# options for map_icon_category: # For land units: infantry,armored,other # For sea units: ship,transport,uboat sub_units = { infantry = { sprite = infantry map_icon_category = infantry priority = 600 ai_priority = 200 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 = 25 max_organisation = 60 default_morale = 0.3 manpower = 1000 #Misc Abilities training_time = 90 suppression = 1 weight = 0.5 supply_consumption = 0.07 need = { infantry_equipment = 100 } } marine = { sprite = infantry map_icon_category = infantry special_forces = yes marines = yes priority = 601 ai_priority = 200 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 = 20 max_organisation = 70 default_morale = 0.4 manpower = 1000 #Misc Abilities training_time = 120 suppression = 1 weight = 0.5 supply_consumption = 0.06 breakthrough = 0.3 need = { infantry_equipment = 150 } marsh = { attack = 0.3 } river = { attack = 0.4 } amphibious = { attack = 0.5 } } mountaineers = { sprite = infantry map_icon_category = infantry special_forces = yes mountaineers = yes priority = 601 ai_priority = 200 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 = 20 max_organisation = 70 default_morale = 0.4 manpower = 1000 #Misc Abilities training_time = 120 suppression = 1 weight = 0.5 supply_consumption = 0.07 breakthrough = 0.3 need = { infantry_equipment = 140 } hills = { attack = 0.2 defence = 0.05 movement = 0.1 } mountain = { attack = 0.35 defence = 0.1 movement = 0.2 } } paratrooper = { sprite = infantry map_icon_category = infantry special_forces = yes priority = 2 ai_priority = 2 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 = 22 max_organisation = 70 default_morale = 0.4 manpower = 1000 #Misc Abilities training_time = 150 suppression = 1 weight = 0.5 supply_consumption = 0.06 can_be_parachuted = yes need = { infantry_equipment = 130 } } motorized = { sprite = motorized map_icon_category = infantry priority = 599 ai_priority = 200 active = no type = { motorized } group = mobile categories = { category_front_line category_all_infantry category_army } combat_width = 2 #Size Definitions max_strength = 25 max_organisation = 60 default_morale = 0.30 manpower = 1200 #Misc Abilities training_time = 90 suppression = 1 weight = 0.75 supply_consumption = 0.11 # this is what moves us and sets speed transport = motorized_equipment need = { infantry_equipment = 100 motorized_equipment = 50 } forest = { attack = -0.1 movement = -0.5 } mountain = { attack = -0.05 } jungle = { attack = -0.2 movement = -0.5 } marsh = { attack = -0.1 movement = -0.3 } urban = { attack = -0.1 } river = { attack = -0.1 movement = -0.1 } amphibious = { attack = -0.2 } } mechanized = { sprite = mechanized map_icon_category = infantry priority = 610 ai_priority = 200 active = yes type = { mechanized } group = mobile categories = { category_front_line category_all_infantry category_army } combat_width = 2 #Offensive Abilities soft_attack = 0.1 hard_attack = 4.0 #Size Definitions max_strength = 30 max_organisation = 60 default_morale = 0.3 manpower = 1200 #Misc Abilities training_time = 120 suppression = 1 weight = 1 supply_consumption = 0.18 # needed since we give so much bonus to infantry even with no mech equipment essential = { infantry_equipment mechanized_equipment } # this is what moves us and sets speed transport = mechanized_equipment need = { mechanized_equipment = 50 infantry_equipment = 100 } forest = { attack = -0.2 } mountain = { attack = -0.05 } jungle = { attack = -0.3 } marsh = { attack = -0.1 } urban = { attack = -0.2 defence = -0.05 } river = { attack = -0.2 movement = -0.2 } amphibious = { attack = -0.4 } hardness = 0.2 } }