l_french: fighter: "Chasseur de supériorité aérienne" Strike_fighter: "Chasseur de frappe" L_Strike_fighter: "Chasseur de frappe légère" CV_L_Strike_fighter: "Chasseur de frappe embarqué" multi_role_fighter: "Chasseur multirôle" cv_multi_role: "Chasseur multirôle embarqué" cas: "Appui aérien rapproché" strat_bomber: "Bombardier stratégique" transport_plane: "Avion de transport" attack_helicopter: "Hélicoptère d'attaque" Air_UAV: "Drone de combat" transport_helicopter: "Hélicoptère de transport" Militia_Bat: "Milice" Militia_Bat_desc: "Militia Battalion on foot. Militia Units are characterized by having less heavy equipment and communication kits than normal infantry. This makes them highly mobile and effective in bad terrain, but they melt away quickly in flat terrain against an armored opponent.\n\n§GDesigner Hint: Militia provide inexpensive defensive frontage and Suppression. They perform best in cities, forests, and hills, but have poor Defense and Breakthrough and are especially vulnerable to armor and combat in open or harsh terrain.§!" Mot_Militia_Bat: "Milice motorisée" Mot_Militia_Bat_desc: "Militia Battalion with Pickup Trucks or even Armored Utility Vehicles. Militia Units are characterized by having less heavy equipment and communication kits than normal infantry. This makes them highly mobile and effective in bad terrain, but they melt away quickly in flat terrain against an armored opponent.\n\n§GDesigner Hint: Motorized Militia trade some economy for Speed and greater Suppression. Use them for mobile security and inexpensive exploitation across plains or deserts, but their weak combat stats and rough-terrain penalties make them poor assault troops.§!" L_Inf_Bat: "Infanterie légère" L_Inf_Bat_desc: "Light Infantry without transports. Rarely seen on the modern battlefield, but specialized units in very difficult terrain such as jungle and mountains exist - where they are highly effective. Could also be useful as urban garrisons.\n\n§GDesigner Hint: Light Infantry provide high Organization and strong combat performance in hills, forests, mountains, jungles, marshes, and cities without requiring vehicles. Use them to hold or attack difficult terrain, but expect slow strategic movement and weaker attacks across plains and deserts.§!" Mot_Inf_Bat: "Infanterie motorisée" Mot_Inf_Bat_desc: "Motorized Infantry uses all kinds of Utility Vehicles as transport, from pickup trucks to modern mine-resistant vehicles. They provide rapid battlefield mobility where roads and open terrain favor vehicle movement.\n\n§GDesigner Hint: Motorized Infantry provide affordable Speed and good performance in open terrain. Use them to exploit breakthroughs and support fast fronts, but their vehicles increase equipment demand and lose effectiveness in forests, mountains, jungles, marshes, and cities.§!" Mech_Inf_Bat: "Infanterie mécanisée" Mech_Inf_Bat_desc: "Mechanized Infantry uses Armored Personnel Carriers as transport. They are well suited for armored combat in flat terrain.\n\n§GDesigner Hint: Mechanized Infantry combine strong Defense and armored mobility with good performance in plains and deserts. Use them to hold the line in fast armored formations, but APCs are costly and their attack and movement suffer in forests, mountains, jungles, and cities.§!" Arm_Inf_Bat: "Infanterie blindée" Arm_Inf_Bat_desc: "Armored Infantry uses Infantry Fighting Vehicles as transport. They are well suited for armored combat in flat terrain, but are wasted in difficult terrain where they must operate on foot far from their IFV's.\n\n§GDesigner Hint: Armored Infantry use IFVs for greater firepower, Armor, and Breakthrough than mechanized infantry. Use them alongside tanks in open terrain, but their lower Organization, high equipment cost, and severe mountain, jungle, marsh, and urban penalties demand careful deployment.§!" L_Air_Inf_Bat: "Airborne Infantry" L_Air_Inf_Bat_desc: "Airborne Light Infantry are elite Infantry, with their special training in Aerial Insertion via paradrops from Transport Aircraft or with Transport Helicopters. They can rapidly respond to emergencies from afar, and can be inserted behind enemy lines to take vital objectives ahead of the main army advance. Their mode of transport puts strict limits on the amount of heavy equipment they can carry, though.\n\n§GDesigner Hint: Airborne Infantry combine high Organization with paradrop capability and strong performance in difficult terrain. Use them to seize and hold isolated objectives, but their special-forces training and increased infantry-equipment demand make them expensive for routine line combat.§!" Mot_Air_Inf_Bat: "Infanterie aéroportée motorisée" Mot_Air_Inf_Bat_desc: "Motorized Airborne Infantry are elite Infantry, with their special training in Aerial Insertion via paradrops from Transport Aircraft or with Transport Helicopters. They can rapidly respond to emergencies from afar, and can be inserted behind enemy lines to take vital objectives ahead of the main army advance. Their Utility Vehicles gives them great mobility upon insertion, and allows them bring more heavy equipment into battle. It is however, much more logistically demanding to paradrop them together with vehicles.\n\n§GDesigner Hint: Motorized Airborne Infantry add Speed after a paradrop and perform well across open terrain. Use them when an airborne force must exploit or reinforce quickly, but vehicles raise the equipment burden and reduce Organization and rough-terrain performance compared with foot airborne troops.§!" Mech_Air_Inf_Bat: "Infanterie aéroportée mécanisée" Mech_Air_Inf_Bat_desc: "Mechanized Airborne Infantry are elite Infantry, with their special training in Aerial Insertion via paradrops from Transport Aircraft. They can rapidly respond to emergencies from afar, and can be inserted behind enemy lines to take vital objectives ahead of the main army advance. Their specially designed Light Armored Personnel Carriers gives them great mobility upon insertion, and allows them bring much more heavy equipment into battle than lighter Airborne forces. It is however, much more logistically demanding to paradrop them together with such vehicles.\n\n§GDesigner Hint: Mechanized Airborne Infantry bring APC protection, Speed, and heavier firepower to paradrops. Use them when isolated airborne forces must survive mobile combat after landing, but their lower Organization, large equipment demand, and severe rough-terrain penalties make them an expensive specialist choice.§!" Arm_Air_Inf_Bat: "Infanterie blindée aéroportée" Arm_Air_Inf_Bat_desc: "Armored Airborne Infantry are elite Infantry, with their special training in Aerial Insertion via paradrops from Transport Aircraft. They can rapidly respond to emergencies from afar, and can be inserted behind enemy lines to take vital objectives ahead of the main army advance. Their specially designed Light Infantry Fighting Vehicles gives them great mobility, and allows them to fight on equal terms against normal mechanized formations. It is however, extremely logistically demanding to paradrop them together with their IFV's. As of 2017, only Russia has ever operated such forces.\n\n§GDesigner Hint: Armored Airborne Infantry deliver IFV firepower, Armor, and Breakthrough by paradrop. Use them to contest defended objectives or fight enemy mobile reserves after insertion, but their very high equipment burden, low Organization, and difficult-terrain penalties make losses costly.§!" L_Marine_Bat: "Marine Infantry" L_Marine_Bat_desc: "Marine Infantry are elite Infantry, with special training in amphibious operations, such as river-crossings, operation in swamps, and amphibious invasions. As they don't have vehicles, there are strict limits on the amount of heavy equipment they can carry, though.\n\n§GDesigner Hint: Marine Infantry provide high Organization and strong amphibious and marsh performance without vehicle costs. Use them to establish beachheads and fight in wetlands, but they are slower after landing, consume special-forces capacity, and are less effective in open terrain.§!" Mot_Marine_Bat: "Infanterie de marine motorisée" Mot_Marine_Bat_desc: "Motorized Marine Infantry are elite Infantry, with special training in amphibious operations, such as river-crossings, operation in swamps, and amphibious invasions. While they disembark as Light Infantry, they have Utility Vehicles as land transports, giving them great mobility and allows them to carry large amounts of heavy equipment into battle.\n\n§GDesigner Hint: Motorized Marine Infantry retain a strong amphibious bonus while adding Speed for rapid expansion from a beachhead. Use them when the landing force must move inland quickly, but their vehicles cost more equipment and reduce Organization and mountain performance compared with foot marines.§!" Mech_Marine_Bat: "Infanterie de marine mécanisée" Mech_Marine_Bat_desc: "Mechanized Marine Infantry are elite Infantry, with special training in amphibious operations, such as river-crossings, operation in swamps, and amphibious invasions. As they make landings protected in their specially designed Amphibious Armored Personnel Carriers, they are very much equipped to strike right away with great mobility, carrying large amounts of heavy equipment into battle.\n\n§GDesigner Hint: Mechanized Marines combine an amphibious bonus with APC protection and strong mobility after landing. Use them to expand and hold mechanized beachheads, but they have less Organization than lighter marines and their vehicles perform poorly in forests and mountains.§!" Arm_Marine_Bat: "Infanterie de marine blindée" Arm_Marine_Bat_desc: "Armored Marine Infantry are elite Infantry, with special training in amphibious operations, such as river-crossings, operation in swamps, and amphibious invasions. They can cross large distances on water in their heavily armored jet-propelled Amphibious Infantry Fighting Vehicles, and be ready to fight from the same IFV's once they make it to shore with great proficiency.\n\n§GDesigner Hint: Armored Marines provide the strongest IFV firepower, Armor, and urban combat ability among marine infantry while retaining an amphibious bonus. Use them against heavily defended ports, but their low Organization, high cost, and severe mountain and jungle penalties require lighter troops for difficult inland terrain.§!" L_Air_assault_Bat: "Infanterie d'assaut aérien" L_Air_assault_Bat_desc: "Air Assault Infantry are elite Infantry, with their special training in rappelling and air transportation, their equipment is sometimes designed or field-modified to allow better transportation within aircraft. They are often used to to seize and hold key terrain which has not been fully secured, and to directly engage enemy forces behind enemy lines.\n\n§GDesigner Hint: Air Assault Infantry use transport helicopters for rapid operations and gain combat bonuses across most difficult terrain. Use them to seize remote hills, forests, mountains, jungles, marshes, or cities, but their low Strength, poor Entrenchment, and costly helicopters make prolonged line combat risky.§!" attack_helo_bat: "Régiment d'hélicoptères d'attaque" attack_helo_bat_desc: "Attack helicopter regiments mass rotary-wing gunships for rapid anti-armor strikes and close support across a wide front.\n\n§GDesigner Hint: Attack Helicopters provide fast armored firepower and strong attacks in plains and deserts. Use them to reinforce breakthroughs or hunt armor in open terrain, but their very low Organization and Strength, expensive aircraft, and poor performance in cities, mountains, forests, and jungles make sustained combat dangerous.§!" attack_helo_comp: "Compagnie d'hélicoptères d'attaque" attack_helo_comp_desc: "An attack helicopter company provides rapid gunship support and mobile anti-armor firepower to frontline formations.\n\n§GDesigner Hint: An Attack Helicopter Company adds fast armored firepower without Combat Width. Use it as flexible support for infantry, mobile, armored, or marine divisions, but aircraft and command equipment are expensive and it attacks less effectively in cities and jungles.§!" Special_Forces: "Forces d'opérations spéciales" Special_Forces_desc: "Special Operation Forces are the elite of any military where they feature, with longer and harder training than anyone else. They are experts of difficult terrains, airborne operations and amphibious landings. They are, however, very lightly equipped as they may need to operate with mobility behind the front lines.\n\n§GDesigner Hint: Special Operation Forces offer exceptional Organization, Recovery, and broad terrain bonuses with paradrop and coastal exfiltration capability. Use them for the hardest raids and contested objectives, but their wide Combat Width, very long training, special-forces cap, and light equipment make them unsuitable as ordinary line infantry.§!" armor_Bat: "Tank Company" armor_Bat_desc: "A Tank Company features only the most heavily armored vehicles in existence, Main Battle Tanks. With excellent mobility in flat terrain and fierce direct fire, they are designed to punch holes in the enemy front lines that can be rapidly exploited by follow-up mechanized infantry units.\n\n§GDesigner Hint: Tanks deliver high Armor, Breakthrough, and hard-target firepower with excellent plains and desert bonuses. Use them as the spearhead of offensive divisions, but they consume expensive tank and command equipment, have low Organization, and suffer major penalties in forests, mountains, jungles, marshes, and cities.§!" armor_Comp: "Cie de chars" armor_Comp_desc: "A Tank Company features only the most heavily armored vehicles in existence, Main Battle Tanks. With excellent mobility in flat terrain and fierce direct fire, they are designed to punch holes in the enemy front lines that can be rapidly exploited by follow-up mechanized infantry units.\n\n§GDesigner Hint: A Tank Company adds Armor, Breakthrough, and mobile firepower without Combat Width. Use it to stiffen eligible infantry or mobile formations for open-terrain combat, but its tanks and command equipment are costly and it slows and attacks poorly in mountains, jungles, and marshes.§!" L_Recce_Comp: "Infantry Recce Company" L_Recce_Comp_desc: "Infantry Recce Companies operate on foot, and is therefore devoid of much of the heavy equipment that make them an effective fighting unit. They infiltrate close to the enemy to observe and report on their activity, and use both Drone Reconnaissance and Electronic Surveillance to gather intel. They can also perform limited raids and ambushes. Recce Companies are often called 'Squadrons' due to their legacy as former Cavalry units.\n\n§GDesigner Hint: Infantry Recce adds Reconnaissance and Initiative without Combat Width while retaining small bonuses in forests, mountains, jungles, and hills. Use it in foot, airborne, airmobile, marine, or special-forces divisions, but it requires more Manpower than other recon elements and adds little firepower.§!" Mot_Recce_Comp: "Cie de reconnaissance motorisée" Mot_Recce_Comp_desc: "Motorized Recce Companies operates with Utility Vehicles, and have much of the same equipment as their Infantry counterparts. Their roles however, are different. They infiltrate close to the enemy to observe and report on their activity, and use both Drone Reconnaissance and Electronic Surveillance to gather intel. They can also perform limited raids and ambushes. Recce Companies are often called 'Squadrons' due to their legacy as former Cavalry units.\n\n§GDesigner Hint: Motorized Recce provides more Reconnaissance and Initiative than foot scouts while matching mobile formations and adding open-terrain mobility. Use it in motorized or marine divisions, but Utility Vehicles increase cost and it slows in mountains, jungles, and marshes.§!" Mech_Recce_Comp: "Cie de reconnaissance mécanisée" Mech_Recce_Comp_desc: "Mechanized Recce Companies operates with Armored Personnel Carriers, and have much of the same equipment as their Infantry counterparts. Their roles however, are different. They infiltrate close to the enemy to observe and report on their activity, and use both Drone Reconnaissance and Electronic Surveillance to gather intel. They can also perform limited raids and ambushes. Recce Companies are often called 'Squadrons' due to their legacy as former Cavalry units.\n\n§GDesigner Hint: Mechanized Recce provides high Reconnaissance and Initiative without Combat Width while matching APC formations and improving movement in plains. Use it in armored or marine divisions, but its APC and support-equipment cost is high and it slows in mountains and marshes.§!" Arm_Recce_Comp: "Cie de reconnaissance mécanisée lourde" Arm_Recce_Comp_desc: "Heavy Mechanized Recce Companies operates with Infantry Fighting Vehicles, and have much of the same equipment as their Armored Infantry counterparts. Their roles however, are different. They infiltrate close to the enemy to observe and report on their activity, and use both Drone Reconnaissance and Electronic Surveillance to gather intel. They can also perform raids and ambushes. Recce Companies are often called 'Squadrons' due to their legacy as former Cavalry units.\n\n§GDesigner Hint: Heavy Mechanized Recce provides high Reconnaissance and Initiative with IFV protection and no Combat Width. Use it in armored or marine divisions operating in plains or deserts, but IFVs are costly and movement suffers in forests, mountains, jungles, and marshes.§!" L_arm_Bat: "Light Tank Company" L_arm_Bat_desc: "Light Tank Company operates with special, often wheeled, Light Tanks that combine incredible mobility with awe-inspiring stopping power. They can hold their own against all types of Infantry in direct combat. Direct combat isn't their intended role, though - they infiltrate close to the enemy to observe and report on their activity, and use both Drone Reconnaissance and Electronic Surveillance to gather intel. They can also perform raids and ambushes on important enemy assets and mechanized formations.\n\n§GDesigner Hint: Light Tanks provide fast armored firepower and strong attacks in plains and deserts. Use them for reconnaissance in force and exploitation, but their protection and direct combat power are lighter and rough terrain sharply reduces their effectiveness.§!" armor_Recce_Comp: "Cie de reconnaissance blindée" armor_Recce_Comp_desc: "Armored Recce Companies operates with special Recon Light Tanks that combine incredible mobility with awe-inspiring stopping power. They can hold their own against all types of Infantry in direct combat. Direct combat isn't their intended role, though - they infiltrate close to the enemy to observe and report on their activity, and use both Drone Reconnaissance and Electronic Surveillance to gather intel. They can also perform raids and ambushes on important enemy assets and mechanized formations. Recce Companies are often called 'Squadrons' due to their legacy as former Cavalry units.\n\n§GDesigner Hint: Armored Recce provides the highest Reconnaissance and Initiative among conventional scouts while adding anti-armor mobility without Combat Width. Use it in tank formations on open terrain, but recon tanks and command equipment are costly and movement falls sharply in forests, mountains, jungles, and marshes.§!" L_Engi_Comp: "Engineer Battalion" L_Engi_Comp_desc: "Engineers handle temporary bridge and defensive perimeter construction, mine-laying and clearing in addition to bomb disposal. They carry basic infantry weaponry, for defensive purposes.\n\n§GDesigner Hint: Engineer Battalions improve Entrenchment, help infantry attack and defend in forts, cities, forests, and marshes, and improve defense and movement in mountains. Use them in defensive or rough-terrain divisions, but they add Combat Width, Manpower, and equipment while contributing little direct firepower.§!" H_Engi_Comp: "Heavy Engineer Battalion" H_Engi_Comp_desc: "Engineers handle temporary bridge and defensive perimeter construction, mine-laying and clearing in addition to bomb disposal. They carry basic infantry weaponry for defensive purposes. With dedicated construction and recovery vehicles, they are well-equipped to recover combat-disabled equipment from the frontline.\n\n§GDesigner Hint: Heavy Engineer Battalions provide greater Entrenchment and stronger fort, urban, mountain, and marsh bonuses than standard engineers. Use them in valuable assault or defensive formations, but their large Manpower and equipment requirements make them an expensive support choice.§!" Arty_Bat: "Artillerie" Arty_Bat_desc: "With its powerful indirect fire abilities, Artillery provides sustained precision strikes where it's needed on the battlefield, and far beyond visual ranges. It can be reloaded directly by it's crew. Since it requires external vehicles for it's movement, it can be difficult to move around in-between strikes, making it vulnerable against enemy artillery counter-strikes. Lightweight lower calibre systems can be dragged around manually, and are suitable for airborne operations as their can fit inside transport planes.\n\n§GDesigner Hint: Artillery adds substantial Soft Attack and can be paradropped, making it effective against infantry-heavy forces. Use it to give foot formations offensive firepower, but its low Organization and Strength, added Combat Width, and movement penalties in rough terrain require enough infantry to protect it.§!" Arty_Battery: "Batterie d'artillerie" Arty_Battery_desc: "With it's powerful indirect fire abilities, Artillery provides sustained precision strikes where it's needed on the battlefield, and far beyond visual ranges. It can be reloaded directly by it's crew. Since it requires external vehicles for it's movement, it can be difficult to move around in-between strikes, making it vulnerable against enemy artillery counter-strikes. Lightweight lower calibre systems can be dragged around manually, and are suitable for airborne operations as their can fit inside transport planes.\n\n§GDesigner Hint: An Artillery Battery adds Soft Attack without Combat Width at far lower equipment cost than a full artillery battalion. Use it as economical fire support for eligible foot formations, but its very low Organization and rough-terrain penalties limit its value in unsupported or highly mobile divisions.§!" SP_Arty_Bat: "Artillerie automotrice" SP_Arty_Bat_desc: "With its powerful indirect fire abilities, Self-Propelled Artillery provides sustained precision strikes where it's needed on the battlefield, and far beyond visual ranges. It can be reloaded directly by it's crew, and it's self-propulsion makes it mobile so they can move to avoid counter-strikes by enemy artillery.\n\n§GDesigner Hint: Self-Propelled Artillery adds heavy Soft Attack while keeping pace with armored formations and excels in plains. Use it to break infantry-heavy lines, but its low Organization, added Combat Width, costly chassis, and rough-terrain penalties require armored protection and open ground.§!" SP_Arty_Battery: "Batterie d'artillerie automotrice" SP_Arty_Battery_desc: "With it's powerful indirect fire abilities, Self-Propelled Artillery provides sustained precision strikes where it's needed on the battlefield, and far beyond visual ranges. It can be reloaded directly by it's crew, and it's self-propulsion makes it mobile so they can move to avoid counter-strikes by enemy artillery.\n\n§GDesigner Hint: A Self-Propelled Artillery Battery adds mobile Soft Attack without Combat Width. Use it as compact fire support for mobile, armored, marine, or militia formations, but the specialized chassis costs more than towed guns and moves poorly through mountains, jungles, and marshes.§!" SP_R_Arty_Bat: "Artillerie à roquette automotrice" SP_R_Arty_Bat_desc: "Using MLRS launchers, a battalion of Rocket Artillery can eradicate an entire area from far away. Used against enemy rear-areas, as the indiscriminate fire makes it unsuitable for precision strikes on the battlefield. It needs special reload vehicles, and reloading times are slow.\n\n§GDesigner Hint: Self-Propelled Rocket Artillery delivers very high Soft Attack and Breakthrough while matching mobile formations across open terrain. Use it for concentrated offensive firepower, but it has low Organization, adds Combat Width, requires expensive rocket vehicles, and struggles in mountains, jungles, marshes, and cities.§!" SP_R_Arty_Battery: "Batterie d'artillerie à roquette automotrice" SP_R_Arty_Battery_desc: "Using MLRS launchers, a battery of Rocket Artillery can eradicate areas from far away. Used against enemy rear-areas, as the indiscriminate fire makes it unsuitable for precision strikes on the battlefield. It needs special reload vehicles, and reloading times are slow.\n\n§GDesigner Hint: A Rocket Artillery Battery adds strong mobile Soft Attack and some Breakthrough without Combat Width. Use it for compact offensive support in mobile or armored divisions, but rocket vehicles are costly, offer little staying power, and lose mobility in mountains and marshes.§!" SP_AA_Bat: "Défense aérienne automotrice" SP_AA_Bat_desc: "Using self-propelled short or medium ranged Anti-Air Missile Systems, the Air Defence Battalion will defend it's unit from enemy Close Air Support strikes.\n\n§GDesigner Hint: Self-Propelled Air Defence supplies high Air Attack and mobile protection for armored formations. Use it when enemy aircraft threaten valuable spearheads, but it adds Combat Width, costs specialized vehicles, contributes little ground firepower, and moves poorly in mountains, jungles, and marshes.§!" SP_AA_Battery: "Batterie de défense aérienne automotrice" SP_AA_Battery_desc: "Using self-propelled short or medium ranged Anti-Air Missile Systems, the Air Defence Battery will defend it's unit from enemy Close Air Support strikes.\n\n§GDesigner Hint: A Self-Propelled Air Defence Battery adds mobile Air Attack without Combat Width. Use it to protect mobile, armored, or marine divisions under hostile skies, but its specialized chassis has little value against ground forces and is less mobile in mountains and marshes.§!" combat_service_support_company: "Combat Service Support Battalion" combat_service_support_company_desc: "The division's logistics and medical personnel coordinate supply distribution, casualty evacuation, and replacement flow.\n\n§GDesigner Hint: Combat Service Support reduces Supply and Fuel Consumption while preserving Manpower and unit experience through casualty recovery. Use it in large, veteran, or supply-hungry divisions, but it adds Combat Width and equipment while sharply reducing direct combat stats.§!" helicopter_combat_service_support: "Helicopter Combat Service Support Battalion" helicopter_combat_service_support_desc: "Helicopter-borne logistics and medical teams sustain rapidly deployed forces and evacuate casualties from forward positions.\n\n§GDesigner Hint: Helicopter Combat Service Support provides greater casualty recovery and stronger Supply and Fuel savings with less Manpower than ground support. Use it for costly airmobile or fast formations, but transport helicopters are expensive, it adds Combat Width, and its combat contribution is minimal.§!" L_Marine_Cdo_Bat: "Marine Commandos" L_Marine_Cdo_Bat_desc: "Marine Commandos are larger formations of Marine Raiders, trained to conduct hit and run operations, among other light infantry tasks.\n\n§GDesigner Hint: Marine Commandos combine high Organization with excellent amphibious, marsh, forest, and urban attacks. Use them for elite raids and contested landings, but their special-forces cap, long training, light equipment, and weaker open-terrain attacks limit mass deployment.§!" air_assault_Arty_Battery: "Batterie d'Artillerie Aéromobile" air_assault_Arty_Battery_desc: "Using towed artillery pieces, these units increase their mobility by sling loading their guns, allowing them to keep up with faster airmobile infantry units.\n\n§GDesigner Hint: An Airmobile Artillery Battery adds Soft Attack without Combat Width and performs best in hills, mountains, forests, jungles, and cities. Use it as compact fire support for airmobile or marine formations, but helicopter and artillery requirements are costly and it is weaker in plains and deserts.§!" drone_tactical_company: "Entreprise de drones FPV" drone_tactical_company_desc: "Using FPV fixed-wing and quadcopter drones, these units conduct reconnaissance and targeted strikes in support of their line units.\n\n§GDesigner Hint: An FPV Drone Company adds efficient Soft and Hard Attack without Combat Width and can be paradropped. Use it for flexible fire support in divisions that can supply land drones, but it has almost no Organization and requires substantial drone equipment for limited staying power.§!" group_headquarters_title: "Commandement" arm_inf_hq: "Unité de commandement de l’infanterie blindée" arm_inf_hq_desc: "Élément de quartier général pour l'infanterie mécanisée et blindée." arm_hq: "Quartier général blindé" arm_hq_desc: "Élément de quartier général pour chars légers et chars de combat principaux" L_Ranger_Bat: "Rangers" L_Ranger_Recce_Comp: "Ranger Recce Company" group_headquarters_title_desc: "unités d'état-major, équipées pour mener des unités au combat" light_inf_hq: "Light Infantry Headquarters" light_inf_hq_desc: "Headquarters element for light and motorized infantry" helo_hq: "Helicopter Headquarters" helo_hq_desc: "Headquarters element for helicopter units" group_light_bat_title: "Understrength Units" group_light_bat_title_desc: "Understrength combat elements, designed for force multiplication, with reduced capabilities, but reduced training time and cost." Light_Mech_Inf_Bat: "Understrength Mechanized Infantry Battalion" Light_Mech_Inf_Bat_desc: "An understrength mechanized element uses a small allocation of Armored Personnel Carriers to reinforce a formation without taking normal frontage.\n\n§GDesigner Hint: Understrength Mechanized Infantry adds APC protection and Defense without Combat Width. Use it to reinforce eligible formations in plains, hills, or cities, but its vehicle cost, low Strength, and severe mountain, jungle, marsh, river, and amphibious penalties limit independent combat value.§!" Light_Arm_Inf_Bat: "Understrength Armored Infantry Battalion" Light_Arm_Inf_Bat_desc: "An understrength armored infantry element uses a small allocation of Infantry Fighting Vehicles to add protected firepower without occupying normal frontage.\n\n§GDesigner Hint: Understrength Armored Infantry adds IFV Armor and firepower without Combat Width and performs best in plains and deserts. Use it to reinforce valuable formations, but its low Organization, costly vehicles, and extreme rough-terrain, river, and amphibious penalties make it highly specialized.§!" Light_L_Air_assault_Bat: "Understrength Air Assault Infantry Battalion" Light_L_Air_assault_Bat_desc: "Air Assault Infantry are elite Infantry, with their special training in rappelling and air transportation, their equipment is sometimes designed or field-modified to allow better transportation within aircraft. They are often used to to seize and hold key terrain which has not been fully secured, and to directly engage enemy forces behind enemy lines.\n\n§GDesigner Hint: This understrength air-assault element adds Organization and powerful urban, mountain, forest, jungle, and marsh bonuses without Combat Width. Use it to strengthen specialized formations in difficult terrain, but its helicopter requirement is costly and it performs poorly in plains, deserts, and amphibious attacks.§!" Light_attack_helo_bat: "Understrength Attack Helicopter Regiment" Light_attack_helo_bat_desc: "A small attack helicopter element provides rapid gunship support without the footprint of a full regiment.\n\n§GDesigner Hint: Understrength Attack Helicopters add fast armored firepower without Combat Width and excel across plains and deserts. Use them for compact mobile support, but their very low Organization and Strength, expensive aircraft, and severe mountain, jungle, marsh, and urban penalties make losses difficult to absorb.§!" Light_armor_Bat: "Understrength Tank Battalion" Light_armor_Bat_desc: "An understrength tank element concentrates a limited number of Main Battle Tanks to reinforce a formation without occupying normal frontage.\n\n§GDesigner Hint: Understrength Tanks add Armor, Breakthrough, and strong plains and desert attacks without Combat Width. Use them to reinforce offensive formations economically, but their low Organization and Strength, tank cost, and extreme penalties in rough terrain and cities make them poor general-purpose support.§!" Light_L_arm_Bat: "Understrength Light Tank Battalion" Light_L_arm_Bat_desc: "An understrength light tank element provides mobile anti-armor firepower and reconnaissance in force with a smaller vehicle footprint.\n\n§GDesigner Hint: Understrength Light Tanks add mobile anti-armor firepower without Combat Width and excel in plains and deserts. Use them to stiffen fast formations against vehicles, but their low Strength, specialized chassis, and heavy rough-terrain, river, and amphibious penalties limit flexibility.§!" Light_SP_Arty_Bat: "Understrength Self-Propelled Artillery Battalion" Light_SP_Arty_Bat_desc: "A reduced self-propelled artillery element delivers mobile indirect fire with fewer vehicles than a full battalion.\n\n§GDesigner Hint: Understrength Self-Propelled Artillery adds mobile Soft Attack without Combat Width and performs especially well in plains, deserts, and cities. Use it for compact offensive support, but it has almost no Organization, low Strength, specialized chassis cost, and weaker performance in forests, mountains, and jungles.§!" Light_SP_R_Arty_Bat: "Understrength Self-Propelled Rocket Artillery Battalion" Light_SP_R_Arty_Bat_desc: "A reduced multiple-launch rocket element provides concentrated area fire while using fewer vehicles than a full battalion.\n\n§GDesigner Hint: Understrength Rocket Artillery adds powerful mobile Soft Attack without Combat Width and excels in plains, deserts, and cities. Use it to reinforce offensive formations, but its negligible Organization, low Strength, rocket-vehicle cost, and rough-terrain penalties require protection.§!" Light_SP_AA_Bat: "Understrength Self-Propelled Air Defence Battalion" Light_SP_AA_Bat_desc: "A reduced self-propelled air-defence element protects the formation with a small allocation of mobile anti-air systems.\n\n§GDesigner Hint: Understrength Self-Propelled Air Defence adds Air Attack without Combat Width or much Manpower. Use it for compact protection of mobile formations under enemy air power, but it has almost no Organization, low Strength, and requires specialized anti-air vehicles that add little ground firepower.§!" Drone_Recce_Comp: "Unmanned Recce Company" Drone_Recce_Comp_desc: "By employing small unmanned aerial systems to extend observation beyond line of sight, the Unmanned Recce Company improves battlefield awareness without exposing scouts to direct fire. These drones can rapidly screen routes, identify enemy positions, and confirm targets in complex terrain, enabling faster decision-making and more accurate fires.\n\n§GDesigner Hint: Unmanned Recce provides high Reconnaissance and Initiative, strengthens other recon elements, and improves artillery attacks. Use it in mobile or armored divisions that can afford drones, but it adds Combat Width and Supply Consumption, reduces Entrenchment, and performs poorly in cities and mountains.§!" medium_walker_battalion: "Medium Walker Battalion" medium_walker_battalion_desc: "Designed as the all-round backbone of walker formations, the Medium Walker Battalion combines balanced protection, mobility, and payload capacity for direct combat.\n\n§GDesigner Hint: Medium Walkers provide flexible armored frontline power determined by their equipped walker chassis. Use them as the general-purpose core of walker formations, but their wide Combat Width, low Organization, long training, and large chassis requirement make them expensive to field and replace.§!" light_walker_tank_battalion: "Light Walker Battalion" light_walker_tank_battalion_desc: "Built around anti-armor walker chassis, the Light Walker Battalion emphasizes hunting hardened targets and exploiting openings rather than sustained line combat.\n\n§GDesigner Hint: Light Walkers specialize in armored targets through tank-destroyer walker chassis. Use them when enemy Armor demands concentrated Piercing and Hard Attack, but their wide Combat Width, low Organization, long training, and specialized chassis cost make them inefficient against soft opposition.§!" heavy_walker_tank_battalion: "Heavy Walker Battalion" heavy_walker_tank_battalion_desc: "Heavy Walker Battalions mount artillery payloads on massive walking platforms to deliver protected fire support with the main formation.\n\n§GDesigner Hint: Heavy Walkers provide armored artillery firepower from walker artillery chassis. Use them to add powerful support against infantry and fortified lines, but their wide Combat Width, low Organization, long training, and expensive specialized chassis require a well-supported formation.§!" space_artillery_support_company: "Space Artillery Support Company" space_artillery_support_company_desc: "By employing artillery projectiles fired from orbital platforms, the Space Artillery Support Company delivers precision bombardment from space onto battlefield targets far beyond the range of conventional systems. These strikes can rapidly suppress fortified positions, destroy high-value assets, and break up enemy concentrations with minimal warning.\n\n§GDesigner Hint: Space Artillery doubles the attack contribution of artillery battalions without adding Combat Width and can be paradropped. Use it to amplify artillery-heavy formations, but its rare orbital-control equipment, long training, and weak standalone combat stats make it wasteful in divisions with little artillery.§!" space_artillery_equipment_type: "Orbital Fire Control Relay" space_artillery_equipment_type_desc: "A hardened communications and targeting relay designed to request, coordinate, and confirm orbital artillery strikes in real time. It links frontline observers to space-based batteries, enabling rapid fire missions, precise timing, and reliable deconfliction with friendly forces. The system is expensive and resource heavy, but without it orbital firepower remains blind, slow, and dangerously inefficient." space_artillery_equipment_1: "$space_artillery_equipment_type$ I" space_artillery_equipment_1_desc: "$space_artillery_equipment_type_desc$" HACS_Mech: "1st. gen. High Agility Combat System" HACS_Mech_desc: "The first-generation High Agility Combat System combines advanced armor, weapons, and mobility in an air-deployable combat platform.\n\n§GDesigner Hint: First-generation HACS provide very high Organization, Strength, all-round firepower, and paradrop capability with strong bonuses in hills and plains. Use them as elite armored spearheads, but their wide Combat Width, very long training, rare equipment, and forest and jungle penalties make careless losses severe.§!" HACS_Mech_2: "2nd. gen. High Agility Combat System" HACS_Mech_2_desc: "The second-generation High Agility Combat System improves protection, weapon systems, and battlefield endurance while retaining strategic deployment flexibility.\n\n§GDesigner Hint: Second-generation HACS improve Organization, Strength, and Breakthrough while retaining paradrop and coastal exfiltration. Use them for elite attacks in hills, plains, deserts, and marshes, but wide Combat Width, rare equipment, long training, and a remaining jungle penalty demand selective use.§!" HACS_Mech_3: "3rd. gen. High Agility Combat System" HACS_Mech_3_desc: "The third-generation High Agility Combat System combines advanced protection, modular weapons, and exceptional battlefield endurance.\n\n§GDesigner Hint: Third-generation HACS offer exceptional Organization, Strength, Entrenchment, broad firepower, paradrop capability, and strong terrain bonuses. Use them for the most demanding armored operations, but their wide Combat Width, long training, and irreplaceable advanced equipment still punish attrition.§!" ALN_bellatoris: "Bellatoris" ALN_bellatoris_desc: "The Bellatoris is the frontline warrior of the Chimera swarm, bred for relentless close assault. Fast and aggressive, it overwhelms defensive lines through sheer numbers and ferocity.\n\n§GDesigner Hint: Bellatoris combine very high Organization and Strength with balanced attacks, Defense, Breakthrough, and rapid training. Use them as general-purpose Chimera line troops in forests, hills, marshes, plains, and deserts, but they have no Air Attack and suffer in mountains and jungles.§!" ALN_brachionis: "Brachionis" ALN_brachionis_desc: "The Brachionis is a multi-limbed Chimera built to grapple and tear apart armored targets at close range.\n\n§GDesigner Hint: Brachionis trade some Defense for greater Soft Attack and Hard Attack while retaining high Organization and rapid training. Use them as aggressive assault troops on open ground, but they remain weaker in mountains and jungles.§!" ALN_gravis: "Gravis" ALN_gravis_desc: "The Gravis is the heaviest Chimera strain, an armored mass that anchors the swarm's advance and breaks hardened positions by force.\n\n§GDesigner Hint: Gravis provide the strongest Chimera attacks, Breakthrough, and Initiative with high Organization and rapid training. Use them as offensive anchors in open terrain, but they consume more Supply, have lower Defense and Organization than lighter strains, and suffer in mountains and jungles.§!" Hvy_Mot_Inf_Bat: "Heavy Motorized Infantry" Hvy_Mot_Inf_Bat_desc: "Heavy Motorized Infantry uses Mine-Resistant Ambush Protected (MRAP) vehicles as transport. Their armored vehicles provide superior crew protection against mines, IEDs, and small arms fire, making them ideal for operations in hostile environments where ambush threats are high.\n\n§GDesigner Hint: Heavy Motorized Infantry use heavier protected vehicles for fast frontline operations in plains and deserts. They are more equipment-intensive and have lower Organization and Entrenchment than lighter infantry, while still suffering substantial penalties in rough terrain.§!" L_Ranger_Bat_desc: "Rangers are elite light infantry, specialized in raids, direct action, and rapid deployment ahead of the main force. They travel light to maximize mobility and surprise, seizing key objectives and holding them until conventional units arrive. The trade-off is sparse heavy equipment, leaving them exposed against armor in open terrain.\n\n§GDesigner Hint: Rangers pack high Organization and exceptional difficult-terrain bonuses into low Combat Width. Use them for elite mountain, forest, jungle, marsh, or urban formations, but their long training, special-forces cap, and limited heavy equipment make mass deployment costly and leave them exposed on plains.§!" L_Ranger_Recce_Comp_desc: "A reconnaissance element drawn from the Rangers, trained to infiltrate deep behind enemy lines on foot and report on enemy movements. Combining stealth with Drone Reconnaissance and Electronic Surveillance, they gather intel and mark targets for friendly fires, and can conduct limited raids and ambushes when the opportunity arises.\n\n§GDesigner Hint: Ranger Recce adds Reconnaissance and Initiative while improving artillery Soft Attack and fighting well across difficult terrain. Use it in special-forces formations that need elite scouting, but it adds Combat Width, consumes special-forces capacity, and contributes limited direct firepower.§!" A_L_arm_Bat: "Airborne Light Tank Company" A_L_arm_Bat_desc: "Light Tank Company operates with special, often wheeled, Light Tanks that combine incredible mobility with awe-inspiring stopping power. They can hold their own against all types of Infantry in direct combat. Direct combat isn't their intended role, though - they infiltrate close to the enemy to observe and report on their activity, and use both Drone Reconnaissance and Electronic Surveillance to gather intel. They can also perform raids and ambushes on important enemy assets and mechanized formations. These units are also capable of conducting airborne operations with paratrooper elements, providing immediate close armored support.\n\n§GDesigner Hint: Airborne Light Tanks give paradrop formations mobile Armor and anti-vehicle firepower after insertion. Use them to support airborne troops against mobile opposition in open terrain, but specialized vehicles are costly and suffer severe penalties in mountains, jungles, marshes, and cities.§!" air_assault_Arty_Bat: "Airmobile Artillery" air_assault_Arty_Bat_desc: "A full battalion of towed artillery pieces transported by helicopter sling loading. Provides sustained indirect fire support for airmobile operations, keeping pace with air assault infantry through rapid aerial repositioning.\n\n§GDesigner Hint: Airmobile Artillery adds substantial Soft Attack to helicopter formations and performs well in hills, mountains, forests, jungles, and cities. Use it to support air assault troops in difficult terrain, but it adds Combat Width, has low Organization and Strength, and requires costly transport helicopters.§!" Weapons_company: "Weapons Company" Weapons_company_desc: "A weapons company, consisting of direct fire infantry support weapons, such as GPMG and HMG teams, Grenade Machine Gun teams, and other heavy infantry direct fire support weapons. This company is designed to provide supporting fires to any infantry element it is assigned to support, across a wide range of forces.\n\n§GDesigner Hint: A Weapons Company adds broad direct-fire stats, especially Piercing, without Combat Width. Use it to strengthen general-purpose infantry, but its substantial infantry-equipment demand and Entrenchment penalty make it less attractive for cheap static defenders.§!" Heavy_mortar_company: "Mortar Company" Heavy_mortar_company_desc: "Mortars are designed to provide fast, integrated fire support to line units, without needing attachment from higher elements. These mortars provide indirect fire support to line elements, at a much cheaper cost than a full scale artillery unit would need.\n\n§GDesigner Hint: A Mortar Company provides strong Soft Attack without artillery equipment or Combat Width. Use it as inexpensive integrated fire support against infantry, but it offers little Hard Attack or Piercing and reduces Entrenchment.§!" Sniper_company: "Sniper Company" Sniper_company_desc: "Equipped with precision marksmen working in spotter pairs, the Sniper Company provides long-range, selective fire against high-value targets such as officers, crews, and communications teams. They excel at harassing and disrupting enemy formations from concealment, degrading enemy effectiveness while remaining difficult to locate and engage.\n\n§GDesigner Hint: A Sniper Company adds Soft Attack, Reconnaissance, and boosts the Initiative of recon elements and the firepower of artillery. Use it against infantry and for better battlefield coordination, but it adds Combat Width and has very poor Breakthrough, Hard Attack, and Piercing.§!" AT_company: "Infantry Anti-Tank Company" AT_company_desc: "Equipped with infantry anti-tank weapons, this anti-tank company is designed to work specifically with light infantry elements. Able to easily operate in urban areas, forests, and other entrenched or close in locations, this team not only is able to easily attack enemy armored elements and then disappear back into their entrenched locations.\n\n§GDesigner Hint: Infantry Anti-Tank adds high Hard Attack and Piercing without Combat Width for foot, airborne, marine, and special-forces formations. Use it when those divisions must resist armor, but it weakens other combat stats and adds specialized equipment cost.§!" Mot_AT_company: "Vehicle Anti-Tank Company" Mot_AT_company_desc: "A company dedicated to anti-tank operations, working from mounted firing positions on vehicles. This company is designed more for speed, allowing them to keep up with quickly moving mobile and armored elements, while still providing increased Anti-Tank capabilities.\n\n§GDesigner Hint: Vehicle Anti-Tank adds high Hard Attack and Piercing without slowing mobile formations. Use it in motorized, armored, airborne, or marine divisions facing tanks, but heavy anti-tank weapons and Utility Vehicles make it more expensive and it contributes little against soft targets.§!" AA_company: "Anti-Aircraft Company" AA_company_desc: "An element equipped specifically to engage enemy aircraft elements, and to provide defense against enemy helicopters and other aircraft.\n\n§GDesigner Hint: An Anti-Aircraft Company provides strong Air Attack without Combat Width. Use it to protect divisions operating under enemy air power, but it is weak in ground combat and consumes dedicated anti-air equipment that offers little value when the skies are secure.§!" Combat_engineer_company: "Combat Engineer Company" Combat_engineer_company_desc: "Combat Engineers perform offensive engineering actions in direct support of line units. They are trained and equipped to cross difficult terrain, such as rivers or anti-tank ditches. They are also equipped to breach minefields or other defensive obstacles, and to clear areas to allow other combat forces to proceed through them unhindered.\n\n§GDesigner Hint: Combat Engineers add Defense, Breakthrough, and modest attack and defense bonuses in forests, mountains, jungles, and cities without Combat Width. Use them for assaults through difficult terrain, but they require substantial infantry equipment and provide less specialized value on open ground.§!" pathfinder_company: "Pathfinder Company" pathfinder_company_desc: "Elite groups of paratroopers, trained to jump in prior to conducting airborne operations, to find the safest LZs and assembly areas. These elite troopers provide critical command and control during key elements of any airborne or airmobile operation.\n\n§GDesigner Hint: Pathfinders improve the Organization and Soft Attack of airborne infantry and can deploy by parachute. Use them to strengthen airborne or airmobile assault divisions, but they add Combat Width, are restricted to those formations, and offer little direct combat power.§!" amphibious_landing_detachment: "Naval Landing Attachment" amphibious_landing_detachment_desc: "Attached elements from the navy that allow for rapid and effective amphibious landing operations. Equipped with dedicated landing ships and equipment, these units facility rapid ship-to-shore or Over the Horizon landing operations. The price of attaching one of these units however, is the decrease in capabilities to conduct non-amphibious operations.\n\n§GDesigner Hint: A Naval Landing Attachment greatly improves amphibious Attack, Defense, and Movement for marine formations. Use it in divisions dedicated to storming beaches, but it adds Combat Width, Manpower, and equipment and imposes severe combat penalties in nearly every land terrain.§!" combat_maintenance_company: "Maintenance Company" combat_maintenance_company_desc: "The Maintenance Company keeps a formation's vehicles and heavy equipment in the fight, performing field repairs and recovering damaged platforms before they are lost for good. By restoring combat-disabled vehicles close to the front, it sustains armored strength through prolonged operations and reduces the drain of attrition.\n\n§GDesigner Hint: Maintenance improves Reliability, Recovery, and Equipment Capture for vehicle-heavy divisions. Use it to limit attrition and preserve expensive equipment during long operations, but it adds Combat Width, Manpower, and utility vehicles while contributing little direct firepower.§!" airmobile_maintenance_company: "Airmobile Maintenance Company" airmobile_maintenance_company_desc: "A maintenance element configured to support airmobile and helicopter forces, with the lighter, more transportable tooling needed to keep rotary-wing and rapidly deployed units operational. It restores damaged equipment in forward areas, sustaining the tempo of air assault operations far from established depots.\n\n§GDesigner Hint: Airmobile Maintenance improves Equipment Capture and Reliability while keeping pace with helicopter formations. Use it to preserve costly rotary-wing equipment, but it offers less Recovery than ground maintenance, adds Combat Width, and requires many transport helicopters.§!" communications_company: "Communications Company" communications_company_desc: "The Communications Company maintains the radio, data, and command networks that tie a formation together, ensuring orders and reports flow reliably across the battlefield. Robust communications improve coordination and reaction time, and harden the formation against jamming and electronic disruption.\n\n§GDesigner Hint: A Communications Company improves the Organization, Recovery, and Initiative of frontline battalions. Use it in large or valuable combat divisions that benefit from coordination, but it adds Combat Width and a sizable Command and Control Equipment cost while providing little direct firepower.§!" military_police_attachment: "Military Police" military_police_attachment_desc: "Military Police manage traffic control, rear-area security, and the handling of prisoners, freeing line units to focus on combat. By keeping supply routes orderly and securing the rear against infiltrators and stragglers, they preserve discipline and keep a formation moving smoothly.\n\n§GDesigner Hint: Military Police multiply infantry Suppression and add further Suppression without Combat Width. Use them in occupation and rear-area security templates, but their Manpower and equipment cost offers little benefit to frontline combat divisions.§!" hq_mech: "HQ Mechanized Infantry Company" hq_mot: "HQ Motorized Infantry Company" hq_armor: "HQ Heavy Cavalry Company" hq_Mot_Inf_Bat: "HQ Motorized Infantry Security Detachment" hq_Mech_Inf_Bat: "HQ Mechanized Infantry Security Detachment" hq_Arm_Inf_Bat: "HQ Armored Security Detachment" hq_Mech_Marine_Bat: "HQ Marine Security Detachment" hq_Mech_Air_Inf_Bat: "HQ Air Assault Security Detachment" Militia_Recce_Comp: "Militia Recce Company" Militia_Recce_Comp_desc: "Militia Recce Companies use Utility Vehicles and limited communications equipment to scout ahead of militia formations. They provide inexpensive reconnaissance of enemy positions, especially in built-up terrain.\n\n§GDesigner Hint: Militia Recce adds Reconnaissance and Initiative without Combat Width and performs especially well in cities and supercities. Use it to improve militia tactics cheaply, but it is restricted to militia and contributes little direct combat power.§!" light_medium_walker_battalion: "Medium Walker Battalion (Light)" light_medium_walker_battalion_desc: "A reduced Medium Walker element reinforces a formation with a small allocation of general-purpose walker chassis.\n\n§GDesigner Hint: Understrength Medium Walkers add flexible armored power with less Combat Width and far fewer chassis than a full walker battalion. Use them when production cannot sustain a full element, but they retain low Organization, long training, and limited staying power.§!" light_light_walker_tank_battalion: "Light Walker Battalion (Light)" light_light_walker_tank_battalion_desc: "A reduced Light Walker element provides a small force of anti-armor walker platforms for targeted reinforcement.\n\n§GDesigner Hint: Understrength Light Walkers add concentrated anti-armor power with less Combat Width and fewer tank-destroyer chassis. Use them to reinforce divisions against hardened targets, but they retain low Organization, long training, and a narrow role against soft opposition.§!" light_heavy_walker_tank_battalion: "Heavy Walker Battalion (Light)" light_heavy_walker_tank_battalion_desc: "A reduced Heavy Walker element provides artillery-equipped walking platforms without the footprint of a full battalion.\n\n§GDesigner Hint: Understrength Heavy Walkers add armored artillery firepower with less Combat Width and fewer chassis than a full element. Use them for compact fire support, but their low Organization, long training, and specialized artillery chassis still make them costly.§!" hq_support_company: "HQ Support Company" hq_support_company_desc: "The headquarters support company provides the command staff, communications, transport, and security needed to direct a field formation.\n\n§GDesigner Hint: The HQ Support Company improves the bonuses a deployed leader gains from Skill. It is the general-purpose choice for an Army HQ template, but adds Combat Width, Manpower, and equipment without specialized combat or operational bonuses.§!" hq_engineer: "HQ Engineer Company" hq_engineer_desc: "The headquarters engineer company coordinates breaching, fortification, and mobility work across the formation.\n\n§GDesigner Hint: The HQ Engineer Company improves Fortification Damage and Amphibious Invasion Defense while adding Entrenchment and Breakthrough. Use it for siege, defensive, or coastal operations, but it adds Combat Width and offers limited direct firepower.§!" hq_recon: "HQ Reconnaissance Company" hq_recon_desc: "The headquarters reconnaissance company collects and distributes terrain and enemy information for the command staff.\n\n§GDesigner Hint: The HQ Reconnaissance Company improves Reconnaissance and Terrain Trait experience for the deployed leader while adding Reconnaissance to the HQ. Use it in mobile or terrain-focused commands, but it adds Combat Width and little direct combat power.§!" hq_maintenance: "HQ Maintenance Company" hq_maintenance_desc: "The headquarters maintenance company coordinates recovery, repair, and equipment salvage across the formation.\n\n§GDesigner Hint: The HQ Maintenance Company reduces Attrition and improves Equipment Capture for the deployed leader while adding Reliability and Equipment Capture to the HQ. Use it for equipment-heavy commands, but it adds Combat Width and has weak combat stats.§!" hq_logistics: "HQ Logistics Company" hq_logistics_desc: "The headquarters logistics company plans supply distribution and fuel movement for the formation.\n\n§GDesigner Hint: The HQ Logistics Company reduces Supply Consumption for the deployed leader and Fuel Consumption for the HQ. Use it on supply-constrained or fuel-intensive fronts, but it adds Combat Width and little fighting power.§!" hq_naval_liaison: "HQ Naval Liaison Company" hq_naval_liaison_desc: "Naval liaison teams connect the headquarters with fleet commanders and ship-to-shore support networks.\n\n§GDesigner Hint: The HQ Naval Liaison Company improves Shore Bombardment, Amphibious Invasion, and marine Supply Grace for the deployed leader. Use it for coastal and amphibious campaigns, but it adds Combat Width and provides little benefit far inland.§!" hq_air_liaison: "HQ Air Liaison Company" hq_air_liaison_desc: "Air liaison teams coordinate the headquarters with transport, close-support, and air-superiority formations.\n\n§GDesigner Hint: The HQ Air Liaison Company shortens Air Invasion Preparation and improves resistance to Close Air Support and the combat benefit from Air Superiority. Use it where air-ground coordination matters, but it adds Combat Width and no substantial ground firepower.§!" hq_specops: "HQ Special Operations Company" hq_specops_desc: "The special operations staff coordinates elite units operating beyond normal supply and command networks.\n\n§GDesigner Hint: The HQ Special Operations Company improves Special Forces Attack, Defense, and Out of Supply performance for the deployed leader without adding Combat Width. Use it to command elite formations, but its Manpower and equipment cost is wasted on conventional forces.§!" hq_mech_desc: "A mechanized operations staff coordinates armored personnel carriers and their embarked infantry across the formation.\n\n§GDesigner Hint: The HQ Mechanized Infantry Company improves Mechanized Attack and Defense for the deployed leader. Use it to command mechanized formations, but it demands APCs and substantial support equipment while offering little benefit to other unit types.§!" hq_mot_desc: "A motorized operations staff coordinates vehicle-borne infantry and the rapid movement of the formation.\n\n§GDesigner Hint: The HQ Motorized Infantry Company improves Motorized Attack and Defense for the deployed leader. Use it to command motorized formations, but its Utility Vehicle and equipment costs provide little value to foot or armored forces.§!" hq_armor_desc: "An armored operations staff coordinates tanks, armored infantry, and their supporting elements across the formation.\n\n§GDesigner Hint: The HQ Heavy Cavalry Company improves Armor Attack and Defense for the deployed leader. Use it to command tank-heavy forces, but its IFVs and broad equipment requirements make it one of the costlier HQ support choices.§!" hq_infantry: "HQ Infantry Security Detachment" hq_infantry_desc: "A light infantry detachment protects headquarters personnel, communications, and command posts from direct attack.\n\n§GDesigner Hint: The HQ Infantry Security Detachment provides high Strength and Organization at modest equipment cost for an Army HQ. Use it as a basic security line, but it adds Combat Width, lacks terrain bonuses, and has reduced combat stats compared with ordinary frontline infantry.§!" hq_Mot_Inf_Bat_desc: "A motorized infantry detachment provides mobile security for headquarters personnel and command posts.\n\n§GDesigner Hint: The HQ Motorized Infantry Security Detachment adds Speed, solid Organization, and strong hill and urban performance to an Army HQ. Use it for a mobile command formation, but vehicles add cost and it is weak across deserts, jungles, marshes, rivers, and amphibious attacks.§!" hq_Mech_Inf_Bat_desc: "A mechanized infantry detachment protects a mobile headquarters with armored personnel carriers.\n\n§GDesigner Hint: The HQ Mechanized Infantry Security Detachment adds armored mobility and strong Defense in hills and cities. Use it to protect a mechanized Army HQ, but APCs are expensive and the unit suffers severe penalties in mountains, jungles, marshes, rivers, and amphibious attacks.§!" hq_Arm_Inf_Bat_desc: "An armored infantry detachment uses infantry fighting vehicles to provide heavy security for a headquarters.\n\n§GDesigner Hint: The HQ Armored Security Detachment provides IFV-based protection and open-terrain performance for an Army HQ. Use it with armored commands, but it has lower Organization, high equipment cost, and severe penalties in difficult terrain and amphibious operations.§!" hq_Mech_Marine_Bat_desc: "A mechanized marine detachment protects a headquarters during ship-to-shore and coastal operations.\n\n§GDesigner Hint: The HQ Marine Security Detachment combines armored mobility with strong Amphibious and River Attack for an Army HQ. Use it in marine commands and beachhead operations, but its APC cost and rough-terrain penalties make it inefficient for inland campaigns.§!" hq_Mech_Air_Inf_Bat_desc: "A lightweight mechanized detachment protects headquarters assigned to airborne and rapidly deployed formations.\n\n§GDesigner Hint: The HQ Air Assault Security Detachment provides armored security that can be paradropped with an Army HQ. Use it for airborne command formations, but its APC and support-equipment costs are high and it suffers major penalties in difficult terrain, rivers, and amphibious attacks.§!" Mech_Militia_Bat: "Mechanized Militia" Mech_Militia_Bat_desc: "Militia Battalion with Armored Personnel Carriers. Militia Units are characterized by having less heavy equipment and communication kits than normal infantry. This makes them highly mobile and effective in bad terrain, but they melt away quickly in flat terrain against an armored opponent.\n\n§GDesigner Hint: Mechanized Militia further trades economy for Speed and greater Hardness. Use them for affordable heavier mobile security and to push against infantry on foot and artillery, but their weak combat stats compared to professional mechanized prevents them from going toe to toe with a well equipped army.§!"