sub_units = { #light units, needed to fix the unified designer. These are currently not visible or useable in game. NO TOUCHY Light_Mech_Inf_Bat = { sprite = MD_mechanized map_icon_category = armored priority = 20 active = no type = { armor amphibious } group = support divisional = no regimental = no categories = { category_front_line category_all_infantry category_conventional_infantry category_army category_all_armor category_apc category_non_militia category_mech_inf } combat_width = 0 #Size Definitions max_strength = 15 max_organisation = 20 default_morale = 0.06 manpower = 300 entrenchment = -0.3 #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 = { medium_tank_amphibious_chassis = 30 } 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 } } Light_Arm_Inf_Bat = { sprite = MD_light_armor map_icon_category = armored ai_priority = 5 priority = 25 active = no type = { flame armor } group = support divisional = no regimental = no categories = { category_front_line category_all_infantry category_conventional_infantry category_army category_all_armor category_IFV category_non_militia category_mech_inf } combat_width = 0 #Size Definitions max_strength = 15 max_organisation = 10 default_morale = 0.1 manpower = 320 entrenchment = -0.15 #Misc Abilities training_time = 60 weight = 1 # this is what moves us and sets speed transport = medium_tank_flame_chassis need = { medium_tank_flame_chassis = 30 } 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 } } Light_L_Air_assault_Bat = { sprite = MD_infantry_2 map_icon_category = infantry special_forces = yes ai_priority = 5 priority = 10 active = yes type = { armor amphibious } group = support divisional = no regimental = no categories = { category_front_line category_special_forces category_conventional_infantry category_light_infantry category_all_infantry category_army category_non_militia category_all_airborne category_air_aslt } combat_width = 0 #Size Definitions max_strength = 10 max_organisation = 15 default_morale = 0.08 manpower = 250 entrenchment = -0.15 #Misc Abilities training_time = 100 weight = 0.5 need = { heavy_tank_amphibious_chassis = 30 } transport = heavy_tank_amphibious_chassis plains = { attack = -0.3 defence = -0.2 } desert = { attack = -0.3 defence = -0.2 } mountain = { attack = 0.15 defence = 0.3 movement = 0.3 } jungle = { defence = 0.15 movement = 0.3 } marsh = { defence = 0.15 movement = 0.3 } urban = { attack = 0.25 defence = 0.5 movement = 0.2 } supercity = { attack = 0.45 defence = 0.5 movement = 0.1 } hills = { attack = -0.15 movement = 0.1 #Cancel default penalty since in helos } forest = { attack = 0.15 defence = 0.3 movement = 0.15 } amphibious = { attack = -0.2 } river = { movement = 0.5 #Cancel default penalty since in helos } } Light_attack_helo_bat = { sprite = MD_light_armor map_icon_category = armored special_forces = no ai_priority = 5 priority = 5 active = no type = { armor } group = support divisional = no regimental = no categories = { category_army category_non_militia category_all_airborne category_atk_helo category_air_aslt } combat_width = 0 #Size Definitions manpower = 95 max_organisation = 5 default_morale = 0.025 max_strength = 0.25 training_time = 180 entrenchment = -0.075 #Misc Abilities training_time = 200 weight = 1 # this is what moves us and sets speed transport = heavy_tank_chassis need = { heavy_tank_chassis = 9 } plains = { attack = 0.15 defence = 0.15 } desert = { attack = 0.15 defence = 0.15 } forest = { attack = -0.15 movement = 0.15 #Cancel default penalty since in helos } hills = { movement = 0.1 #Cancel default penalty since in helos } mountain = { attack = -0.3 defence = -0.2 movement = 0.3 #Cancel default penalty since in helos } urban = { attack = -0.15 defence = -0.15 movement = 0.2 #Cancel default penalty since in helos } supercity = { attack = -0.15 defence = -0.1 movement = 0.1 } jungle = { attack = -0.3 movement = 0.2 #Cancel default penalty since in helos } marsh = { attack = -0.3 defence = -0.1 } river = { movement = 0.5 #Cancel default penalty since in helos } } Light_armor_Bat = { sprite = MD_medium_armor map_icon_category = armored priority = 30 active = no ai_priority = 3 type = { armor } group = support divisional = no regimental = no categories = { category_tanks category_front_line category_real_tanks category_all_armor category_army category_non_militia } combat_width = 0 essential = { medium_tank_chassis } need = { medium_tank_chassis = 21 } manpower = 95 max_organisation = 10 default_morale = 0.025 max_strength = 0.25 training_time = 180 weight = 0.75 entrenchment = -0.075 transport = medium_tank_chassis plains = { attack = 0.25 defence = 0.15 } desert = { attack = 0.25 defence = 0.15 } forest = { attack = -0.3 defence = -0.1 } hills = { attack = -0.15 } mountain = { attack = -0.6 defence = -0.3 } jungle = { attack = -0.45 defence = -0.2 } marsh = { attack = -0.45 defence = -0.2 } urban = { attack = -0.4 defence = -0.2 } supercity = { attack = -0.7 defence = -0.5 } river = { attack = -0.6 } amphibious = { attack = -0.4 #was 0.4 } } Light_L_arm_Bat = { sprite = MD_medium_armor map_icon_category = armored priority = 20 active = no ai_priority = 3 type = { armor anti_tank } group = support divisional = no regimental = no categories = { category_tanks category_front_line category_all_armor category_asg category_army category_non_militia } combat_width = 0 need = { medium_tank_destroyer_chassis = 21 } manpower = 95 max_organisation = 15 default_morale = 0.025 max_strength = 0.25 training_time = 180 weight = 0.75 entrenchment = -0.075 transport = medium_tank_destroyer_chassis plains = { attack = 0.25 defence = 0.15 } desert = { attack = 0.25 defence = 0.15 } forest = { attack = -0.3 } mountain = { attack = -0.45 defence = -0.2 } jungle = { attack = -0.45 defence = -0.2 } marsh = { attack = -0.3 defence = -0.1 } urban = { attack = -0.3 defence = -0.1 } supercity = { attack = -0.5 defence = -0.3 } river = { attack = -0.6 } amphibious = { attack = -0.3 } } Light_SP_Arty_Bat = { #Rev 3 - has large counter sprite = MD_medium_armor map_icon_category = armored ai_priority = 0 priority = 5 active = no type = { armor artillery } group = support divisional = no regimental = no categories = { category_all_armor category_army category_artillery category_spart } combat_width = 0 need = { medium_tank_artillery_chassis = 9 } essential = { medium_tank_artillery_chassis } manpower = 95 max_organisation = 1 default_morale = 0.025 max_strength = 0.25 training_time = 180 weight = 0.75 entrenchment = -0.075 plains = { attack = 0.2 defence = 0.15 } desert = { attack = 0.2 defence = 0.15 } forest = { attack = -0.1 defence = -0.1 } mountain = { attack = -0.25 defence = -0.1 } jungle = { attack = -0.2 defence = -0.1 } urban = { attack = 0.3 defence = 0.15 } supercity = { defence = 0.05 } transport = medium_tank_artillery_chassis } Light_SP_R_Arty_Bat = { #Rev 3 - has large counter sprite = MD_medium_armor map_icon_category = armored ai_priority = 0 priority = 5 active = no type = { armor rocket } group = support divisional = no regimental = no categories = { category_all_armor category_army category_artillery category_mlrs } combat_width = 0 need = { medium_tank_rocket_chassis = 9 } essential = { medium_tank_rocket_chassis } manpower = 95 max_organisation = 1 default_morale = 0.025 max_strength = 0.5 training_time = 90 weight = 0.75 entrenchment = -0.075 plains = { attack = 0.2 defence = 0.15 } desert = { attack = 0.2 defence = 0.15 } forest = { attack = -0.1 defence = -0.1 } mountain = { attack = -0.25 defence = -0.1 } jungle = { attack = -0.2 defence = -0.1 } urban = { attack = 0.3 defence = 0.15 } supercity = { defence = 0.05 } transport = medium_tank_rocket_chassis } Light_SP_AA_Bat = { sprite = MD_medium_armor map_icon_category = armored ai_priority = 0 priority = 1 active = no type = { armor anti_air } group = support divisional = no regimental = no categories = { category_all_armor category_army category_SP_AA } combat_width = 0 need = { medium_tank_aa_chassis = 9 } manpower = 60 max_organisation = 1 default_morale = 0.025 max_strength = 0.5 training_time = 90 weight = 0.75 transport = medium_tank_aa_chassis can_be_parachuted = yes } #Fire Support Elements Arty_Battery = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 priority = 1 active = yes affects_speed = yes type = { artillery support } group = support allowed_battalion_groups = { militia infantry airborne_infantry marine_infantry } categories = { category_support_battalions category_army category_artillery } combat_width = 0 need = { artillery_equipment = 6 cnc_equipment_type = 6 } jungle = { attack = -0.03 movement = -0.03 } forest = { attack = 0.03 } marsh = { movement = -0.03 } urban = { attack = -0.03 } manpower = 40 training_time = 120 max_organisation = 20 default_morale = 0.05 max_strength = 3 weight = 0.1 # Support nerfs to combat abilities defense = -0.5 breakthrough = -0.5 soft_attack = -0.5 hard_attack = -0.3 ap_attack = -0.3 suppression = 1 transport = artillery_equipment can_be_parachuted = yes } SP_R_Arty_Battery = { sprite = MD_medium_armor map_icon_category = armored ai_priority = 0 priority = 1 active = no affects_speed = yes type = { armor rocket mechanized support } group = support allowed_battalion_groups = { militia mobile armor marine_infantry } categories = { category_support_battalions category_all_armor category_army category_mlrs category_artillery } combat_width = 0 need = { medium_tank_rocket_chassis = 4 cnc_equipment_type = 4 } essential = { medium_tank_rocket_chassis } manpower = 40 max_organisation = 15 default_morale = 0.05 max_strength = 3 training_time = 180 weight = 0.5 # Support nerfs to combat abilities defense = -0.5 breakthrough = -0.5 soft_attack = -0.5 hard_attack = -0.5 armor_value = -0.3 ap_attack = -0.3 suppression = 1 transport = medium_tank_rocket_chassis } SP_Arty_Battery = { sprite = MD_medium_armor map_icon_category = armored ai_priority = 0 priority = 1 active = no affects_speed = yes type = { armor artillery mechanized support } group = support allowed_battalion_groups = { militia mobile armor marine_infantry } categories = { category_support_battalions category_all_armor category_army category_spart category_artillery } combat_width = 0 need = { medium_tank_artillery_chassis = 4 cnc_equipment_type = 4 } essential = { medium_tank_artillery_chassis } manpower = 40 max_organisation = 15 default_morale = 0.05 max_strength = 3 training_time = 180 weight = 0.5 # Support nerfs to combat abilities defense = -0.5 breakthrough = -0.5 soft_attack = -0.5 hard_attack = -0.5 armor_value = -0.3 ap_attack = -0.3 suppression = 1 transport = medium_tank_artillery_chassis } SP_AA_Battery = { sprite = MD_medium_armor map_icon_category = armored ai_priority = 0 priority = 1 active = no affects_speed = yes type = { armor anti_air mechanized support } group = support allowed_battalion_groups = { mobile armor marine_infantry airborne_infantry } categories = { category_support_battalions category_all_armor category_army category_SP_AA } combat_width = 0 need = { medium_tank_aa_chassis = 4 cnc_equipment_type = 4 } manpower = 40 max_organisation = 15 default_morale = 0.05 max_strength = 3 training_time = 180 weight = 1.25 # Support nerfs to combat abilities defense = -0.5 breakthrough = -0.5 soft_attack = -0.5 hard_attack = -0.5 armor_value = -0.3 ap_attack = -0.3 suppression = 0.5 transport = medium_tank_aa_chassis can_be_parachuted = yes } air_assault_Arty_Battery = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 priority = 1 active = no affects_speed = yes type = { artillery support } group = support divisional = no allowed_battalion_groups = { airmobile marine_infantry } categories = { category_support_battalions category_army category_artillery category_air_aslt } combat_width = 0 need = { artillery_equipment = 4 heavy_tank_amphibious_chassis = 4 cnc_equipment_type = 4 } urban = { attack = -0.05 } manpower = 40 training_time = 120 max_organisation = 15 default_morale = 0.05 max_strength = 3 weight = 0.1 # Support nerfs to combat abilities defense = -0.5 breakthrough = -0.5 soft_attack = -0.5 hard_attack = -0.3 ap_attack = -0.3 suppression = 1 # this is what moves us and sets speed transport = heavy_tank_amphibious_chassis } armor_Comp = { sprite = MD_medium_armor map_icon_category = armored priority = 1 active = no ai_priority = 0 affects_speed = yes type = { armor mechanized support } group = support divisional = no allowed_battalion_groups = { infantry mobile marine_infantry } categories = { category_tanks category_real_tanks category_support_battalions category_all_armor category_army } combat_width = 0 essential = { medium_tank_chassis } need = { medium_tank_chassis = 8 cnc_equipment_type = 8 } manpower = 40 max_organisation = 15 max_strength = 3 default_morale = 0.05 training_time = 180 weight = 0.5 defense = -0.5 breakthrough = -0.5 soft_attack = -0.5 hard_attack = -0.5 armor_value = -0.3 ap_attack = -0.3 transport = medium_tank_chassis } attack_helo_comp = { sprite = MD_light_armor map_icon_category = armored special_forces = no ai_priority = 5 priority = 5 active = no affects_speed = yes type = { armor support } group = support divisional = no allowed_battalion_groups = { infantry mobile armor marine_infantry } categories = { category_army category_non_militia category_all_airborne category_atk_helo category_air_aslt category_all_recon } combat_width = 0 #Size Definitions max_strength = 3 max_organisation = 15 default_morale = 0.12 manpower = 20 #Misc Abilities training_time = 200 weight = 0.5 defense = -0.5 breakthrough = -0.5 soft_attack = -0.5 hard_attack = -0.5 armor_value = -0.3 ap_attack = -0.3 suppression = 1 # this is what moves us and sets speed transport = heavy_tank_chassis need = { heavy_tank_chassis = 4 cnc_equipment_type = 4 } plains = { attack = 0.03 } jungle = { attack = -0.03 } urban = { attack = -0.03 } } #Drone Elements drone_tactical_company = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 priority = 1 active = no affects_speed = no divisional = no type = { infantry support } group = support categories = { category_support_battalions category_army } combat_width = 0 essential = { cnc_equipment_type util_vehicle_type } need = { cnc_equipment_type = 10 util_vehicle_type = 5 land_drone_equipment_type = 100 infantry_weapons_type = 50 } manpower = 50 training_time = 120 max_organisation = 25 default_morale = 0.06 max_strength = 4 weight = 0.1 # Support nerfs to combat abilities defense = -0.5 breakthrough = -0.5 soft_attack = -0.2 hard_attack = -0.2 suppression = 0.5 # this is what moves us and sets speed transport = util_vehicle_type can_be_parachuted = yes } #Recon Units Militia_Recce_Comp = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 priority = 1 active = yes affects_speed = yes divisional = no type = { infantry support } group = support allowed_battalion_groups = { militia } categories = { category_all_recon category_militia category_support_battalions category_army } combat_width = 0 #Size Definitions max_strength = 5 max_organisation = 30 default_morale = 0.3 manpower = 40 #Misc Abilities training_time = 120 weight = 0.2 recon = 1 initiative = 0.05 # Support nerfs to combat abilities defense = -0.66 breakthrough = -0.66 soft_attack = -0.66 hard_attack = -0.66 ap_attack = -0.66 suppression = 1 transport = infantry_weapons_type essential = { infantry_weapons_type } need = { infantry_weapons_type = 40 cnc_equipment_type = 4 } forest = { defence = 0.03 } mountain = { defence = 0.03 } jungle = { defence = 0.03 } hills = { defence = 0.03 } urban = { attack = 0.03 defence = 0.03 } supercity = { attack = 0.03 defence = 0.03 } same_support_type = recon } L_Recce_Comp = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 priority = 1 active = yes affects_speed = yes divisional = no type = { infantry support } group = support allowed_battalion_groups = { infantry airmobile airborne_infantry marine_infantry special_forces } categories = { category_all_recon category_support_battalions category_army } combat_width = 0 #Size Definitions max_strength = 5 max_organisation = 30 default_morale = 0.3 manpower = 100 #Misc Abilities training_time = 120 weight = 0.2 recon = 1 initiative = 0.05 # Support nerfs to combat abilities defense = -0.66 breakthrough = -0.66 soft_attack = -0.66 hard_attack = -0.66 ap_attack = -0.66 suppression = 1 essential = { infantry_weapons_type cnc_equipment_type } need = { infantry_weapons_type = 100 L_AT_Equipment = 10 AA_Equipment = 5 cnc_equipment_type = 10 } forest = { defence = 0.03 } mountain = { defence = 0.03 } jungle = { defence = 0.03 } hills = { defence = 0.03 } urban = { attack = 0.03 defence = 0.03 } supercity = { attack = 0.03 defence = 0.03 } same_support_type = recon can_be_parachuted = yes } Mot_Recce_Comp = { sprite = MD_motorized map_icon_category = infantry ai_priority = 0 priority = 1 active = yes affects_speed = yes divisional = no type = { motorized support } group = support allowed_battalion_groups = { mobile marine_infantry airborne_infantry } categories = { category_all_recon category_support_battalions category_army } combat_width = 0 #Size Definitions max_strength = 4 max_organisation = 25 default_morale = 0.25 manpower = 80 #Misc Abilities training_time = 120 weight = 0.2 recon = 1.24 initiative = 0.06 # Support nerfs to combat abilities defense = -0.66 breakthrough = -0.66 soft_attack = -0.66 hard_attack = -0.66 armor_value = -0.66 ap_attack = -0.66 suppression = 1 transport = util_vehicle_type essential = { infantry_weapons_type util_vehicle_type } need = { infantry_weapons_type = 80 L_AT_Equipment = 8 AA_Equipment = 8 cnc_equipment_type = 8 util_vehicle_type = 8 } forest = { defence = 0.03 } mountain = { attack = 0.03 defence = 0.03 } hills = { defence = 0.03 } urban = { defence = 0.03 } supercity = { defence = 0.03 } same_support_type = recon can_be_parachuted = yes } Mech_Recce_Comp = { sprite = MD_mechanized map_icon_category = infantry ai_priority = 0 priority = 1 active = no affects_speed = yes divisional = no type = { mechanized armor support } group = support allowed_battalion_groups = { armor marine_infantry airborne_infantry } categories = { category_all_recon category_support_battalions category_army } combat_width = 0 #Size Definitions max_strength = 4 max_organisation = 20 default_morale = 0.23 manpower = 60 defense = -0.66 breakthrough = -0.66 soft_attack = -0.66 hard_attack = -0.66 armor_value = -0.66 ap_attack = -0.66 suppression = 1 #Misc Abilities training_time = 120 weight = 1 recon = 1.6 initiative = 0.07 # needed since we give so much bonus to infantry even with no mech equipment essential = { medium_tank_amphibious_chassis } # this is what moves us and sets speed transport = medium_tank_amphibious_chassis need = { infantry_weapons_type = 60 L_AT_Equipment = 6 H_AT_Equipment = 6 AA_Equipment = 6 medium_tank_amphibious_chassis = 6 cnc_equipment_type = 6 } desert = { attack = 0.03 defence = 0.03 } forest = { defence = 0.03 } mountain = { defence = 0.03 } hills = { defence = 0.03 } urban = { defence = 0.03 } supercity = { defence = 0.03 } same_support_type = recon can_be_parachuted = yes } Arm_Recce_Comp = { sprite = MD_light_armor map_icon_category = infantry ai_priority = 0 priority = 1 active = no affects_speed = yes divisional = no type = { armor mechanized support } group = support allowed_battalion_groups = { armor marine_infantry airborne_infantry } categories = { category_all_recon category_support_battalions category_army } combat_width = 0 #Size Definitions max_strength = 4 max_organisation = 18 default_morale = 0.2 manpower = 40 #Misc Abilities training_time = 120 weight = 0.33 recon = 1.6 initiative = 0.08 defense = -0.66 breakthrough = -0.66 soft_attack = -0.66 hard_attack = -0.66 armor_value = -0.66 ap_attack = -0.66 suppression = 1 # needed since we give so much bonus to infantry even with no mech equipment essential = { medium_tank_flame_chassis } # this is what moves us and sets speed transport = medium_tank_flame_chassis need = { infantry_weapons_type = 40 L_AT_Equipment = 4 H_AT_Equipment = 4 AA_Equipment = 4 medium_tank_flame_chassis = 4 cnc_equipment_type = 4 } desert = { attack = 0.03 defence = 0.03 } forest = { defence = 0.03 } mountain = { defence = 0.03 } hills = { defence = 0.03 } urban = { defence = 0.03 } supercity = { defence = 0.03 } same_support_type = recon can_be_parachuted = yes } armor_Recce_Comp = { sprite = MD_medium_armor map_icon_category = armored ai_priority = 0 priority = 1 active = no affects_speed = yes divisional = no type = { armor anti_tank mechanized support } group = support allowed_battalion_groups = { armor airborne_infantry } categories = { category_all_recon category_support_battalions category_army } combat_width = 0 essential = { medium_tank_destroyer_chassis } need = { medium_tank_destroyer_chassis = 8 cnc_equipment_type = 8 } desert = { attack = 0.03 defence = 0.03 } forest = { defence = 0.03 } mountain = { defence = 0.03 } hills = { defence = 0.03 } marsh = { defence = 0.03 } manpower = 40 max_organisation = 15 default_morale = 0.05 max_strength = 3 training_time = 180 weight = 0.5 recon = 2 initiative = 0.1 defense = -0.66 breakthrough = -0.66 soft_attack = -0.66 hard_attack = -0.66 armor_value = -0.66 ap_attack = -0.66 suppression = 1 transport = medium_tank_destroyer_chassis same_support_type = recon can_be_parachuted = yes } # Unique regimental companies Weapons_company = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 priority = 1 active = yes affects_speed = yes divisional = no type = { infantry support } group = support categories = { category_support_battalions category_all_infantry category_army } combat_width = 0 need = { infantry_weapons_type = 200 L_AT_Equipment = 10 cnc_equipment_type = 20 } essential = { infantry_weapons_type } manpower = 100 max_organisation = 30 default_morale = 0.05 max_strength = 5 training_time = 120 weight = 0.5 entrenchment = -0.3 # Support nerfs to combat abilities defense = 0.2 breakthrough = 0.2 soft_attack = 0.3 hard_attack = 0.2 ap_attack = 1 suppression = 0.5 transport = cnc_equipment_type can_be_parachuted = yes } Heavy_mortar_company = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 priority = 1 active = yes affects_speed = yes divisional = no allowed_battalion_groups = { militia infantry mobile armor marine_infantry special_forces } type = { infantry support } group = support categories = { category_support_battalions category_all_infantry category_army } combat_width = 0 need = { infantry_weapons_type = 200 cnc_equipment_type = 20 } essential = { infantry_weapons_type } manpower = 100 max_organisation = 30 default_morale = 0.05 max_strength = 5 training_time = 120 weight = 0.5 entrenchment = -0.3 # Support nerfs to combat abilities breakthrough = 0.2 defense = 0.2 soft_attack = 3 hard_attack = 0.2 ap_attack = 0.2 suppression = 0.5 transport = cnc_equipment_type can_be_parachuted = yes } AT_company = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 priority = 1 active = yes affects_speed = yes divisional = no allowed_battalion_groups = { militia infantry airborne_infantry marine_infantry special_forces } type = { infantry support } group = support categories = { category_support_battalions category_all_infantry category_army } combat_width = 0 need = { infantry_weapons_type = 100 L_AT_Equipment = 20 cnc_equipment_type = 10 } essential = { infantry_weapons_type } manpower = 100 max_organisation = 30 default_morale = 0.05 max_strength = 5 training_time = 120 weight = 0.3 entrenchment = -0.3 # Support nerfs to combat abilities defense = -0.7 breakthrough = -0.7 soft_attack = -0.7 hard_attack = 2.5 ap_attack = 2 suppression = 0.5 transport = cnc_equipment_type can_be_parachuted = yes } Mot_AT_company = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 priority = 1 active = yes affects_speed = no divisional = no allowed_battalion_groups = { mobile armor airborne_infantry marine_infantry } type = { infantry support } group = support categories = { category_support_battalions category_all_infantry category_army } combat_width = 0 need = { infantry_weapons_type = 160 H_AT_Equipment = 16 cnc_equipment_type = 16 util_vehicle_type = 16 } essential = { infantry_weapons_type } manpower = 160 max_organisation = 20 default_morale = 0.05 max_strength = 1 training_time = 120 weight = 0.3 entrenchment = -0.3 # Support nerfs to combat abilities defense = -0.8 breakthrough = -0.8 soft_attack = -0.8 hard_attack = 2.5 ap_attack = 2 suppression = 0.5 transport = util_vehicle_type can_be_parachuted = yes } AA_company = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 priority = 1 active = yes affects_speed = yes divisional = no type = { infantry support } group = support categories = { category_support_battalions category_all_infantry category_army } combat_width = 0 need = { infantry_weapons_type = 100 AA_Equipment = 20 cnc_equipment_type = 20 } essential = { infantry_weapons_type } manpower = 100 max_organisation = 30 default_morale = 0.05 max_strength = 5 training_time = 120 weight = 0.3 entrenchment = -0.3 # Support nerfs to combat abilities defense = -0.8 breakthrough = -0.8 soft_attack = -0.8 hard_attack = -0.8 ap_attack = -0.8 air_attack = 3 suppression = 0.5 transport = cnc_equipment_type can_be_parachuted = yes } Combat_engineer_company = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 priority = 1 active = yes affects_speed = yes divisional = no type = { infantry support } group = support categories = { category_support_battalions category_all_infantry category_army } combat_width = 0 need = { infantry_weapons_type = 150 L_AT_Equipment = 10 cnc_equipment_type = 20 } essential = { infantry_weapons_type } manpower = 100 max_organisation = 30 default_morale = 0.10 max_strength = 5 training_time = 150 weight = 0.5 # Support nerfs to combat abilities defense = -0.2 breakthrough = -0.2 soft_attack = -0.5 hard_attack = -0.5 ap_attack = -0.5 suppression = 0.5 forest = { attack = 0.03 defence = 0.03 } mountain = { attack = 0.03 defence = 0.03 } jungle = { attack = 0.03 defence = 0.03 } urban = { attack = 0.03 defence = 0.03 } transport = cnc_equipment_type can_be_parachuted = yes } amphibious_landing_detachment = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 priority = 1 active = yes affects_speed = yes marines = yes type = { infantry support } group = support categories = { category_support_battalions category_army category_all_amphibous } divisional = no allowed_battalion_groups = { marine_infantry } combat_width = 1 essential = { cnc_equipment_type } need = { cnc_equipment_type = 30 infantry_weapons_type = 300 util_vehicle_type = 30 } manpower = 300 training_time = 120 max_organisation = 1.1 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 amphibious = { attack = 0.25 defence = 0.15 movement = 0.15 } marsh = { attack = -0.15 defence = 0.15 movement = -0.10 } forest = { attack = -0.15 defence = -0.15 } hills = { attack = -0.15 defence = -0.15 } urban = { attack = -0.15 defence = -0.15 } supercity = { attack = -0.15 defence = -0.15 } plains = { attack = -0.15 } desert = { attack = -0.15 movement = -0.15 } mountain = { attack = -0.15 } # this is what moves us and sets speed transport = util_vehicle_type same_support_type = special_operations } }