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 = 1 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 = { cnc_equipment_type = 50 infantry_weapons_type = 100 util_vehicle_type = 10 } division_3d_model_priority = 99999 } hq_engineer = { abbreviation = "HQE" sprite = infantry map_icon_category = infantry priority = 0 ai_priority = 0 active = yes 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 = 1 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 = { cnc_equipment_type = 30 infantry_weapons_type = 150 util_vehicle_type = 10 } } hq_recon = { abbreviation = "HQR" sprite = infantry map_icon_category = infantry priority = 0 ai_priority = 0 active = yes affects_speed = no type = { infantry support } group = support categories = { category_front_line category_support_battalions category_divisional_support_battalions category_army category_all_recon } deployed_leader_modifiers = { terrain_trait_xp_gain_factor = 0.1 recon_factor = 0.2 } #enable_ability = { defense_in_depth } regimental = no combat_width = 1 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 = -0.5 hard_attack = -0.5 recon = 1 need = { infantry_weapons_type = 100 L_AT_Equipment = 6 AA_Equipment = 3 cnc_equipment_type = 30 } } hq_maintenance = { abbreviation = "HQM" 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 } regimental = no combat_width = 1 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 = 0.03 } #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 defense = -0.8 breakthrough = -0.8 soft_attack = -0.8 hard_attack = -0.8 need = { infantry_weapons_type = 50 cnc_equipment_type = 20 util_vehicle_type = 30 } } hq_logistics = { abbreviation = "HQL" 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 = { supply_consumption_factor = -0.05 } #enable_ability = { front_overrun } regimental = no combat_width = 1 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 defense = -0.8 breakthrough = -0.8 soft_attack = -0.8 hard_attack = -0.8 need = { util_vehicle_type = 50 infantry_weapons_type = 30 cnc_equipment_type = 15 } } 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 = 1 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 defense = -0.8 breakthrough = -0.8 soft_attack = -0.8 hard_attack = -0.8 #Misc Abilities weight = 0.1 can_be_parachuted = yes need = { util_vehicle_type = 20 infantry_weapons_type = 40 cnc_equipment_type = 30 } } 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 = 1 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 defense = -0.8 breakthrough = -0.8 soft_attack = -0.8 hard_attack = -0.8 #Misc Abilities weight = 0.1 can_be_parachuted = yes need = { util_vehicle_type = 15 infantry_weapons_type = 40 cnc_equipment_type = 35 } } hq_specops = { abbreviation = "HQSO" sprite = MD_infantry_2 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 special_forces_defence_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 defense = -0.8 breakthrough = -0.8 soft_attack = -0.8 hard_attack = -0.8 same_support_type = flame need = { util_vehicle_type = 20 infantry_weapons_type = 100 cnc_equipment_type = 40 } } hq_mech = { abbreviation = "HQMI" sprite = MD_mechanized 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 = { mechanized_attack_factor = 0.05 mechanized_defence_factor = 0.05 } regimental = no combat_width = 1 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 = -0.8 breakthrough = -0.8 soft_attack = -0.8 hard_attack = -0.8 same_support_type = flame need = { infantry_weapons_type = 180 L_AT_Equipment = 8 H_AT_Equipment = 4 AA_Equipment = 3 cnc_equipment_type = 70 medium_tank_amphibious_chassis = 40 } } hq_mot = { abbreviation = "HQM0" sprite = MD_motorized 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 category_front_line category_light_infantry category_conventional_infantry category_all_infantry category_mot_inf category_non_militia } deployed_leader_modifiers = { motorized_attack_factor = 0.05 motorized_defence_factor = 0.05 } regimental = no combat_width = 1 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 = -0.8 breakthrough = -0.8 soft_attack = -0.8 hard_attack = -0.8 same_support_type = flame need = { infantry_weapons_type = 180 L_AT_Equipment = 8 AA_Equipment = 3 cnc_equipment_type = 50 util_vehicle_type = 40 } } hq_armor = { abbreviation = "HQAI" sprite = MD_light_armor 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 = { army_armor_attack_factor = 0.05 army_armor_defence_factor = 0.05 } regimental = no combat_width = 1 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 = -0.8 breakthrough = -0.8 soft_attack = -0.8 hard_attack = -0.8 same_support_type = flame need = { infantry_weapons_type = 150 L_AT_Equipment = 8 H_AT_Equipment = 4 AA_Equipment = 3 cnc_equipment_type = 70 medium_tank_flame_chassis = 40 } } # HQ LINE BATTALIONS hq_infantry = { abbreviation = "HINF" sprite = MD_infantry_2 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 = 50 max_organisation = 40 default_morale = 0.15 manpower = 150 entrenchment = -0.3 defense = -0.33 breakthrough = -0.33 soft_attack = -0.33 hard_attack = -0.33 air_attack = -0.33 #Misc Abilities weight = 0.5 suppression = 1.5 need = { infantry_weapons_type = 150 L_AT_Equipment = 10 AA_Equipment = 5 cnc_equipment_type = 30 } } hq_Mot_Inf_Bat = { sprite = MD_motorized map_icon_category = infantry ai_priority = 5 priority = 15 active = yes type = { motorized } group = mobile categories = { category_front_line category_light_infantry category_conventional_infantry category_all_infantry category_mot_inf category_army category_non_militia } regimental = no combat_width = 3 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } #Size Definitions max_strength = 45 max_organisation = 40 default_morale = 0.13 manpower = 150 entrenchment = -0.3 suppression = 2 #Misc Abilities training_time = 120 weight = 1 defense = -0.33 breakthrough = -0.33 soft_attack = -0.33 hard_attack = -0.33 air_attack = -0.33 transport = util_vehicle_type need = { infantry_weapons_type = 150 L_AT_Equipment = 12 AA_Equipment = 6 cnc_equipment_type = 32 util_vehicle_type = 15 } hills = { attack = 0.2 defence = 0.3 } desert = { attack = -0.15 } mountain = { defence = 0.15 } jungle = { attack = -0.15 } marsh = { attack = -0.15 } urban = { attack = 0.1 defence = 0.3 } supercity = { defence = 0.2 } forest = { defence = 0.15 } river = { attack = -0.6 } amphibious = { attack = -0.2 } } hq_Mech_Inf_Bat = { sprite = MD_mechanized map_icon_category = armored priority = 20 active = yes type = { armor mechanized } group = armor categories = { category_front_line category_all_infantry category_conventional_infantry category_army category_all_armor category_apc category_non_militia category_mech_inf } regimental = no combat_width = 3 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } #Size Definitions max_strength = 40 max_organisation = 35 default_morale = 0.12 manpower = 150 entrenchment = -0.3 suppression = 1.5 defense = -0.33 breakthrough = -0.33 soft_attack = -0.33 hard_attack = -0.33 air_attack = -0.33 #Misc Abilities training_time = 120 weight = 1 # this is what moves us and sets speed transport = medium_tank_amphibious_chassis essential = { medium_tank_amphibious_chassis } need = { infantry_weapons_type = 150 L_AT_Equipment = 10 H_AT_Equipment = 10 AA_Equipment = 5 cnc_equipment_type = 30 medium_tank_amphibious_chassis = 15 } forest = { attack = -0.15 } hills = { defence = 0.15 } mountain = { attack = -0.3 defence = -0.2 } jungle = { attack = -0.3 defence = -0.1 } marsh = { attack = -0.3 defence = -0.1 } urban = { defence = 0.15 } supercity = { attack = -0.05 defence = 0.15 } river = { attack = -0.6 } amphibious = { attack = -0.2 } } hq_Arm_Inf_Bat = { sprite = MD_light_armor map_icon_category = armored ai_priority = 5 priority = 25 active = yes type = { mechanized armor } group = armor categories = { category_front_line category_all_infantry category_conventional_infantry category_army category_all_armor category_IFV category_non_militia category_mech_inf } regimental = no combat_width = 3 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } #Size Definitions max_strength = 35 max_organisation = 30 default_morale = 0.1 manpower = 135 entrenchment = -0.3 suppression = 1.5 #Misc Abilities training_time = 120 weight = 1 defense = -0.33 breakthrough = -0.33 soft_attack = -0.33 hard_attack = -0.33 air_attack = -0.33 # this is what moves us and sets speed transport = medium_tank_flame_chassis need = { infantry_weapons_type = 135 L_AT_Equipment = 9 H_AT_Equipment = 9 AA_Equipment = 5 cnc_equipment_type = 24 medium_tank_flame_chassis = 15 } plains = { attack = 0.05 defence = 0.05 } desert = { attack = 0.05 defence = 0.05 } forest = { attack = -0.15 } mountain = { attack = -0.45 defence = -0.2 } jungle = { attack = -0.45 defence = -0.2 } marsh = { attack = -0.3 defence = -0.1 } urban = { attack = -0.15 } supercity = { attack = -0.25 defence = -0.1 } river = { attack = -0.6 } amphibious = { attack = -0.3 } } hq_Mech_Marine_Bat = { sprite = MD_mechanized map_icon_category = armored special_forces = yes marines = yes ai_priority = 5 priority = 20 active = yes type = { mechanized } group = armor categories = { category_front_line category_conventional_infantry category_special_forces category_all_infantry category_army category_all_armor category_apc category_non_militia category_all_amphibous category_arm_amphib } regimental = no combat_width = 3 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } #Size Definitions max_strength = 40 max_organisation = 35 default_morale = 0.13 manpower = 150 entrenchment = -0.3 suppression = 1 defense = -0.33 breakthrough = -0.33 soft_attack = -0.33 hard_attack = -0.33 air_attack = -0.33 #Misc Abilities training_time = 200 weight = 1 # this is what moves us and sets speed transport = medium_tank_amphibious_chassis need = { infantry_weapons_type = 150 L_AT_Equipment = 10 H_AT_Equipment = 10 AA_Equipment = 5 cnc_equipment_type = 30 medium_tank_amphibious_chassis = 15 } forest = { attack = -0.15 } hills = { defence = 0.15 } mountain = { attack = -0.3 defence = -0.2 } jungle = { attack = -0.3 defence = -0.1 } marsh = { attack = -0.3 defence = -0.1 } urban = { defence = 0.15 } supercity = { attack = -0.05 defence = 0.15 } river = { attack = 0.1 } amphibious = { attack = 0.2 } } hq_Mech_Air_Inf_Bat = { sprite = MD_mechanized map_icon_category = armored special_forces = yes ai_priority = 5 priority = 20 active = yes type = { mechanized } group = armor categories = { category_front_line category_special_forces category_all_infantry category_conventional_infantry category_army category_all_armor category_apc category_non_militia category_arm_airborne } regimental = no combat_width = 3 allow_in_army_hq = yes allow_in_non_army_hq = no required_dlc = { "Thunder at Our Gates" } #Size Definitions max_strength = 40 max_organisation = 35 default_morale = 0.13 manpower = 150 entrenchment = -0.3 suppression = 1 defense = -0.33 breakthrough = -0.33 soft_attack = -0.33 hard_attack = -0.33 air_attack = -0.33 #Misc Abilities training_time = 200 weight = 1 # this is what moves us and sets speed transport = medium_tank_amphibious_chassis can_be_parachuted = yes need = { infantry_weapons_type = 150 L_AT_Equipment = 10 H_AT_Equipment = 10 AA_Equipment = 5 cnc_equipment_type = 30 medium_tank_amphibious_chassis = 15 } forest = { attack = -0.15 } hills = { defence = 0.15 } mountain = { attack = -0.3 defence = -0.2 } jungle = { attack = -0.3 defence = -0.1 } marsh = { attack = -0.3 defence = -0.1 } urban = { defence = 0.15 } supercity = { attack = -0.05 defence = 0.15 } river = { attack = -0.6 } amphibious = { attack = -0.2 } } }