sub_units = { # Dutch Special Battalion HOL_marechaussee_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 } combat_width = 1 # Size Definitions max_strength = 3 max_organisation = 23 default_morale = 0.1 manpower = 250 training_time = 120 # Misc Abilities weight = 0.1 # Important Abilities (mix of logistics, recon and military police) casualty_trickleback = 0.15 recon = 0.10 fuel_consumption_factor = -0.05 suppression = 3.0 # Military police effect breakthrough = -0.8 hard_attack = -0.8 own_equipment_fuel_consumption_mult = 0.0 need = { infantry_weapons_type = 250 cnc_equipment_type = 50 util_vehicle_type = 20 } same_support_type = support can_be_parachuted = yes } # Zombie Game Mode zombies = { sprite = infantry map_icon_category = infantry priority = 1000 ai_priority = 1000 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 max_organisation = 3 default_morale = 1000 manpower = 3000 training_time = 8 #Misc Abilities suppression = 0 weight = 0.05 need = { zombie = 1 } } zombie_runner = { sprite = infantry map_icon_category = infantry priority = 1000 ai_priority = 1000 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 = 8 max_organisation = 2 default_morale = 1000 manpower = 1500 training_time = 15 #Misc Abilities suppression = 0 weight = 0.02 need = { zombie_runner = 1 } } zombie_brute = { sprite = infantry map_icon_category = infantry priority = 1000 ai_priority = 1000 active = no type = { infantry } group = infantry categories = { category_front_line category_light_infantry category_all_infantry category_army } combat_width = 3 #Size Definitions max_strength = 25 max_organisation = 4 default_morale = 1000 manpower = 5000 training_time = 18 #Misc Abilities suppression = 0 weight = 0.08 need = { zombie_brute = 1 } } medium_walker_battalion = { sprite = MD_medium_armor map_icon_category = armored priority = 30 active = no ai_priority = 3 type = { armor } group = armor categories = { category_tanks category_front_line category_real_tanks category_all_armor category_army category_non_militia category_walker_tanks } combat_width = 4 essential = { super_heavy_tank_chassis } need = { super_heavy_tank_chassis = 42 cnc_equipment_type = 24 } manpower = 240 max_organisation = 15 max_strength = 20 default_morale = 0.05 training_time = 180 weight = 1.5 entrenchment = -0.15 defense = 0 breakthrough = 0 soft_attack = 0 hard_attack = 0 armor_value = 0 ap_attack = 0 transport = super_heavy_tank_chassis } light_walker_tank_battalion = { sprite = MD_medium_armor map_icon_category = armored priority = 30 active = no affects_speed = yes ai_priority = 3 type = { armor } group = armor categories = { category_tanks category_front_line category_real_tanks category_all_armor category_army category_non_militia category_walker_tanks } combat_width = 4 essential = { super_heavy_tank_destroyer_chassis } need = { super_heavy_tank_destroyer_chassis = 42 cnc_equipment_type = 24 } manpower = 240 max_organisation = 15 max_strength = 20 default_morale = 0.05 training_time = 180 weight = 1.5 entrenchment = -0.15 defense = 0 breakthrough = 0 soft_attack = 0 hard_attack = 0 armor_value = 0 ap_attack = 0 transport = super_heavy_tank_destroyer_chassis } heavy_walker_tank_battalion = { sprite = MD_medium_armor map_icon_category = armored priority = 30 active = no affects_speed = yes ai_priority = 3 type = { armor } group = armor categories = { category_tanks category_front_line category_real_tanks category_all_armor category_army category_non_militia category_walker_tanks } combat_width = 4 essential = { super_heavy_tank_artillery_chassis } need = { super_heavy_tank_artillery_chassis = 42 cnc_equipment_type = 24 } manpower = 240 max_organisation = 15 max_strength = 20 default_morale = 0.05 training_time = 180 weight = 1.5 entrenchment = -0.15 defense = 0 breakthrough = 0 soft_attack = 0 hard_attack = 0 armor_value = 0 ap_attack = 0 transport = super_heavy_tank_artillery_chassis } light_medium_walker_battalion = { sprite = MD_medium_armor map_icon_category = armored priority = 30 active = no affects_speed = yes ai_priority = 3 type = { armor } group = light_bat categories = { category_tanks category_front_line category_real_tanks category_all_armor category_army category_non_militia category_walker_tanks } combat_width = 3 essential = { super_heavy_tank_chassis } need = { super_heavy_tank_chassis = 12 } manpower = 240 max_organisation = 15 max_strength = 20 default_morale = 0.05 training_time = 180 weight = 1.5 entrenchment = -0.15 defense = 0 breakthrough = 0 soft_attack = 0 hard_attack = 0 armor_value = 0 ap_attack = 0 transport = super_heavy_tank_chassis } light_light_walker_tank_battalion = { sprite = MD_medium_armor map_icon_category = armored priority = 30 active = no affects_speed = yes ai_priority = 3 type = { armor anti_tank } group = light_bat categories = { category_tanks category_front_line category_real_tanks category_all_armor category_army category_non_militia category_walker_tanks } combat_width = 3 essential = { super_heavy_tank_destroyer_chassis } need = { super_heavy_tank_destroyer_chassis = 12 } manpower = 240 max_organisation = 15 max_strength = 20 default_morale = 0.05 training_time = 180 weight = 1.5 entrenchment = -0.15 defense = 0 breakthrough = 0 soft_attack = 0 hard_attack = 0 armor_value = 0 ap_attack = 0 transport = super_heavy_tank_destroyer_chassis } light_heavy_walker_tank_battalion = { sprite = MD_medium_armor map_icon_category = armored priority = 30 active = no affects_speed = yes ai_priority = 3 type = { armor artillery } group = light_bat categories = { category_tanks category_front_line category_real_tanks category_all_armor category_army category_non_militia category_walker_tanks } combat_width = 3 essential = { super_heavy_tank_artillery_chassis } need = { super_heavy_tank_artillery_chassis = 12 } manpower = 240 max_organisation = 15 max_strength = 20 default_morale = 0.05 training_time = 180 weight = 1.5 entrenchment = -0.15 defense = 0 breakthrough = 0 soft_attack = 0 hard_attack = 0 armor_value = 0 ap_attack = 0 transport = super_heavy_tank_artillery_chassis } space_artillery_support_company = { sprite = MD_infantry_2 map_icon_category = infantry ai_priority = 0 priority = 1 active = no affects_speed = no type = { artillery support } breakthrough = 80 battalion_mult = { category = category_artillery attack = 1 } group = support categories = { category_support_battalions category_army category_artillery } combat_width = 0 need = { space_artillery_equipment_type = 20 } manpower = 25 training_time = 180 max_organisation = 1.6 default_morale = 0.05 max_strength = 0.25 weight = 0.1 # Support nerfs to combat abilities defense = -0.25 breakthrough = -0.25 soft_attack = -0.25 hard_attack = -0.25 ap_attack = -0.25 transport = artillery_equipment can_be_parachuted = yes } # Event Horizon Mechs HACS_Mech = { sprite = HACS_BF38 map_icon_category = armored priority = 1000 ai_priority = 1000 active = no can_exfiltrate_from_coast = yes can_be_parachuted = yes type = { mechanized armor } group = armor categories = { category_front_line category_all_infantry category_army category_all_armor category_non_militia } combat_width = 4 #Size Definitions max_strength = 105 max_organisation = 66 default_morale = 0.5 manpower = 100 training_time = 300 soft_attack = 0.6 hard_attack = 0.6 defense = 0.8 breakthrough = 0.8 air_attack = 0.7 ap_attack = 0.83 entrenchment = 0.6 #Misc Abilities suppression = 0 weight = 0.05 essential = { HACS_0 } need = { HACS_0 = 8 } forest = { attack = -0.05 defence = -0.05 } hills = { attack = 0.15 defence = 0.15 } jungle = { attack = -0.1 defence = -0.1 } marsh = { attack = 0.05 defence = 0.05 } plains = { attack = 0.15 defence = 0.15 } desert = { attack = 0.1 defence = 0.1 } } HACS_Mech_2 = { sprite = HACS_GSK41 map_icon_category = armored priority = 2000 ai_priority = 2000 active = no # Cezor remember to change back to no can_exfiltrate_from_coast = yes can_be_parachuted = yes type = { mechanized armor } group = armor categories = { category_front_line category_all_infantry category_army category_all_armor category_non_militia } combat_width = 4 #Size Definitions max_strength = 116 max_organisation = 88 default_morale = 0.5 manpower = 100 training_time = 250 soft_attack = 0.75 hard_attack = 0.75 defense = 0.75 breakthrough = 0.85 air_attack = 0.84 ap_attack = 0.83 entrenchment = 0.75 #Misc Abilities suppression = 0 weight = 0.05 essential = { HACS_1 } need = { HACS_1 = 8 } hills = { attack = 0.2 defence = 0.2 } jungle = { attack = -0.05 defence = -0.05 } marsh = { attack = 0.1 defence = 0.1 } plains = { attack = 0.2 defence = 0.2 } desert = { attack = 0.15 defence = 0.15 } } HACS_Mech_3 = { sprite = HACS_SAS32 map_icon_category = armored priority = 3000 ai_priority = 3000 active = no # Cezor remember to change back to no can_exfiltrate_from_coast = yes can_be_parachuted = yes type = { mechanized armor } group = armor categories = { category_front_line category_all_infantry category_army category_all_armor category_non_militia } combat_width = 4 #Size Definitions max_strength = 132 max_organisation = 132 default_morale = 0.5 manpower = 100 training_time = 225 soft_attack = 0.9 hard_attack = 0.9 defense = 0.9 breakthrough = 0.9 air_attack = 0.84 ap_attack = 0.93 entrenchment = 0.95 #Misc Abilities suppression = 0 weight = 0.05 essential = { HACS_2 } need = { HACS_2 = 8 } forest = { attack = 0.05 defence = 0.05 } hills = { attack = 0.25 defence = 0.25 } marsh = { attack = 0.15 defence = 0.15 } plains = { attack = 0.25 defence = 0.25 } desert = { attack = 0.2 defence = 0.2 } } ALN_bellatoris = { sprite = CHIMERA_bellatoris map_icon_category = infantry priority = 1000 ai_priority = 1000 active = no can_exfiltrate_from_coast = yes type = { infantry } group = infantry categories = { category_front_line category_all_infantry category_army category_non_militia } combat_width = 4 #Size Definitions max_strength = 125 max_organisation = 115 default_morale = 0.3 manpower = 150 #Misc Abilities training_time = 10 suppression = 0.5 weight = 0.5 soft_attack = 0.6 hard_attack = 0.6 defense = 0.7 breakthrough = 0.7 air_attack = 0 ap_attack = 0.73 entrenchment = 0.8 initiative = 0.3 essential = { CHIMERA_equipment } need = { CHIMERA_equipment = 5 } forest = { attack = 0.15 defence = 0.15 } hills = { attack = 0.15 defence = 0.15 } mountain = { attack = -0.05 defence = -0.05 } jungle = { attack = -0.05 defence = -0.05 } marsh = { attack = 0.1 defence = 0.1 } plains = { attack = 0.15 defence = 0.15 } desert = { attack = 0.1 defence = 0.1 } } ALN_brachionis = { sprite = CHIMERA_brachionis map_icon_category = infantry priority = 1000 ai_priority = 1000 active = no can_exfiltrate_from_coast = yes type = { infantry } group = infantry categories = { category_front_line category_all_infantry category_army category_non_militia } combat_width = 4 #Size Definitions max_strength = 100 max_organisation = 115 default_morale = 0.3 manpower = 150 #Misc Abilities training_time = 10 suppression = 0.5 weight = 0.5 soft_attack = 0.85 hard_attack = 0.85 defense = 0.5 breakthrough = 0.7 air_attack = 1.2 ap_attack = 0.73 entrenchment = 0.8 initiative = 0.3 essential = { CHIMERA_equipment } need = { CHIMERA_equipment = 5 } forest = { attack = 0.1 defence = 0.1 } hills = { attack = 0.1 defence = 0.1 } mountain = { attack = -0.05 defence = -0.05 } jungle = { attack = -0.05 defence = -0.05 } marsh = { attack = 0.05 defence = 0.05 } plains = { attack = 0.15 defence = 0.15 } desert = { attack = 0.1 defence = 0.1 } } ALN_gravis = { sprite = CHIMERA_gravis map_icon_category = infantry priority = 1000 ai_priority = 1000 active = no can_exfiltrate_from_coast = yes type = { infantry } group = infantry categories = { category_front_line category_all_infantry category_army category_non_militia } combat_width = 4 #Size Definitions max_strength = 95 max_organisation = 100 default_morale = 0.3 manpower = 150 #Misc Abilities training_time = 10 suppression = 0.5 weight = 0.5 soft_attack = 0.9 hard_attack = 0.9 defense = 0.6 breakthrough = 0.8 air_attack = 1.8 ap_attack = 0.77 entrenchment = 0.8 initiative = 0.4 supply_consumption = 0.02 essential = { CHIMERA_equipment } need = { CHIMERA_equipment = 5 } forest = { attack = 0.1 defence = 0.1 } hills = { attack = 0.1 defence = 0.1 } mountain = { attack = -0.05 defence = -0.05 } jungle = { attack = -0.05 defence = -0.05 } marsh = { attack = 0.05 defence = 0.05 } plains = { attack = 0.15 defence = 0.15 } desert = { attack = 0.1 defence = 0.1 } } }