free_general_free_in_transit = { name = free_general_free_in_transit desc = free_general_free_in_transit_desc outcome = free_general_free_in_transit_outcome picture = "GFX_phase_free_operative_free_in_transit" icon = "GFX_phase_free_operative_free_in_transit_small" requirements = { } equipment = { infantry_weapons_type = 200 } } free_general_assault_holding_area = { name = free_general_assault_holding_area desc = free_general_assault_holding_area_desc outcome = free_general_assault_holding_area_outcome picture = "GFX_phase_free_operative_liberate_camp" icon = "GFX_phase_free_operative_liberate_camp_small" equipment = { infantry_weapons_type = 200 } } free_general_disguise_and_extract = { name = free_general_disguise_and_extract desc = free_general_disguise_and_extract_desc outcome = free_general_disguise_and_extract_outcome picture = "GFX_phase_free_operative_smuggle_in_escape_gear" icon = "GFX_phase_free_operative_smuggle_in_escape_gear_small" equipment = { infantry_weapons_type = 100 cnc_equipment_type = 30 } }