sub_units = { #Brigade / Division support battalions combat_service_support_company = { sprite = MD_infantry_2 map_icon_category = infantry priority = 0 ai_priority = 0 active = no affects_speed = yes type = { infantry support } group = support categories = { category_support_battalions category_army } regimental = no combat_width = 1 #Size Definitions max_strength = 1 max_organisation = 23 default_morale = 0.1 manpower = 300 training_time = 120 #Misc Abilities weight = 0.1 # Important Ability casualty_trickleback = 0.15 experience_loss_factor = -0.15 fuel_consumption_factor = -0.05 supply_consumption_factor = -0.1 defense = -0.8 breakthrough = -0.8 soft_attack = -0.8 hard_attack = -0.8 suppression = 0.5 own_equipment_fuel_consumption_mult = 0.0 # no fuel use essential = { cnc_equipment_type util_vehicle_type } need = { cnc_equipment_type = 60 util_vehicle_type = 30 infantry_weapons_type = 300 } same_support_type = support can_be_parachuted = yes } helicopter_combat_service_support = { sprite = MD_light_armor map_icon_category = infantry priority = 0 ai_priority = 0 active = no affects_speed = yes type = { armor support } group = support categories = { category_support_battalions category_army } regimental = no combat_width = 1 #Size Definitions max_strength = 0.6 max_organisation = 20 default_morale = 0.1 manpower = 200 training_time = 120 #Misc Abilities weight = 0.1 # Important Ability casualty_trickleback = 0.25 experience_loss_factor = -0.25 fuel_consumption_factor = -0.15 supply_consumption_factor = -0.15 # Support nerfs to combat abilities defense = -0.8 breakthrough = -0.9 soft_attack = -0.9 hard_attack = -0.9 suppression = 0.5 essential = { heavy_tank_amphibious_chassis } need = { heavy_tank_amphibious_chassis = 20 cnc_equipment_type = 40 } same_support_type = support } combat_maintenance_company = { sprite = MD_infantry_2 map_icon_category = infantry priority = 0 ai_priority = 0 active = no affects_speed = yes type = { infantry support } group = support categories = { category_support_battalions category_army } regimental = no combat_width = 1 #Size Definitions max_strength = 1 max_organisation = 23 default_morale = 0.1 manpower = 200 training_time = 120 #Misc Abilities weight = 0.1 # Important Ability recovery = 0.075 equipment_capture_factor = 0.05 reliability_factor = 0.075 defense = -0.8 breakthrough = -0.8 soft_attack = -0.8 hard_attack = -0.8 suppression = 0.5 reliability_factor = 0.1 own_equipment_fuel_consumption_mult = 0.0 # no fuel use essential = { cnc_equipment_type util_vehicle_type } need = { cnc_equipment_type = 40 util_vehicle_type = 40 infantry_weapons_type = 200 } same_support_type = maintenance can_be_parachuted = yes } airmobile_maintenance_company = { sprite = MD_light_armor map_icon_category = infantry priority = 0 ai_priority = 0 active = no affects_speed = yes type = { armor support } group = support categories = { category_support_battalions category_army } regimental = no combat_width = 1 #Size Definitions max_strength = 0.6 max_organisation = 20 default_morale = 0.1 manpower = 200 training_time = 120 #Misc Abilities weight = 0.1 # Important Ability recovery = 0.025 reliability_factor = 0.05 equipment_capture_factor = 0.075 # Support nerfs to combat abilities defense = -0.8 breakthrough = -0.9 soft_attack = -0.9 hard_attack = -0.9 suppression = 0.5 essential = { heavy_tank_amphibious_chassis } need = { heavy_tank_amphibious_chassis = 40 cnc_equipment_type = 40 infantry_weapons_type = 200 } same_support_type = maintenance } L_Engi_Comp = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 priority = 0 active = yes affects_speed = no type = { infantry support } group = support categories = { category_support_battalions category_army } battalion_mult = { category = category_all_infantry entrenchment = 0.5 } regimental = no combat_width = 1 #Size Definitions max_strength = 5 max_organisation = 20 default_morale = 0.05 manpower = 200 #Misc Abilities training_time = 120 weight = 0.5 equipment_capture_factor = 0.05 entrenchment = 2 transport = cnc_equipment_type #transport = util_vehicle_type # Support nerfs to combat abilities defense = -0.66 breakthrough = -0.66 soft_attack = -0.66 hard_attack = -0.66 suppression = 0.5 essential = { infantry_weapons_type } need = { infantry_weapons_type = 200 cnc_equipment_type = 20 util_vehicle_type = 20 } marsh = { movement = 0.05 attack = 0.05 defence = 0.05 } forest = { attack = 0.05 defence = 0.05 } mountain = { defence = 0.05 movement = 0.05 } urban = { attack = 0.05 defence = 0.10 } fort = { attack = 0.05 defence = 0.1 movement = 0.05 } can_be_parachuted = yes same_support_type = engineer } H_Engi_Comp = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 priority = 1 active = yes affects_speed = no type = { armor support } group = support categories = { category_support_battalions category_army } regimental = no combat_width = 1 #Size Definitions max_strength = 4 max_organisation = 23 default_morale = 0.05 manpower = 450 #Misc Abilities training_time = 120 weight = 0.5 entrenchment = 4 battalion_mult = { category = category_all_infantry entrenchment = 1 } # Support nerfs to combat abilities defense = -0.66 breakthrough = -0.66 soft_attack = -0.66 hard_attack = -0.66 suppression = 0.5 # this is what moves us and sets speed transport = util_vehicle_type essential = { infantry_weapons_type cnc_equipment_type } need = { infantry_weapons_type = 450 cnc_equipment_type = 45 util_vehicle_type = 45 } marsh = { movement = 0.10 attack = 0.05 defence = 0.05 } forest = { attack = 0.05 defence = 0.05 movement = 0.05 } mountain = { defence = 0.10 movement = 0.05 } urban = { attack = 0.10 defence = 0.15 } fort = { attack = 0.15 defence = 0.15 movement = 0.05 } can_be_parachuted = yes same_support_type = engineer } communications_company = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 priority = 1 active = yes affects_speed = no type = { infantry support } group = support categories = { category_support_battalions category_army } regimental = no combat_width = 1 can_be_parachuted = yes essential = { cnc_equipment_type } need = { cnc_equipment_type = 100 infantry_weapons_type = 100 util_vehicle_type = 10 } battalion_mult = { category = category_front_line max_organisation = 0.05 default_morale = 0.01 initiative = 0.01 } manpower = 100 training_time = 120 max_organisation = 25 default_morale = 0.02 max_strength = 0.2 weight = 0.1 # Support nerfs to combat abilities defense = -0.66 breakthrough = -0.66 soft_attack = -0.66 hard_attack = -0.66 # this is what moves us and sets speed transport = util_vehicle_type } military_police_attachment = { abbreviation = "MP" 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_army } battalion_mult = { category = category_all_infantry suppression = 0.5 add = yes } regimental = no combat_width = 0 #Size Definitions max_strength = 1 max_organisation = 15 default_morale = 0.3 manpower = 200 training_time = 180 #Misc Abilities weight = 0.1 supply_consumption = 0.02 can_be_parachuted = yes # Important Ability suppression_factor = 0.20 essential = { infantry_weapons_type } need = { cnc_equipment_type = 100 infantry_weapons_type = 200 } } #Brigade / Division level recon pathfinder_company = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 priority = 1 active = no affects_speed = yes type = { infantry support } battalion_mult = { category = category_inf_airborne max_organisation = 0.05 soft_attack = 0.05 } group = support categories = { category_support_battalions category_army category_artillery category_air_aslt category_inf_aslt category_all_airborne } regimental = no allowed_battalion_groups = { airborne_infantry airmobile } combat_width = 1 essential = { cnc_equipment_type } need = { cnc_equipment_type = 25 infantry_weapons_type = 25 } manpower = 25 training_time = 120 max_organisation = 15 default_morale = 0.06 max_strength = 0.2 weight = 0.1 # Support nerfs to combat abilities defense = -0.66 breakthrough = -0.66 soft_attack = -0.66 hard_attack = -0.66 suppression = 1 # this is what moves us and sets speed transport = cnc_equipment_type can_be_parachuted = yes same_support_type = recon } L_Ranger_Recce_Comp = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 special_forces = yes rangers = yes priority = 1 active = no affects_speed = yes type = { infantry support } group = support categories = { category_all_recon category_support_battalions category_army category_all_ranger #new category_inf_ranger #new category_rcon_ranger #new category_special_forces } allowed_battalion_groups = { special_forces } regimental = no combat_width = 1 #Size Definitions max_strength = 8 max_organisation = 18 default_morale = 0.3 manpower = 80 #Misc Abilities training_time = 120 weight = 0.2 recon = 1 initiative = 0.05 battalion_mult = { category = category_artillery soft_attack = 0.03 } # Support nerfs to combat abilities defense = -0.66 breakthrough = -0.66 soft_attack = -0.66 hard_attack = -0.66 suppression = 1 essential = { infantry_weapons_type cnc_equipment_type } need = { infantry_weapons_type = 80 L_AT_Equipment = 8 AA_Equipment = 4 cnc_equipment_type = 8 } forest = { attack = 0.05 defence = 0.10 } mountain = { attack = 0.05 defence = 0.10 } jungle = { attack = 0.05 defence = 0.10 } hills = { defence = 0.05 } desert = { attack = 0.05 } urban = { attack = 0.05 } same_support_type = recon } Drone_Recce_Comp = { sprite = MD_light_armor map_icon_category = infantry ai_priority = 0 priority = 1 active = no affects_speed = no regimental = no type = { armor mechanized support } group = support allowed_battalion_groups = { mobile armor } categories = { category_all_recon category_support_battalions category_army } combat_width = 1 #Size Definitions max_strength = 3 max_organisation = 15 default_morale = 0.2 manpower = 70 #Misc Abilities training_time = 120 weight = 0.33 recon = 1.6 initiative = 0.08 supply_consumption = 0.04 suppression = 3 entrenchment = -0.3 battalion_mult = { category = category_all_recon recon = 0.25 initiative = 0.05 } battalion_mult = { category = category_artillery soft_attack = 0.025 hard_attack = 0.075 } # needed since we give so much bonus to infantry even with no mech equipment essential = { util_vehicle_type } # this is what moves us and sets speed transport = util_vehicle_type can_be_parachuted = yes need = { infantry_weapons_type = 70 util_vehicle_type = 8 cnc_equipment_type = 7 land_drone_equipment_type = 35 } plains = { attack = 0.05 } desert = { attack = 0.05 } urban = { attack = -0.05 } mountain = { movement = -0.05 } same_support_type = recon } Sniper_company = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 priority = 1 active = yes affects_speed = no regimental = no type = { infantry support } group = support allowed_battalion_groups = { infantry mobile armor airborne_infantry marine_infantry special_forces } categories = { category_support_battalions category_all_infantry category_army } combat_width = 1 need = { infantry_weapons_type = 45 cnc_equipment_type = 15 } battalion_mult = { category = category_all_recon recon = 0.15 initiative = 0.15 } battalion_mult = { category = category_artillery soft_attack = 0.075 hard_attack = 0.025 } essential = { infantry_weapons_type } manpower = 30 max_organisation = 15 default_morale = 0.10 max_strength = 2 training_time = 180 weight = 0.2 suppression = 1 # Support nerfs to combat abilities defense = -0.2 breakthrough = -0.4 soft_attack = 1.2 hard_attack = -0.9 ap_attack = -0.9 suppression = -0.5 recon = 0.5 same_support_type = recon can_be_parachuted = yes transport = cnc_equipment_type } }