# options for map_icon_category: # For land units: infantry,armored,other # For sea units: ship,transport,uboat sub_units = { infantry = { abbreviation = "INF" sprite = infantry map_icon_category = infantry priority = 600 ai_priority = 200 active = no type = { infantry } #can_exfiltrate_from_coast = yes #Can this subunit board convoys from a non-port location. #Intended for use with special forces marine templates; all non-support subunits in the division must have this flag set to yes group = infantry categories = { category_front_line category_light_infantry category_all_infantry category_army category_infantry_and_bicycle } combat_width = 2 #Size Definitions max_strength = 25 max_organisation = 60 default_morale = 0.3 manpower = 1000 #Misc Abilities training_time = 90 suppression = 1.5 weight = 0.5 supply_consumption = 0.06 need = { infantry_equipment = 100 } } bicycle_battalion = { abbreviation = "BIC" sprite = bicycle map_icon_category = infantry priority = 600 ai_priority = 150 active = no type = { infantry } group = infantry categories = { category_front_line category_light_infantry category_all_infantry category_army category_infantry_and_bicycle } combat_width = 2 #Size Definitions max_strength = 25 max_organisation = 60 default_morale = 0.3 maximum_speed = 0.6 manpower = 1000 #Misc Abilities training_time = 90 suppression = 2 weight = 0.5 supply_consumption = 0.06 need = { infantry_equipment = 100 support_equipment = 10 } forest = { movement = 0.00 } jungle = { movement = 0.00 } hills = { movement = 0.1 } mountain = { movement = 0.05 } marsh = { movement = 0.05 } plains = { movement = 0.2 } urban = { movement = 0.2 } desert = { movement = 0.05 } river = { movement = -0.05 } amphibious = { movement = -0.05 } } marine = { abbreviation = "MRN" sprite = infantry map_icon_category = infantry special_forces = yes marines = yes priority = 601 ai_priority = 200 active = no type = { infantry } group = infantry categories = { category_front_line category_light_infantry category_all_infantry category_army category_special_forces category_marines category_special_forces_leg_infantry category_marines_and_amphibious } combat_width = 2 #Size Definitions max_strength = 20 max_organisation = 70 default_morale = 0.4 manpower = 1000 #Misc Abilities training_time = 120 suppression = 1 weight = 0.5 supply_consumption = 0.05 breakthrough = 0.3 need = { infantry_equipment = 150 } marsh = { attack = 0.3 } river = { attack = 0.3 } amphibious = { attack = 0.5 } } marine_commando = { abbreviation = "MRC" sprite = infantry map_icon_category = infantry special_forces = yes marines = yes can_exfiltrate_from_coast = yes priority = 601 ai_priority = 200 active = no type = { infantry } group = infantry categories = { category_front_line category_light_infantry category_all_infantry category_army category_special_forces category_marines category_special_forces_leg_infantry category_marines_and_amphibious } combat_width = 2 #Size Definitions max_strength = 20 max_organisation = 70 default_morale = 0.4 manpower = 1000 #Misc Abilities training_time = 120 suppression = 1 weight = 0.5 supply_consumption = 0.05 breakthrough = 0.3 need = { infantry_equipment = 150 } marsh = { attack = 0.3 } river = { attack = 0.3 } amphibious = { attack = 0.5 } } mountaineers = { abbreviation = "MTN" sprite = infantry map_icon_category = infantry special_forces = yes mountaineers = yes priority = 601 ai_priority = 200 active = no type = { infantry } group = infantry categories = { category_front_line category_light_infantry category_all_infantry category_army category_special_forces category_mountaineers category_special_forces_leg_infantry } combat_width = 2 #Size Definitions max_strength = 20 max_organisation = 70 default_morale = 0.4 manpower = 1000 #Misc Abilities training_time = 120 suppression = 1 weight = 0.5 supply_consumption = 0.05 breakthrough = 0.3 need = { infantry_equipment = 140 } hills = { attack = 0.2 defence = 0.05 movement = 0.1 } mountain = { attack = 0.35 defence = 0.1 movement = 0.2 } } ranger_battalion = { abbreviation = "RANBAT" sprite = infantry map_icon_category = infantry special_forces = yes rangers = yes priority = 601 ai_priority = 200 active = no type = { infantry } group = infantry categories = { category_front_line category_light_infantry category_all_infantry category_army category_special_forces category_rangers category_special_forces_leg_infantry } combat_width = 2 #Size Definitions max_strength = 20 max_organisation = 70 default_morale = 0.4 manpower = 1000 #Misc Abilities training_time = 120 suppression = 1 weight = 0.5 supply_consumption = 0.05 breakthrough = 0.3 need = { infantry_equipment = 140 } forest = { attack = 0.1 defence = 0.1 movement = 0.15 } jungle = { attack = 0.2 defence = 0.1 movement = 0.15 } } paratrooper = { abbreviation = "PAR" sprite = infantry map_icon_category = infantry special_forces = yes priority = 2 ai_priority = 2 active = no type = { infantry } group = infantry categories = { category_front_line category_light_infantry category_all_infantry category_army category_special_forces category_paratroopers category_special_forces_leg_infantry } combat_width = 2 #Size Definitions max_strength = 22 max_organisation = 70 default_morale = 0.4 manpower = 1000 #Misc Abilities training_time = 150 suppression = 1 weight = 0.5 supply_consumption = 0.05 can_be_parachuted = yes need = { infantry_equipment = 130 } } motorized = { abbreviation = "MOT" sprite = motorized map_icon_category = infantry priority = 599 ai_priority = 200 active = no type = { motorized } group = mobile categories = { category_front_line category_all_infantry category_army category_vehicle_infantry category_mobile_and_mobile_combat_sup } combat_width = 2 #Size Definitions max_strength = 25 max_organisation = 60 default_morale = 0.30 manpower = 1200 #Misc Abilities training_time = 90 suppression = 2.2 weight = 0.75 supply_consumption = 0.065 # this is what moves us and sets speed transport = motorized_equipment need = { infantry_equipment = 100 motorized_equipment = 35 } 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 } } mechanized = { abbreviation = "MEC" sprite = mechanized map_icon_category = infantry priority = 610 ai_priority = 200 active = yes type = { mechanized } group = mobile categories = { category_front_line category_all_infantry category_army category_vehicle_infantry category_mobile_and_mobile_combat_sup } combat_width = 2 #Offensive Abilities soft_attack = 0.1 hard_attack = 4.0 #Size Definitions max_strength = 30 max_organisation = 60 default_morale = 0.3 manpower = 1200 #Misc Abilities training_time = 120 suppression = 2 weight = 1 supply_consumption = 0.14 # needed since we give so much bonus to infantry even with no mech equipment essential = { infantry_equipment mechanized_equipment } # this is what moves us and sets speed transport = mechanized_equipment need = { mechanized_equipment = 40 infantry_equipment = 100 } forest = { attack = -0.2 } mountain = { attack = -0.05 } jungle = { attack = -0.3 } marsh = { attack = -0.1 } urban = { attack = -0.2 defence = -0.05 } river = { attack = -0.2 movement = -0.2 } amphibious = { attack = -0.4 } #hardness = 0.2 moving these buffs to unit stats } fake_intel_unit = { sprite = infantry map_icon_category = infantry priority = 0 ai_priority = 0 active = no type = { infantry } group = infantry categories = { category_front_line category_light_infantry category_all_infantry category_army } combat_width = 1 #Size Definitions max_strength = 1 max_organisation = 100 default_morale = 0.3 manpower = 0 #Misc Abilities training_time = 90 suppression = 1 weight = 0.5 supply_consumption = 0.0 need = { infantry_equipment = 1 } } penal_battalion = { abbreviation = "PEN" sprite = infantry map_icon_category = infantry priority = 400 #600 ai_priority = 150 #200 active = no type = { infantry } group = infantry categories = { category_front_line category_light_infantry category_all_infantry category_army } combat_width = 2 #Size Definitions max_strength = 15 #25 (HP) max_organisation = 70 #60 -> Lower HP but higher Org: They should keep fighting longer default_morale = 0.4 #0.3 (Recovery) -> Easy to get more punishees manpower = 850 #1000 -> Usually no more than 850 #Misc Abilities training_time = 50 #90 -> Already trained suppression = 0.5 #1.5 -> Not for suppression roles weight = 0.5 supply_consumption = 0.05 #0.07 -> Don't need that much supply, and they have lower HP need = { infantry_equipment = 85 #100 -> Same ratio as regular Infantry } } irregular_infantry = { abbreviation = "IRR" sprite = infantry map_icon_category = infantry priority = 400 ai_priority = 150 active = no type = { infantry } group = infantry categories = { category_front_line category_light_infantry category_all_infantry category_army } combat_width = 2 #Size Definitions max_strength = 30 # reg inf 25 max_organisation = 45 # reg inf 60 default_morale = 0.2 # reg inf 0.3 manpower = 1000 #Misc Abilities training_time = 30 # was 75 # reg inf 90 suppression = 1.5 # reg inf 1.5 weight = 0.5 supply_consumption = 0.04 # reg inf 0.06 # generally not as drilled in modern warfare as regular troops soft_attack = -0.05 # breakthrough = -0.1 defense = -0.15 # was -0.25 # Terrain bonuses # Attack bonuses higher as they thought defending was dishonourable hills = { attack = 0.15 # was 0.1 defence = 0.05 } forest = { attack = 0.15 # was 0.1 defence = 0.05 } mountain = { attack = 0.15 # was 0.1 defence = 0.05 } desert = { attack = 0.25 # was 0.1 defence = 0.10 } need = { infantry_equipment = 80 # was 100 } } militia = { abbreviation = "MIL" sprite = infantry map_icon_category = infantry priority = 400 ai_priority = 150 active = no type = { infantry } group = infantry categories = { category_front_line category_light_infantry category_all_infantry category_army category_militia } combat_width = 2 #Size Definitions max_strength = 25 max_organisation = 50 #reg infantry 60 default_morale = 0.3 manpower = 1000 #Misc Abilities training_time = 80 #reg infantry 90 suppression = 1.5 weight = 0.5 supply_consumption = 0.06 need = { infantry_equipment = 100 } } }