extra_marine_supply_grace = 24 amphibious_invasion = 0.05 } regimental = no combat_width = 0 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } #Size Definitions max_strength = 1 max_organisation = 30 default_morale = 0.05 manpower = 200 deployment_cost = 1 training_time = 120 #Misc Abilities weight = 0.1 can_be_parachuted = yes need = { support_equipment = 10 } } hq_air_liaison = { abbreviation = "HQAL" sprite = infantry map_icon_category = infantry priority = 0 ai_priority = 0 active = yes affects_speed = no type = { infantry support } group = support categories = { category_support_battalions category_divisional_support_battalions category_army } deployed_leader_modifiers = { air_invasion_preparation = -0.05 cas_damage_reduction = 0.05 air_superiority_bonus_in_combat = 0.05 } regimental = no combat_width = 0 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } #Size Definitions max_strength = 1 max_organisation = 30 default_morale = 0.05 manpower = 200 deployment_cost = 1 training_time = 120 #Misc Abilities weight = 0.1 can_be_parachuted = yes need = { support_equipment = 10 } } hq_specops = { abbreviation = "HQSO" sprite = infantry map_icon_category = infantry priority = 0 ai_priority = 0 active = yes affects_speed = no type = { infantry support } group = support categories = { category_support_battalions category_divisional_support_battalions category_army } deployed_leader_modifiers = { special_forces_out_of_supply_factor = -0.1 special_forces_attack_factor = 0.05 } regimental = no combat_width = 0 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } #Size Definitions max_strength = 1 max_organisation = 30 default_morale = 0.05 manpower = 200 deployment_cost = 1 training_time = 120 #Misc Abilities weight = 0.1 can_be_parachuted = yes need = { support_equipment = 10 } } #HQ LINE BATTALIONS hq_infantry = { abbreviation = "HINF" sprite = infantry map_icon_category = infantry priority = 0 ai_priority = 0 active = yes type = { infantry } group = infantry categories = { category_front_line category_light_infantry category_all_infantry category_army } regimental = no combat_width = 2 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } #Size Definitions max_strength = 15 max_organisation = 60 default_morale = 0.3 manpower = 600 deployment_cost = 3 training_time = 90 #Misc Abilities weight = 0.5 suppression = 1.5 need = { infantry_equipment = 60 } } hq_motorized = { abbreviation = "HMOT" sprite = motorized map_icon_category = infantry priority = 0 ai_priority = 0 active = no type = { motorized } group = mobile categories = { category_front_line category_all_infantry category_army category_vehicle_infantry } combat_width = 2 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } #Size Definitions max_strength = 15 max_organisation = 60 default_morale = 0.3 manpower = 600 deployment_cost = 3 training_time = 90 transport = motorized_equipment #Misc Abilities weight = 0.75 suppression = 2.2 need = { infantry_equipment = 60 motorized_equipment = 20 } forest = { attack = -0.1 movement = -0.5 } mountain = { attack = -0.05 } jungle = { attack = -0.2 movement = -0.5 } marsh = { attack = -0.1 movement = -0.3 } urban = { attack = -0.1 } river = { attack = -0.1 movement = -0.1 } amphibious = { attack = -0.2 } } hq_paratrooper = { abbreviation = "HPAR" sprite = infantry map_icon_category = infantry special_forces = yes priority = 0 ai_priority = 0 active = no type = { infantry } group = infantry categories = { category_front_line category_light_infantry category_all_infantry category_army category_special_forces category_paratroopers } combat_width = 2 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } #Size Definitions max_strength = 14 max_organisation = 70 default_morale = 0.4 manpower = 600 deployment_cost = 3 training_time = 150 #Misc Abilities weight = 0.5 can_be_parachuted = yes suppression = 1 need = { infantry_equipment = 80 } } hq_light_armor = { abbreviation = "HLTK" sprite = light_armor map_icon_category = armored priority = 0 ai_priority = 0 active = yes type = { armor } group = armor categories = { category_tanks category_front_line category_all_armor category_army } combat_width = 2 allow_in_army_hq = yes allow_in_non_army_hq = no deployment_cost = 3 required_dlc = { "Thunder at Our Gates" } need = { infantry_equipment = 40 light_tank_chassis = 30 } manpower = 600 max_organisation = 40 default_morale = 0.1 training_time = 180 max_strength = 10 weight = 1 supply_consumption = 0.26 breakthrough = 0.1 suppression = 2.5 forest = { attack = -0.2 movement = -0.4 } mountain = { attack = -0.1 } jungle = { attack = -0.3 movement = -0.4 } marsh = { attack = -0.1 movement = -0.1 } urban = { attack = -0.4 defence = -0.1 } river = { attack = -0.2 movement = -0.2 } amphibious = { attack = -0.4 } } hq_medium_armor = { abbreviation = "HMTK" sprite = medium_armor map_icon_category = armored priority = 0 ai_priority = 0 active = yes type = { armor } group = armor categories = { category_tanks category_front_line category_all_armor category_army } combat_width = 2 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } need = { infantry_equipment = 40 medium_tank_chassis = 30 } #Size Definitions max_organisation = 35 default_morale = 0.1 manpower = 600 deployment_cost = 3 training_time = 180 max_strength = 10 weight = 1 supply_consumption = 0.28 breakthrough = 0.15 suppression = 2.5 forest = { attack = -0.3 movement = -0.4 } hills = { attack = -0.1 } mountain = { attack = -0.2 } jungle = { attack = -0.4 movement = -0.4 } marsh = { attack = -0.1 movement = -0.1 } urban = { attack = -0.4 defence = -0.1 } river = { attack = -0.2 movement = -0.2 } amphibious = { attack = -0.8 } } hq_heavy_armor = { abbreviation = "HHTK" sprite = heavy_armor map_icon_category = armored priority = 0 ai_priority = 0 active = yes type = { armor } group = armor categories = { category_tanks category_front_line category_all_armor category_army } allow_in_army_hq = yes allow_in_non_army_hq = no deployment_cost = 3 required_dlc = { "Thunder at Our Gates" } forest = { attack = -0.40 movement = -0.40 } hills = { attack = -0.20 } mountain = { attack = -0.3 } jungle = { attack = -0.6 movement = -0.4 } marsh = { attack = -0.4 movement = -0.2 } urban = { attack = -0.5 defence = -0.2 } river = { attack = -0.4 movement = -0.4 } amphibious = { attack = -0.9 } fort = { attack = 0.1 } combat_width = 2 need = { infantry_equipment = 40 heavy_tank_chassis = 20 } manpower = 600 max_organisation = 30 default_morale = 0.1 max_strength = 10 weight = 1.5 training_time = 180 supply_consumption = 0.34 breakthrough = 0.15 suppression = 2.5 } }