# ##############################
# # TANK AND ARTILLERY TECH ######
# ##################################
# #
# This file has been modified for 
# #
# CORE for Hearts of Iron 2
# #
# Basic proposal and design by McNaughton
# #
# Doomsday revision by dec152000
# #
# ARM revision by dec152000
#
# AoD revision by dec152000
#
# Internal version:	AoD 0.70
# #
# ##################################
# ################################
# ##############################
technology = {
	id = 2
	category = armor
	name = TECH_ARMOR_NAME # Localized name
	desc = TECH_ARMOR_DESC # Localized description

# ##############################################################################
# # Foreign Tank Purchasing - 2000 #############################################
# ##############################################################################

# Tank Production Rights
application = {
	id = 2000
	name = TECH_APP_ARMOR_0_NAME
	desc = TECH_APP_ARMOR_0_DESC
	position = { x = 15 y = 5 }
	year = 1936

	# Armored Capability Requirement Statement
	component = { id = 2001 name = TECH_CMP_ARMOR_0_1_NAME type = management difficulty = 4 double_time = yes }
	# Foreign Vehicle Testing & Selection
	component = { id = 2002 name = TECH_CMP_ARMOR_0_2_NAME type = management difficulty = 4 double_time = yes }
	# Foreign Vehicle Production Licenses
	component = { id = 2003 name = TECH_CMP_ARMOR_0_3_NAME type = management difficulty = 4 double_time = yes }
	# Foreign Vehicle Pilot Model
	component = { id = 2004 name = TECH_CMP_ARMOR_0_4_NAME type = technical_efficiency difficulty = 4 double_time = yes }
	# Foreign Vehicle Production Line
	component = { id = 2005 name = TECH_CMP_ARMOR_0_5_NAME type = industrial_engineering difficulty = 4 double_time = yes }

	required = { 5220 } # Semi-Industrial Economy 

	effects = {
		command = { type = activate which = 2060 } # 1935 Light Tank Production Model

		command = { type = activate which = 6610 } # '35 Tank Heavy Armor Doctrine
		command = { type = activate which = 6620 } # '35 Balanced Armor Doctrine
		command = { type = activate which = 6630 } # 1935 Light Armor Brigade Organization
		command = { type = activate which = 6640 } # 1935 Armor Brigade Organization

		command = { type = activate_unit_type which = light_armor_brigade }
		command = { type = new_model which = light_armor_brigade value = 0 } # '30 Light Tank
		command = { type = activate_unit_type which = sp_rct_artillery }
		command = { type = new_model which = sp_rct_artillery value = 0 } # '30 Infantry Tank

		command = { type = build_time which = armor where = relative value = 10 }
		command = { type = build_time which = light_armor where = relative value = 10 }
		command = { type = build_time which = mechanized where = relative value = 10 }

		command = { type = build_time which = light_armor_brigade where = relative value = 10 }
		command = { type = build_time which = sp_rct_artillery where = relative value = 10 } # Infantry Tank
		command = { type = build_time which = super_heavy_armor where = relative value = 10 } # Medium Tank
		command = { type = build_time which = sp_artillery where = relative value = 10 }
		command = { type = build_time which = tank_destroyer where = relative value = 10 }
		command = { type = build_time which = b_u10 where = relative value = 10 } # Assault Gun
	}
}

# ##############################################################################
# # Post WW1 Tanks - 2010-2030 #################################################
# ##############################################################################

# 
application = {
	id = 2010
	name = TECH_APP_ARMOR_1_NAME
	desc = TECH_APP_ARMOR_1_DESC
	position = { x = 25 y = 25 }
	year = 1930

	# 1930 Tank Design
	component = { id = 2011 name = TECH_CMP_ARMOR_1_1_NAME type = mechanics difficulty = 5 double_time = yes }
	# 1930 Tank Equipment
	component = { id = 2012 name = TECH_CMP_ARMOR_1_2_NAME type = general_equipment difficulty = 4 double_time = yes }
	# 1930 10+ Ton Chassis
	component = { id = 2013 name = TECH_CMP_ARMOR_1_3_NAME type = mechanics difficulty = 5 double_time = yes }
	# 1930 Tank Prototypes
	component = { id = 2014 name = TECH_CMP_ARMOR_1_4_NAME type = technical_efficiency difficulty = 4 double_time = yes }
	# 1930 Tank Prototype Tests
	component = { id = 2015 name = TECH_CMP_ARMOR_1_5_NAME type = management difficulty = 5 double_time = yes }

	required = { 2000 5220 } # Tank Production Rights AND Semi-Industrial Economy
	# Activated by: 1937 Heavy Industry (5080) OR 1939 Heavy Industry (5090)

	effects = {
		command = { type = activate which = 2040 } # 1934 Light Gun Armed Tank Design and Development
		command = { type = activate which = 2050 } # 1934 Light MG Armed Tank Design and Development
		command = { type = activate which = 2060 } # 1935 Light Tank Production Model
		command = { type = activate which = 2070 } # 1938 Light Tank Production Model
		command = { type = activate which = 2080 } # 1941 Light Tank Design and Development
		command = { type = activate which = 2090 } # 1942 Light Tank Production Model
		command = { type = activate which = 2100 } # 1945 Light Tank Production Model
		command = { type = activate which = 2120 } # 1935 Medium Tank Design and Development
		command = { type = activate which = 2130 } # 1939 Medium Tank Production Model
		command = { type = activate which = 2140 } # 1941 Medium Tank Production Model
		command = { type = activate which = 2150 } # 1942 Medium Tank Design and Development
		command = { type = activate which = 2160 } # 1943 Medium Tank Production Model
		command = { type = activate which = 2170 } # 1945 Medium Tank Production Model
		command = { type = activate which = 2180 } # 1946 MBT Design and Development
		command = { type = activate which = 2190 } # 1947 MBT Production Model
		command = { type = activate which = 2200 } # 1949 MBT Production Model
		command = { type = activate which = 2240 } # 1938 Infantry Tank Production Model
		command = { type = activate which = 2250 } # 1941 Infantry Tank Production Model
		command = { type = activate which = 2270 } # 1944 Infantry Tank Production Model
		command = { type = activate which = 2280 } # 1947 Infantry Tank Production Model
		command = { type = activate which = 2300 } # 1940 Assault Gun Production Model
		command = { type = activate which = 2310 } # 1942 Assault Gun Production Model
		command = { type = activate which = 2320 } # 1944 Assault Gun Production Model
		command = { type = activate which = 2330 } # 1946 Assault Gun Production Model
		command = { type = activate which = 2340 } # 1948 Assault Gun Production Model
		command = { type = activate which = 2360 } # 1937 Heavy Tank Design and Development
		command = { type = activate which = 2370 } # 1939 Heavy Tank Production Model
		command = { type = activate which = 2380 } # 1940 Heavy Tank Design and Development
		command = { type = activate which = 2390 } # 1942 Heavy Tank Production Model
		command = { type = activate which = 2400 } # 1943 Very Heavy Tank Design and Development
		command = { type = activate which = 2410 } # 1945 Heavy Tank Production Model
		command = { type = activate which = 2420 } # 1946 Very Heavy Tank Design and Development
		command = { type = activate which = 2430 } # 1948 Heavy Tank Production Model
		command = { type = activate which = 2450 } # 1942 Light Tank Based SPA
		command = { type = activate which = 2460 } # 1944 Medium Tank Based SPA
		command = { type = activate which = 2470 } # 1947 Medium Tank Based SPA
		command = { type = activate which = 2480 } # 1950 MBT Based SPA
		command = { type = activate which = 2490 } # 1940 Light Tank Based Conversion TD
		command = { type = activate which = 2500 } # 1942 Light Tank Based Conversion TD
		command = { type = activate which = 2510 } # 1943 Medium Tank Based TD
		command = { type = activate which = 2520 } # 1945 Medium Tank Based TD
		command = { type = activate which = 2530 } # 1947 MBT Based TD
 
		command = { type = activate_unit_type which = heavy_armor }
		command = { type = new_model which = heavy_armor value = 0 } # '30 Heavy Tank

		command = { type = build_time which = armor where = relative value = -10 }
		command = { type = build_time which = light_armor where = relative value = -10 }
		command = { type = build_time which = mechanized where = relative value = -10 }

		command = { type = build_time which = light_armor_brigade where = relative value = -10 }
		command = { type = build_time which = sp_rct_artillery where = relative value = -10 } # Infantry Tank
		command = { type = build_time which = super_heavy_armor where = relative value = -10 } # Medium Tank
		command = { type = build_time which = sp_artillery where = relative value = -10 }
		command = { type = build_time which = tank_destroyer where = relative value = -10 }
		command = { type = build_time which = b_u10 where = relative value = -10 } # Assault Gun

		command = { type = research_mod value = 2 }
	}
}

# ##############################################################################
# # Light Tank Development - 2040-2100 #########################################
# ##############################################################################

# 1934 Light Gun Armed Tank Design and Development
application = {
	id = 2040
	name = TECH_APP_ARMOR_4_NAME
	desc = TECH_APP_ARMOR_4_DESC
	position = { x = 15 y = 53 }
	year = 1934

	# 2-man Gun Turret
	component = { id = 2041 name = TECH_CMP_ARMOR_4_1_NAME type = mechanics difficulty = 4 }
	# 1934 Light Tank Equipment
	component = { id = 2042 name = TECH_CMP_ARMOR_4_2_NAME type = artillery difficulty = 5 }
	# 8+ Ton Chasis
	component = { id = 2043 name = TECH_CMP_ARMOR_4_3_NAME type = mechanics difficulty = 4 }
	# 1934 Light Tank Prototype
	component = { id = 2044 name = TECH_CMP_ARMOR_4_4_NAME type = technical_efficiency difficulty = 4 }
	# 1934 Light Tank Prototype Tests
	component = { id = 2045 name = TECH_CMP_ARMOR_4_5_NAME type = management difficulty = 4 }

	required = { 2010 2730 } # '30 Postwar Tanks AND '35 Anti-Tank Gun
	# Activated by: 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2050 } # '34 MG Tank (P)

		command = { type = new_model which = light_armor_brigade value = 1 } # '34 Light Tank
		command = { type = scrap_model which = light_armor_brigade value = 0 } # '30 Light Tank

		command = { type = build_cost which = armor where = relative value = 25 }
		command = { type = build_cost which = light_armor where = relative value = 25 }
		command = { type = build_cost which = cavalry where = relative value = 10 }
		command = { type = build_cost which = anti_tank where = relative value = -2 }
		command = { type = build_cost which = light_armor_brigade where = relative value = 25 }

		command = { type = supply_consumption which = armor value = 0.43 }
		command = { type = supply_consumption which = light_armor value = 0.30 }
		command = { type = supply_consumption which = cavalry value = 0.08 }
		command = { type = supply_consumption which = light_armor_brigade value = 0.12 }

		command = { type = manpower which = armor value = 0.18 }
		command = { type = manpower which = light_armor value = 0.12 }
		command = { type = manpower which = cavalry value = 0.03 }
		command = { type = manpower which = light_armor_brigade value = 0.05 }

		command = { type = max_organization which = armor value = 3 }
		command = { type = max_organization which = light_armor value = 2 }
		command = { type = max_organization which = cavalry value = 1 }
		command = { type = max_organization which = light_armor_brigade value = 1 }

		command = { type = transport_weight which = armor value = 2.8 }
		command = { type = transport_weight which = light_armor value = 2.1 }
		command = { type = transport_weight which = cavalry value = 0.6 }
		command = { type = transport_weight which = light_armor_brigade value = 0.8 }
	}
}

# 1934 Light MG Armed Tank Design and Development
application = {
	id = 2050
	name = TECH_APP_ARMOR_5_NAME
	desc = TECH_APP_ARMOR_5_DESC
	position = { x = 15 y = 72 }
	year = 1934

	# 2-man MG Turret
	component = { id = 2051 name = TECH_CMP_ARMOR_5_1_NAME type = mechanics difficulty = 3 }
	# 1934 Light Tank Equipment
	component = { id = 2052 name = TECH_CMP_ARMOR_5_2_NAME type = general_equipment difficulty = 5 }
	# 6+ Ton Chasis
	component = { id = 2053 name = TECH_CMP_ARMOR_5_3_NAME type = mechanics difficulty = 4 }
	# 1934 Light Tank Prototype
	component = { id = 2054 name = TECH_CMP_ARMOR_5_4_NAME type = technical_efficiency difficulty = 4 }
	# 1934 Light Tank Prototype Tests
	component = { id = 2055 name = TECH_CMP_ARMOR_5_5_NAME type = management difficulty = 4 }

	required = { 2010 2910 } # '30 Postwar Tanks AND '30 Anti-Aircraft
	# Activated by: # 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2040 } # '34 Gun Tank

		command = { type = new_model which = light_armor_brigade value = 1 } # '34 Light Tank
		command = { type = scrap_model which = light_armor_brigade value = 0 } # '30 Light Tank
	}
}

# 1935 Light Tank Production Model
application = {
	id = 2060
	name = TECH_APP_ARMOR_6_NAME
	desc = TECH_APP_ARMOR_6_DESC
	position = { x = 25 y = 92 }
	year = 1935

	# 1935 Light Tank Production Management
	component = { id = 2061 name = TECH_CMP_ARMOR_6_1_NAME type = management difficulty = 4 }
	# 1935 Light Tank Chasis
	component = { id = 2062 name = TECH_CMP_ARMOR_6_2_NAME type = mechanics difficulty = 4 }
	# 15+mm Riveted Armor 
	component = { id = 2063 name = TECH_CMP_ARMOR_6_3_NAME type = chemistry difficulty = 3 }
	# 1935 Light Tank Pilot Model
	component = { id = 2064 name = TECH_CMP_ARMOR_6_4_NAME type = technical_efficiency difficulty = 4 }
	# 1935 Light Tank Production Line
	component = { id = 2065 name = TECH_CMP_ARMOR_6_5_NAME type = industrial_engineering difficulty = 4 }

	OR_required = { 2000 2040 2050 } # Production Rights OR '34 Gun Tank (P) OR '34 MG Tank (P)
	# Activated by: # Tank Production Rights (2000) OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = new_model which = armor value = 0 } # '35 Armor Brigade
		command = { type = new_model which = light_armor value = 0 } # '35 Light Armor Brigade

		command = { type = new_model which = light_armor_brigade value = 2 } # '35 Light Tank
		command = { type = new_model which = light_armor_brigade value = 1 } # '34 Light Tank
		command = { type = scrap_model which = light_armor_brigade value = 1 } # '34 Light Tank
		command = { type = scrap_model which = light_armor_brigade value = 0 } # '30 Light Tank

		command = { type = build_cost which = cavalry where = relative value = 2 }
		command = { type = fuel_consumption which = cavalry value = 0.01 }
		command = { type = supply_consumption which = cavalry value = 0.04 }
		command = { type = manpower which = cavalry value = 0.01 }
		command = { type = transport_weight which = cavalry value = 0.4 }

		command = { type = mountain_attack which = cavalry value = -0.5 } # -1%
		command = { type = hill_attack which = cavalry value = -0.25 }
		command = { type = jungle_attack which = cavalry value = -0.5 }
		command = { type = swamp_attack which = cavalry value = -0.5 }
		command = { type = river_attack which = cavalry value = -0.5 }
		command = { type = shore_attack which = cavalry value = -0.75 }
		command = { type = mountain_defense which = cavalry value = -0.25 }
		command = { type = hill_defense which = cavalry value = -0.25 }
		command = { type = forest_defense which = cavalry value = -0.25 }
		command = { type = swamp_defense which = cavalry value = -0.25 }
		command = { type = mountain_move which = cavalry value = -0.75 }
		command = { type = hill_move which = cavalry value = -0.25 }
		command = { type = forest_move which = cavalry value = -0.25 }
		command = { type = jungle_move which = cavalry value = -0.75 }
		command = { type = swamp_move which = cavalry value = -0.75 }
	}
}

# 1938 Light Tank Production Model
application = {
	id = 2070
	name = TECH_APP_ARMOR_7_NAME
	desc = TECH_APP_ARMOR_7_DESC
	position = { x = 25 y = 188 }
	year = 1938

	# 1938 Light Tank Production Management
	component = { id = 2071 name = TECH_CMP_ARMOR_7_1_NAME type = management difficulty = 4 }
	# 1938 Light Tank Chasis
	component = { id = 2072 name = TECH_CMP_ARMOR_7_2_NAME type = mechanics difficulty = 4 }
	# 20+mm Welded Armor
	component = { id = 2073 name = TECH_CMP_ARMOR_7_3_NAME type = chemistry difficulty = 4 }
	# 1938 Light Tank Pilot Model
	component = { id = 2074 name = TECH_CMP_ARMOR_7_4_NAME type = technical_efficiency difficulty = 4 }
	# 1938 Light Tank Production Line
	component = { id = 2075 name = TECH_CMP_ARMOR_7_5_NAME type = industrial_engineering difficulty = 4 }

	OR_required = { 2000 2040 2050 } # Production Rights OR '34 Gun Tank (P) OR '34 MG Tank (P)
	# Activated by: # Tank Production Rights (2000) OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2060 } # 1935 Light Tank Production Model

		command = { type = new_model which = armor value = 0 } # '35 Armor Brigade
		command = { type = new_model which = light_armor value = 0 } # '35 Light Armor Brigade

		command = { type = new_model which = light_armor_brigade value = 3 } # '38 Light Tank
		command = { type = new_model which = light_armor_brigade value = 2 } # '35 Light Tank
		command = { type = new_model which = light_armor_brigade value = 1 } # '34 Light Tank

		command = { type = scrap_model which = light_armor_brigade value = 2 } # '35 Light Tank
		command = { type = scrap_model which = light_armor_brigade value = 1 } # '34 Light Tank
		command = { type = scrap_model which = light_armor_brigade value = 0 } # '30 Light Tank

		command = { type = build_cost which = cavalry where = relative value = 2 }
		command = { type = fuel_consumption which = cavalry value = 0.01 }
		command = { type = supply_consumption which = cavalry value = 0.04 }
		command = { type = manpower which = cavalry value = 0.01 }
		command = { type = transport_weight which = cavalry value = 0.4 }

		command = { type = max_organization which = armor value = 0.5 }
		command = { type = max_organization which = light_armor value = 0.5 }
		command = { type = max_organization which = cavalry value = 0.25 }

		command = { type = morale which = armor value = 0.5 }
		command = { type = morale which = light_armor value = 0.5 }
		command = { type = morale which = cavalry value = 0.25 }

		command = { type = mountain_attack which = cavalry value = -0.5 } # -1%
		command = { type = hill_attack which = cavalry value = -0.25 }
		command = { type = jungle_attack which = cavalry value = -0.5 }
		command = { type = swamp_attack which = cavalry value = -0.5 }
		command = { type = river_attack which = cavalry value = -0.5 }
		command = { type = shore_attack which = cavalry value = -0.75 }
		command = { type = mountain_defense which = cavalry value = -0.25 }
		command = { type = hill_defense which = cavalry value = -0.25 }
		command = { type = forest_defense which = cavalry value = -0.25 }
		command = { type = swamp_defense which = cavalry value = -0.25 }
		command = { type = mountain_move which = cavalry value = -0.75 }
		command = { type = hill_move which = cavalry value = -0.25 }
		command = { type = forest_move which = cavalry value = -0.25 }
		command = { type = jungle_move which = cavalry value = -0.75 }
		command = { type = swamp_move which = cavalry value = -0.75 }
	}
}

# 1941 Light Tank Design and Development
application = {
	id = 2080
	name = TECH_APP_ARMOR_8_NAME
	desc = TECH_APP_ARMOR_8_DESC
	position = { x = 15 y = 227 }
	year = 1941

	# 2-man Powered Turret
	component = { id = 2081 name = TECH_CMP_ARMOR_8_1_NAME type = mechanics difficulty = 5 }
	# 1941 Light Tank Equipment
	component = { id = 2082 name = TECH_CMP_ARMOR_8_2_NAME type = artillery difficulty = 6 }
	# 10+ Ton Chasis
	component = { id = 2083 name = TECH_CMP_ARMOR_8_3_NAME type = mechanics difficulty = 5 }
	# 1941 Light Tank Prototype
	component = { id = 2084 name = TECH_CMP_ARMOR_8_4_NAME type = technical_efficiency difficulty = 5 }
	# 1941 Light Tank Prototype Tests
	component = { id = 2085 name = TECH_CMP_ARMOR_8_5_NAME type = management difficulty = 5 }

	OR_required = { 2040 2050 } # '34 Gun Tank (P) OR '34 MG Tank (P)
	# Activated by: 1930 Postwar Tank Design and Development (2010)

	effects = { 
		command = { type = activate which = 8600 } # Tank Development Amphibious
		command = { type = supply_consumption which = light_armor_brigade value = -0.02 } # 3%
		}
}

# 1942 Light Tank Production Model
application = {
	id = 2090
	name = TECH_APP_ARMOR_9_NAME
	desc = TECH_APP_ARMOR_9_DESC
	position = { x = 25 y = 246 }
	year = 1942

	# 1942 Light Tank Production Management
	component = { id = 2091 name = TECH_CMP_ARMOR_9_1_NAME type = management difficulty = 5 }
	# 1942 Light Tank Chasis
	component = { id = 2092 name = TECH_CMP_ARMOR_9_2_NAME type = mechanics difficulty = 5 }
	# 30+mm Cast Armor
	component = { id = 2093 name = TECH_CMP_ARMOR_9_3_NAME type = chemistry difficulty = 5 }
	# 1942 Light Tank Pilot Model
	component = { id = 2094 name = TECH_CMP_ARMOR_9_4_NAME type = technical_efficiency difficulty = 5 }
	# 1942 Light Tank Production Line
	component = { id = 2095 name = TECH_CMP_ARMOR_9_5_NAME type = industrial_engineering difficulty = 5 }

	required = { 2730 } # '35 Anti-Tank Gun
	OR_required = { 2000 2080 } # Production Rights OR '41 Light Tank (P)
	# Activated by: # Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2060 } # 1935 Light Tank Production Model
		command = { type = deactivate which = 2070 } # 1938 Light Tank Production Model

		command = { type = new_model which = light_armor_brigade value = 4 } # '42 Light Tank
		command = { type = new_model which = light_armor_brigade value = 3 } # '38 Light Tank
		command = { type = new_model which = light_armor_brigade value = 2 } # '35 Light Tank
		command = { type = new_model which = light_armor_brigade value = 1 } # '34 Light Tank
		command = { type = scrap_model which = light_armor_brigade value = 3 } # '38 Light Tank
		command = { type = scrap_model which = light_armor_brigade value = 2 } # '35 Light Tank
		command = { type = scrap_model which = light_armor_brigade value = 1 } # '34 Light Tank
		command = { type = scrap_model which = light_armor_brigade value = 0 } # '30 Light Tank

		command = { type = build_cost which = armor value = -1.5 }
		command = { type = build_cost which = light_armor value = -1.0 }
		command = { type = build_cost which = mechanized value = -0.5 }
		command = { type = build_cost which = cavalry value = 0.1 }

		command = { type = supply_consumption which = armor value = -0.35 }
		command = { type = supply_consumption which = light_armor value = -0.23 }
		command = { type = supply_consumption which = mechanized value = -0.10 }
		command = { type = supply_consumption which = cavalry value = 0.04 }

		command = { type = fuel_consumption which = armor value = -0.12 }
		command = { type = fuel_consumption which = light_armor value = -0.08 }
		command = { type = fuel_consumption which = mechanized value = -0.04 }
		command = { type = fuel_consumption which = cavalry value = 0.01 }

		command = { type = manpower which = armor value = -0.15 }
		command = { type = manpower which = light_armor value = -0.10 }
		command = { type = manpower which = mechanized value = -0.05 }
		command = { type = manpower which = cavalry value = 0.01 }

		command = { type = max_organization which = armor value = -3.6 }
		command = { type = max_organization which = light_armor value = -2.0 }
		command = { type = max_organization which = mechanized value = -1.0 }
		command = { type = max_organization which = cavalry value = 1.0 }

		command = { type = morale which = armor value = 3.0 }
		command = { type = morale which = light_armor value = 2.0 }
		command = { type = morale which = mechanized value = 1.0 }
		command = { type = morale which = cavalry value = 1.0 }

		command = { type = transport_weight which = armor value = -4.7 }
		command = { type = transport_weight which = light_armor value = -2.6 }
		command = { type = transport_weight which = mechanized value = -1.1 }
		command = { type = transport_weight which = cavalry value = 0.4 }

		command = { type = mountain_attack which = armor value = 3.25 } # 5%
		command = { type = hill_attack which = armor value = 1.75 }
		command = { type = forest_attack which = armor value = 0.75 }
		command = { type = jungle_attack which = armor value = 3.0 }
		command = { type = swamp_attack which = armor value = 3.25 }
		command = { type = river_attack which = armor value = 3.0 }
		command = { type = shore_attack which = armor value = 4.25 }
		command = { type = swamp_defense which = armor value = 1.25 }
		command = { type = mountain_move which = armor value = 3.5 }
		command = { type = hill_move which = armor value = 1.25 }
		command = { type = forest_move which = armor value = 1.0 }
		command = { type = jungle_move which = armor value = 4.0 }
		command = { type = swamp_move which = armor value = 4.0 }

		command = { type = mountain_attack which = light_armor value = 3.25 } # 5%
		command = { type = hill_attack which = light_armor value = 1.75 }
		command = { type = forest_attack which = light_armor value = 0.75 }
		command = { type = jungle_attack which = light_armor value = 3.0 }
		command = { type = swamp_attack which = light_armor value = 3.25 }
		command = { type = river_attack which = light_armor value = 3.0 }
		command = { type = shore_attack which = light_armor value = 4.25 }
		command = { type = swamp_defense which = light_armor value = 1.25 }
		command = { type = mountain_move which = light_armor value = 3.5 }
		command = { type = hill_move which = light_armor value = 1.25 }
		command = { type = forest_move which = light_armor value = 1.0 }
		command = { type = jungle_move which = light_armor value = 4.0 }
		command = { type = swamp_move which = light_armor value = 4.0 }

		command = { type = mountain_attack which = mechanized value = 0.5 } # 1%
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = river_attack which = mechanized value = 0.5 }
		command = { type = shore_attack which = mechanized value = 0.75 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = mountain_move which = mechanized value = 0.75 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.75 }
		command = { type = swamp_move which = mechanized value = 1.0 }

		command = { type = mountain_attack which = cavalry value = -0.5 } # -1%
		command = { type = hill_attack which = cavalry value = -0.25 }
		command = { type = jungle_attack which = cavalry value = -0.5 }
		command = { type = swamp_attack which = cavalry value = -0.5 }
		command = { type = river_attack which = cavalry value = -0.5 }
		command = { type = shore_attack which = cavalry value = -0.75 }
		command = { type = mountain_defense which = cavalry value = -0.25 }
		command = { type = hill_defense which = cavalry value = -0.25 }
		command = { type = forest_defense which = cavalry value = -0.25 }
		command = { type = swamp_defense which = cavalry value = -0.25 }
		command = { type = mountain_move which = cavalry value = -0.75 }
		command = { type = hill_move which = cavalry value = -0.25 }
		command = { type = forest_move which = cavalry value = -0.25 }
		command = { type = jungle_move which = cavalry value = -0.75 }
		command = { type = swamp_move which = cavalry value = -0.75 }
	}
}

# 1945 Light Tank Production Model
application = {
	id = 2100
	name = TECH_APP_ARMOR_10_NAME
	desc = TECH_APP_ARMOR_10_DESC
	position = { x = 25 y = 265 }
	year = 1945

	# 1945 Light Tank Production Management
	component = { id = 2101 name = TECH_CMP_ARMOR_10_1_NAME type = management difficulty = 5 }
	# 1945 Light Tank Chasis
	component = { id = 2102 name = TECH_CMP_ARMOR_10_2_NAME type = mechanics difficulty = 5 }
	# 35+mm Face Hardened Armor
	component = { id = 2103 name = TECH_CMP_ARMOR_10_3_NAME type = chemistry difficulty = 6 }
	# 1945 Light Tank Pilot Model
	component = { id = 2104 name = TECH_CMP_ARMOR_10_4_NAME type = technical_efficiency difficulty = 5 }
	# 1945 Light Tank Production Line
	component = { id = 2105 name = TECH_CMP_ARMOR_10_5_NAME type = industrial_engineering difficulty = 5 }

	required = { 2750 } # '40 Anti-Tank Gun
	OR_required = { 2000 2080 } # Production Rights OR '41 Light Tank (p)
	# Activated by: # Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2060 } # 1935 Light Tank Production Model
		command = { type = deactivate which = 2070 } # 1938 Light Tank Production Model
		command = { type = deactivate which = 2090 } # 1942 Light Tank Production Model

		command = { type = new_model which = light_armor_brigade value = 5 } # '45 Light Tank
		command = { type = new_model which = light_armor_brigade value = 4 } # '42 Light Tank
		command = { type = new_model which = light_armor_brigade value = 3 } # '38 Light Tank
		command = { type = new_model which = light_armor_brigade value = 2 } # '35 Light Tank
		command = { type = new_model which = light_armor_brigade value = 1 } # '34 Light Tank
		command = { type = scrap_model which = light_armor_brigade value = 4 } # '42 Light Tank
		command = { type = scrap_model which = light_armor_brigade value = 3 } # '38 Light Tank
		command = { type = scrap_model which = light_armor_brigade value = 2 } # '35 Light Tank
		command = { type = scrap_model which = light_armor_brigade value = 1 } # '34 Light Tank
		command = { type = scrap_model which = light_armor_brigade value = 0 } # '30 Light Tank

		command = { type = build_cost which = armor value = -1.4 }
		command = { type = build_cost which = light_armor value = -1.0 }
		command = { type = build_cost which = mechanized value = -0.5 }
		command = { type = build_cost which = cavalry value = 0.1 }

		command = { type = supply_consumption which = armor value = -0.34 }
		command = { type = supply_consumption which = light_armor value = -0.23 }
		command = { type = supply_consumption which = mechanized value = -0.11 }
		command = { type = supply_consumption which = cavalry value = 0.04 }

		command = { type = fuel_consumption which = armor value = -0.12 }
		command = { type = fuel_consumption which = light_armor value = -0.08 }
		command = { type = fuel_consumption which = mechanized value = -0.04 }
		command = { type = fuel_consumption which = cavalry value = 0.01 }

		command = { type = manpower which = armor value = -0.15 }
		command = { type = manpower which = light_armor value = -0.10 }
		command = { type = manpower which = mechanized value = -0.05 }
		command = { type = manpower which = cavalry value = 0.01 }

		command = { type = max_organization which = armor value = -3.0 }
		command = { type = max_organization which = light_armor value = -2.0 }
		command = { type = max_organization which = mechanized value = -1.0 }
		command = { type = max_organization which = cavalry value = 1.0 }

		command = { type = morale which = armor value = 3.0 }
		command = { type = morale which = light_armor value = 2.0 }
		command = { type = morale which = mechanized value = 1.0 }
		command = { type = morale which = cavalry value = 1.0 }

		command = { type = transport_weight which = armor value = -4.7 }
		command = { type = transport_weight which = light_armor value = -2.6 }
		command = { type = transport_weight which = mechanized value = -1.1 }
		command = { type = transport_weight which = cavalry value = 0.4 }

		command = { type = mountain_attack which = armor value = 3.25 } # 5%
		command = { type = hill_attack which = armor value = 1.75 }
		command = { type = forest_attack which = armor value = 0.75 }
		command = { type = jungle_attack which = armor value = 3.0 }
		command = { type = swamp_attack which = armor value = 3.25 }
		command = { type = river_attack which = armor value = 3.0 }
		command = { type = shore_attack which = armor value = 4.25 }
		command = { type = swamp_defense which = armor value = 1.25 }
		command = { type = mountain_move which = armor value = 3.5 }
		command = { type = hill_move which = armor value = 1.25 }
		command = { type = forest_move which = armor value = 1.0 }
		command = { type = jungle_move which = armor value = 4.0 }
		command = { type = swamp_move which = armor value = 4.0 }

		command = { type = mountain_attack which = light_armor value = 3.25 } # 5%
		command = { type = hill_attack which = light_armor value = 1.75 }
		command = { type = forest_attack which = light_armor value = 0.75 }
		command = { type = jungle_attack which = light_armor value = 3.0 }
		command = { type = swamp_attack which = light_armor value = 3.25 }
		command = { type = river_attack which = light_armor value = 3.0 }
		command = { type = shore_attack which = light_armor value = 4.25 }
		command = { type = swamp_defense which = light_armor value = 1.25 }
		command = { type = mountain_move which = light_armor value = 3.5 }
		command = { type = hill_move which = light_armor value = 1.25 }
		command = { type = forest_move which = light_armor value = 1.0 }
		command = { type = jungle_move which = light_armor value = 4.0 }
		command = { type = swamp_move which = light_armor value = 4.0 }

		command = { type = mountain_attack which = mechanized value = 0.5 } # 1%
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = river_attack which = mechanized value = 0.5 }
		command = { type = shore_attack which = mechanized value = 0.75 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = mountain_move which = mechanized value = 0.75 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.75 }
		command = { type = swamp_move which = mechanized value = 1.0 }

		command = { type = mountain_attack which = cavalry value = -0.5 } # -1%
		command = { type = hill_attack which = cavalry value = -0.25 }
		command = { type = jungle_attack which = cavalry value = -0.5 }
		command = { type = swamp_attack which = cavalry value = -0.5 }
		command = { type = river_attack which = cavalry value = -0.5 }
		command = { type = shore_attack which = cavalry value = -0.75 }
		command = { type = mountain_defense which = cavalry value = -0.25 }
		command = { type = hill_defense which = cavalry value = -0.25 }
		command = { type = forest_defense which = cavalry value = -0.25 }
		command = { type = swamp_defense which = cavalry value = -0.25 }
		command = { type = mountain_move which = cavalry value = -0.75 }
		command = { type = hill_move which = cavalry value = -0.25 }
		command = { type = forest_move which = cavalry value = -0.25 }
		command = { type = jungle_move which = cavalry value = -0.75 }
		command = { type = swamp_move which = cavalry value = -0.75 }
	}
}

# ##############################################################################
# # Medium Tank Development - 2120-2200 ########################################
# ##############################################################################

# 1937 Medium Tank Design and Development
application = {
	id = 2120
	name = TECH_APP_ARMOR_12_NAME
	desc = TECH_APP_ARMOR_12_DESC
	position = { x = 175 y = 5 }
	year = 1937

	# 2-man Powered Turret
	component = { id = 2121 name = TECH_CMP_ARMOR_12_1_NAME type = mechanics difficulty = 5 }
	# 1935 Medium Tank Equipment
	component = { id = 2122 name = TECH_CMP_ARMOR_12_2_NAME type = artillery difficulty = 5 }
	# 15+ Ton Chassis
	component = { id = 2123 name = TECH_CMP_ARMOR_12_3_NAME type = mechanics difficulty = 5 }
	# 1935 Medium Tank Prototype
	component = { id = 2124 name = TECH_CMP_ARMOR_12_4_NAME type = technical_efficiency difficulty = 5 }
	# 1935 Medium Tank Prototype Tests
	component = { id = 2125 name = TECH_CMP_ARMOR_12_5_NAME type = management difficulty = 5 }

	required = { 2010 } # '30 Postwar Tanks
	# Activated by: 1930 Postwar Tank Design and Development (2010)

	effects = { 
		command = { type = research_mod value = 1 }
	}
}

# 1939 Medium Tank Production Model
application = {
	id = 2130
	name = TECH_APP_ARMOR_13_NAME
	desc = TECH_APP_ARMOR_13_DESC
	position = { x = 190 y = 25 }
	year = 1939

	# 1938 Medium Tank Production Management
	component = { id = 2136 name = TECH_CMP_ARMOR_13_1_NAME type = management difficulty = 5 }
	# 1938 Medium Tank Chasis
	component = { id = 2132 name = TECH_CMP_ARMOR_13_2_NAME type = mechanics difficulty = 5 }
	# 30+mm Welded Armor
	component = { id = 2133 name = TECH_CMP_ARMOR_13_3_NAME type = chemistry difficulty = 4 }
	# 1938 Medium Tank Pilot Model
	component = { id = 2134 name = TECH_CMP_ARMOR_13_4_NAME type = technical_efficiency difficulty = 5 }
	# 1935 Medium Tank Production Line
	component = { id = 2135 name = TECH_CMP_ARMOR_13_5_NAME type = industrial_engineering difficulty = 5 }

	required = { 2730 } # '35 Anti-Tank Gun
	OR_required = { 2000 2120 } # Production Rights OR '37 Medium Tank (P)
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = gain_tech which = 2240 } # 1938 Infantry Tank Production Model

		command = { type = activate_unit_type which = super_heavy_armor }
		command = { type = new_model which = super_heavy_armor value = 0 } # '38 Medium Tank
	}
}

# 1941 Medium Tank Production Model
application = {
	id = 2140
	name = TECH_APP_ARMOR_14_NAME
	desc = TECH_APP_ARMOR_14_DESC
	position = { x = 190 y = 105 }
	year = 1941

	# 1941 Medium Tank Production Management
	component = { id = 2141 name = TECH_CMP_ARMOR_14_1_NAME type = management difficulty = 5 }
	# 1941 Medium Tank Chasis
	component = { id = 2142 name = TECH_CMP_ARMOR_14_2_NAME type = mechanics difficulty = 5 }
	# 50+mm Cast Armor
	component = { id = 2143 name = TECH_CMP_ARMOR_14_3_NAME type = chemistry difficulty = 5 }
	# 1941 Medium Tank Pilot Model
	component = { id = 2144 name = TECH_CMP_ARMOR_14_4_NAME type = technical_efficiency difficulty = 5 }
	# 1941 Medium Tank Production Line
	component = { id = 2145 name = TECH_CMP_ARMOR_14_5_NAME type = industrial_engineering difficulty = 5 }

	required = { 2750 } # '40 Anti-Tank Gun
	OR_required = { 2000 2120 } # Production Rights OR '37 Medium Tank (P)
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2130 } # 1938 Medium Tank Production Model

		command = { type = activate_unit_type which = super_heavy_armor }
		command = { type = new_model which = super_heavy_armor value = 1 } # '41 Medium Tank
		command = { type = scrap_model which = super_heavy_armor value = 0 } # '38 Medium Tank
	}
}

# 1942 Medium Tank Design and Development
application = {
	id = 2150
	name = TECH_APP_ARMOR_15_NAME
	desc = TECH_APP_ARMOR_15_DESC
	position = { x = 175 y = 145 }
	year = 1942

	# 3-man Powered Turret
	component = { id = 2151 name = TECH_CMP_ARMOR_15_1_NAME type = mechanics difficulty = 6 }
	# 1942 Medium Tank Equipment
	component = { id = 2152 name = TECH_CMP_ARMOR_15_2_NAME type = artillery difficulty = 6 }
	# 40+ Ton Chassis
	component = { id = 2153 name = TECH_CMP_ARMOR_15_3_NAME type = mechanics difficulty = 6 }
	# 1942 Medium Tank Prototype
	component = { id = 2154 name = TECH_CMP_ARMOR_15_4_NAME type = technical_efficiency difficulty = 6 }
	# 1942 Medium Tank Prototype Testing
	component = { id = 2155 name = TECH_CMP_ARMOR_15_5_NAME type = management difficulty = 6 }

	required = { 2120 } # '37 Medium Tank (P)
	# Activated by: 1930 Postwar Tank Design and Development (2010)

	effects = { 
		command = { type = activate which = 8600 } # Tank Development Amphibious
		command = { type = research_mod value = 1 }

		command = { type = max_organization which = armor value = 1.25 } # 3%
		command = { type = max_organization which = light_armor value = 1.0 }
		command = { type = max_organization which = mechanized value = 0.25 }

		command = { type = morale which = armor value = 1.0 }
		command = { type = morale which = light_armor value = 0.75 }
		command = { type = morale which = mechanized value = 0.25 }

		command = { type = supply_consumption which = armor value = -0.12 }
		command = { type = supply_consumption which = light_armor value = -0.09 }
		command = { type = supply_consumption which = mechanized value = -0.02 }

		command = { type = supply_consumption which = sp_artillery value = -0.02 }
		command = { type = supply_consumption which = super_heavy_armor value = -0.03 } # Medium Tank
		command = { type = supply_consumption which = tank_destroyer value = -0.02 }
		command = { type = supply_consumption which = b_u10 value = -0.02 } # Assault Gun
	}
}

# 1943 Medium Tank Production Model
application = {
	id = 2160
	name = TECH_APP_ARMOR_16_NAME
	desc = TECH_APP_ARMOR_16_DESC
	position = { x = 190 y = 165 }
	year = 1943

	# 1943 Medium Tank Production Management
	component = { id = 2161 name = TECH_CMP_ARMOR_16_1_NAME type = management difficulty = 6 }
	# 1943 Medium Tank Chasis
	component = { id = 2162 name = TECH_CMP_ARMOR_16_2_NAME type = mechanics difficulty = 6 }
	# 100+mm Cast Armor
	component = { id = 2163 name = TECH_CMP_ARMOR_16_3_NAME type = chemistry difficulty = 6 }
	# 1943 Medium Tank Pilot Model
	component = { id = 2164 name = TECH_CMP_ARMOR_16_4_NAME type = technical_efficiency difficulty = 6 }
	# 1943 Medium Tank Production Line
	component = { id = 2165 name = TECH_CMP_ARMOR_16_5_NAME type = industrial_engineering difficulty = 6 }

	required = { 2770 } # '42 Anti-Tank Gun
	OR_required = { 2000 2150 } # Production Rights OR '42 Medium Tank (P)
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2130 } # 1938 Medium Tank Production Model
		command = { type = deactivate which = 2140 } # 1941 Medium Tank Production Model

		command = { type = activate_unit_type which = super_heavy_armor }
		command = { type = new_model which = super_heavy_armor value = 2 } # '43 Medium Tank
		command = { type = scrap_model which = super_heavy_armor value = 1 } # '41 Medium Tank
		command = { type = scrap_model which = super_heavy_armor value = 0 } # '38 Medium Tank
	}
}

# 1945 Medium Tank Production Model
application = {
	id = 2170
	name = TECH_APP_ARMOR_17_NAME
	desc = TECH_APP_ARMOR_17_DESC
	position = { x = 190 y = 245 }
	year = 1945

	# 1945 Medium Tank Production Management
	component = { id = 2171 name = TECH_CMP_ARMOR_17_1_NAME type = management difficulty = 6 }
	# 1945 Medium Tank Chasis
	component = { id = 2172 name = TECH_CMP_ARMOR_17_2_NAME type = mechanics difficulty = 6 }
	# 110+mm Face Hardened Armor
	component = { id = 2173 name = TECH_CMP_ARMOR_17_3_NAME type = chemistry difficulty = 6 }
	# 1945 Medium Tank Pilot Model
	component = { id = 2174 name = TECH_CMP_ARMOR_17_4_NAME type = technical_efficiency difficulty = 6 }
	# 1945 Medium Tank Production Line
	component = { id = 2175 name = TECH_CMP_ARMOR_17_5_NAME type = industrial_engineering difficulty = 6 }

	required = { 2780 } # '43 Anti-Tank Gun
	OR_required = { 2000 2150 } # Production Rights OR '42 Medium Tank (P)
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2130 } # 1938 Medium Tank Production Model
		command = { type = deactivate which = 2140 } # 1941 Medium Tank Production Model
		command = { type = deactivate which = 2160 } # 1943 Medium Tank Production Model

		command = { type = activate_unit_type which = super_heavy_armor }
		command = { type = new_model which = super_heavy_armor value = 3 } # '45 Medium Tank
		command = { type = scrap_model which = super_heavy_armor value = 2 } # '43 Medium Tank
		command = { type = scrap_model which = super_heavy_armor value = 1 } # '41 Medium Tank
		command = { type = scrap_model which = super_heavy_armor value = 0 } # '38 Medium Tank
	}
}

# 1946 MBT Design and Development
application = {
	id = 2180
	name = TECH_APP_ARMOR_18_NAME
	desc = TECH_APP_ARMOR_18_DESC
	position = { x = 175 y = 285 }
	year = 1946

	# 3-man Powered Turret
	component = { id = 2181 name = TECH_CMP_ARMOR_18_1_NAME type = mechanics difficulty = 6 }
	# 1946 Medium Tank Equipment
	component = { id = 2182 name = TECH_CMP_ARMOR_18_2_NAME type = artillery difficulty = 7 }
	# 35+ Ton Chassis
	component = { id = 2183 name = TECH_CMP_ARMOR_18_3_NAME type = mechanics difficulty = 6 }
	# 1946 Battle Tank Prototype
	component = { id = 2184 name = TECH_CMP_ARMOR_18_4_NAME type = technical_efficiency difficulty = 7 }
	# 1946 Battle Tank Prototype Testing
	component = { id = 2185 name = TECH_CMP_ARMOR_18_5_NAME type = management difficulty = 6 }

	OR_required = { 2150 2400 } # '42 Medium Tank (P) OR '43 Heavy Tank (P)
	# Activated by: 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = research_mod value = 1 }
 
		command = { type = max_organization which = armor value = 1.25 } # 3%
		command = { type = max_organization which = light_armor value = 1.0 }
		command = { type = max_organization which = mechanized value = 0.25 }

		command = { type = morale which = armor value = 1.0 }
		command = { type = morale which = light_armor value = 0.75 }
		command = { type = morale which = mechanized value = 0.25 }

		command = { type = supply_consumption which = armor value = -0.18 }
		command = { type = supply_consumption which = light_armor value = -0.13 }
		command = { type = supply_consumption which = mechanized value = -0.03 }

		command = { type = supply_consumption which = sp_artillery value = -0.03 }
		command = { type = supply_consumption which = super_heavy_armor value = -0.04 } # Medium Tank
		command = { type = supply_consumption which = tank_destroyer value = -0.03 }
		command = { type = supply_consumption which = b_u10 value = -0.03 } # Assault Gun
	}
}

# 1947 MBT Production Model
application = {
	id = 2190
	name = TECH_APP_ARMOR_19_NAME
	desc = TECH_APP_ARMOR_19_DESC
	position = { x = 190 y = 305 }
	year = 1947

	# 1947 MBT Production Management
	component = { id = 2191 name = TECH_CMP_ARMOR_19_1_NAME type = management difficulty = 7 }
	# 1947 MBT Chasis
	component = { id = 2192 name = TECH_CMP_ARMOR_19_2_NAME type = mechanics difficulty = 7 }
	# 120+mm Face Hardened Armor
	component = { id = 2193 name = TECH_CMP_ARMOR_19_3_NAME type = chemistry difficulty = 6 }
	# 1947 MBT Pilot Model
	component = { id = 2194 name = TECH_CMP_ARMOR_19_4_NAME type = technical_efficiency difficulty = 7 }
	# 1947 MBT Production Line
	component = { id = 2195 name = TECH_CMP_ARMOR_19_5_NAME type = industrial_engineering difficulty = 7 }

	required = { 2800 } # '45 Anti-Tank Gun
	OR_required = { 2000 2180 } # Production Rights OR '46 Battle Tank (P)
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2130 } # 1938 Medium Tank Production Model
		command = { type = deactivate which = 2140 } # 1941 Medium Tank Production Model
		command = { type = deactivate which = 2160 } # 1943 Medium Tank Production Model
		command = { type = deactivate which = 2170 } # 1944 Medium Tank Production Model

		command = { type = activate_unit_type which = super_heavy_armor }
		command = { type = new_model which = super_heavy_armor value = 4 } # '47 Battle Tank
		command = { type = scrap_model which = super_heavy_armor value = 3 } # '45 Medium Tank
		command = { type = scrap_model which = super_heavy_armor value = 2 } # '43 Medium Tank
		command = { type = scrap_model which = super_heavy_armor value = 1 } # '41 Medium Tank
		command = { type = scrap_model which = super_heavy_armor value = 0 } # '38 Medium Tank
	}
}

# 1949 MBT Production Model
application = {
	id = 2200
	name = TECH_APP_ARMOR_20_NAME
	desc = TECH_APP_ARMOR_20_DESC
	position = { x = 190 y = 385 }
	year = 1949

	# 1949 MBT Production Management
	component = { id = 2201 name = TECH_CMP_ARMOR_20_1_NAME type = management difficulty = 7 }
	# 1949 MBT Chasis
	component = { id = 2202 name = TECH_CMP_ARMOR_20_2_NAME type = mechanics difficulty = 7 }
	# 150+mm Face Hardened Armor
	component = { id = 2203 name = TECH_CMP_ARMOR_20_3_NAME type = chemistry difficulty = 7 }
	# 1949 MBT Pilot Model
	component = { id = 2204 name = TECH_CMP_ARMOR_20_4_NAME type = technical_efficiency difficulty = 7 }
	# 1949 MBT Production Line
	component = { id = 2205 name = TECH_CMP_ARMOR_20_5_NAME type = industrial_engineering difficulty = 7 }

	required = { 2800 } # '45 Anti-Tank Gun
	OR_required = { 2000 2180 } # Production Rights OR '46 Battle Tank (P)
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2130 } # 1938 Medium Tank Production Model
		command = { type = deactivate which = 2140 } # 1941 Medium Tank Production Model
		command = { type = deactivate which = 2160 } # 1943 Medium Tank Production Model
		command = { type = deactivate which = 2170 } # 1944 Medium Tank Production Model
		command = { type = deactivate which = 2190 } # 1947 Medium Tank Production Model

		command = { type = activate_unit_type which = super_heavy_armor }
		command = { type = new_model which = super_heavy_armor value = 5 } # '49 Battle Tank
		command = { type = scrap_model which = super_heavy_armor value = 4 } # '47 Battle Tank
		command = { type = scrap_model which = super_heavy_armor value = 3 } # '45 Medium Tank
		command = { type = scrap_model which = super_heavy_armor value = 2 } # '43 Medium Tank
		command = { type = scrap_model which = super_heavy_armor value = 1 } # '41 Medium Tank
		command = { type = scrap_model which = super_heavy_armor value = 0 } # '38 Medium Tank
	}
}

# ##############################################################################
# # Infantry Tank Development - 2240-2280 ######################################
# ##############################################################################

# 1938 Infantry Tank Production Model
application = {
	id = 2240
	name = TECH_APP_ARMOR_24_NAME
	desc = TECH_APP_ARMOR_24_DESC
	position = { x = 475 y = 25 }
	year = 1938

	# 1938 Infantry Tank Production Management
	component = { id = 2241 name = TECH_CMP_ARMOR_24_1_NAME type = management difficulty = 5 }
	# 1938 Infantry Tank Chasis
	component = { id = 2242 name = TECH_CMP_ARMOR_24_2_NAME type = mechanics difficulty = 5 }
	# 30+mm Welded Armour
	component = { id = 2243 name = TECH_CMP_ARMOR_24_3_NAME type = chemistry difficulty = 4 }
	# 1938 Infantry Tank Pilot Model
	component = { id = 2244 name = TECH_CMP_ARMOR_24_4_NAME type = technical_efficiency difficulty = 5 }
	# 1938 Infantry Tank Production Line
	component = { id = 2245 name = TECH_CMP_ARMOR_24_5_NAME type = industrial_engineering difficulty = 5 }

	required = { 2730 } # '35 Anti-Tank Gun
	OR_required = { 2000 2360 } # Production Rights OR '37 Heavy Tank (P)
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = gain_tech which = 2130 } # 1939 Medium Tank Production Model

		command = { type = new_model which = sp_rct_artillery value = 1 } # '38 Infantry Tank
		command = { type = scrap_model which = sp_rct_artillery value = 0 } # '30 Infantry Tank

		command = { type = build_cost which = armor value = 1.0 }
		command = { type = build_cost which = light_armor value = 0.7 }
		command = { type = build_cost which = mechanized value = 1.0 }

		command = { type = supply_consumption which = armor value = 0.23 }
		command = { type = supply_consumption which = light_armor value = 0.16 }
		command = { type = supply_consumption which = mechanized value = 0.21 }

		command = { type = fuel_consumption which = armor value = 0.06 }
		command = { type = fuel_consumption which = light_armor value = 0.04 }
		command = { type = fuel_consumption which = mechanized value = 0.05 }

		command = { type = manpower which = armor value = 0.10 }
		command = { type = manpower which = light_armor value = 0.07 }
		command = { type = manpower which = mechanized value = 0.09 }

		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = mechanized value = 0.25 }

		command = { type = transport_weight which = armor value = 2.2 }
		command = { type = transport_weight which = light_armor value = 1.5 }
		command = { type = transport_weight which = mechanized value = 1.9 }

		command = { type = mountain_attack which = armor value = -0.75 } # -1%
		command = { type = hill_attack which = armor value = -0.25 }
		command = { type = forest_attack which = armor value = -0.25 }
		command = { type = jungle_attack which = armor value = -0.5 }
		command = { type = swamp_attack which = armor value = -0.75 }
		command = { type = river_attack which = armor value = -0.5 }
		command = { type = shore_attack which = armor value = -1.0 }
		command = { type = swamp_defense which = armor value = -0.25 }
		command = { type = mountain_move which = armor value = -0.75 }
		command = { type = hill_move which = armor value = -0.25 }
		command = { type = forest_move which = armor value = -0.25 }
		command = { type = jungle_move which = armor value = -0.75 }
		command = { type = swamp_move which = armor value = -0.75 }

		command = { type = mountain_attack which = light_armor value = -0.75 } # -1%
		command = { type = hill_attack which = light_armor value = -0.25 }
		command = { type = forest_attack which = light_armor value = -0.25 }
		command = { type = jungle_attack which = light_armor value = -0.5 }
		command = { type = swamp_attack which = light_armor value = -0.75 }
		command = { type = river_attack which = light_armor value = -0.5 }
		command = { type = shore_attack which = light_armor value = -1.0 }
		command = { type = swamp_defense which = light_armor value = -0.25 }
		command = { type = mountain_move which = light_armor value = -0.75 }
		command = { type = hill_move which = light_armor value = -0.25 }
		command = { type = forest_move which = light_armor value = -0.25 }
		command = { type = jungle_move which = light_armor value = -0.75 }
		command = { type = swamp_move which = light_armor value = -0.75 }

		command = { type = mountain_attack which = mechanized value = -0.5 } # -1%
		command = { type = hill_attack which = mechanized value = -0.25 }
		command = { type = forest_attack which = mechanized value = -0.25 }
		command = { type = jungle_attack which = mechanized value = -0.5 }
		command = { type = swamp_attack which = mechanized value = -0.5 }
		command = { type = river_attack which = mechanized value = -0.5 }
		command = { type = shore_attack which = mechanized value = -0.75 }
		command = { type = mountain_defense which = mechanized value = -0.25 }
		command = { type = swamp_defense which = mechanized value = -0.25 }
		command = { type = mountain_move which = mechanized value = -0.75 }
		command = { type = hill_move which = mechanized value = -0.25 }
		command = { type = forest_move which = mechanized value = -0.25 }
		command = { type = jungle_move which = mechanized value = -0.75 }
		command = { type = swamp_move which = mechanized value = -1.0 }
	}
}

# 1941 Infantry Tank Production Model
application = {
	id = 2250
	name = TECH_APP_ARMOR_25_NAME
	desc = TECH_APP_ARMOR_25_DESC
	position = { x = 475 y = 85 }
	year = 1941

	# 1941 Infantry Tank Production Management
	component = { id = 2251 name = TECH_CMP_ARMOR_25_1_NAME type = management difficulty = 6 }
	# 1941 Infantry Tank Chasis
	component = { id = 2252 name = TECH_CMP_ARMOR_25_2_NAME type = mechanics difficulty = 5 }
	# 50+mm Cast Armor
	component = { id = 2253 name = TECH_CMP_ARMOR_25_3_NAME type = chemistry difficulty = 5 }
	# 1941 Infantry Tank Pilot Model
	component = { id = 2254 name = TECH_CMP_ARMOR_25_4_NAME type = technical_efficiency difficulty = 5 }
	# 1941 Infantry Tank Production Line
	component = { id = 2255 name = TECH_CMP_ARMOR_25_5_NAME type = industrial_engineering difficulty = 6 }

	required = { 2750 } # '40 Anti-Tank Gun
	OR_required = { 2000 2380 } # Production Rights OR '40 Heavy Tank (P)
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2240 } # 1938 Infantry Tank Production Model

		command = { type = new_model which = sp_rct_artillery value = 2 } # '41 Infantry Tank
		command = { type = scrap_model which = sp_rct_artillery value = 1 } # '38 Infantry Tank
		command = { type = scrap_model which = sp_rct_artillery value = 0 } # '30 Infantry Tank

		command = { type = build_cost which = armor value = -0.1 } 
		command = { type = build_cost which = light_armor value = -0.1 }
		command = { type = build_cost which = mechanized value = -0.2 }

		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = mechanized value = 0.25 }

		command = { type = mountain_attack which = armor value = -0.75 } # -1%
		command = { type = hill_attack which = armor value = -0.25 }
		command = { type = forest_attack which = armor value = -0.25 }
		command = { type = jungle_attack which = armor value = -0.5 }
		command = { type = swamp_attack which = armor value = -0.75 }
		command = { type = river_attack which = armor value = -0.5 }
		command = { type = shore_attack which = armor value = -1.0 }
		command = { type = swamp_defense which = armor value = -0.25 }
		command = { type = mountain_move which = armor value = -0.75 }
		command = { type = hill_move which = armor value = -0.25 }
		command = { type = forest_move which = armor value = -0.25 }
		command = { type = jungle_move which = armor value = -0.75 }
		command = { type = swamp_move which = armor value = -0.75 }

		command = { type = mountain_attack which = light_armor value = -0.75 } # -1%
		command = { type = hill_attack which = light_armor value = -0.25 }
		command = { type = forest_attack which = light_armor value = -0.25 }
		command = { type = jungle_attack which = light_armor value = -0.5 }
		command = { type = swamp_attack which = light_armor value = -0.75 }
		command = { type = river_attack which = light_armor value = -0.5 }
		command = { type = shore_attack which = light_armor value = -1.0 }
		command = { type = swamp_defense which = light_armor value = -0.25 }
		command = { type = mountain_move which = light_armor value = -0.75 }
		command = { type = hill_move which = light_armor value = -0.25 }
		command = { type = forest_move which = light_armor value = -0.25 }
		command = { type = jungle_move which = light_armor value = -0.75 }
		command = { type = swamp_move which = light_armor value = -0.75 }

		command = { type = mountain_attack which = mechanized value = -0.5 } # -1%
		command = { type = hill_attack which = mechanized value = -0.25 }
		command = { type = forest_attack which = mechanized value = -0.25 }
		command = { type = jungle_attack which = mechanized value = -0.5 }
		command = { type = swamp_attack which = mechanized value = -0.5 }
		command = { type = river_attack which = mechanized value = -0.5 }
		command = { type = shore_attack which = mechanized value = -0.75 }
		command = { type = mountain_defense which = mechanized value = -0.25 }
		command = { type = swamp_defense which = mechanized value = -0.25 }
		command = { type = mountain_move which = mechanized value = -0.75 }
		command = { type = hill_move which = mechanized value = -0.25 }
		command = { type = forest_move which = mechanized value = -0.25 }
		command = { type = jungle_move which = mechanized value = -0.75 }
		command = { type = swamp_move which = mechanized value = -1.0 }
	}
}

# 1944 Infantry Tank Production Model
application = {
	id = 2270
	name = TECH_APP_ARMOR_27_NAME
	desc = TECH_APP_ARMOR_27_DESC
	position = { x = 475 y = 145 }
	year = 1944

	# 1944 Infantry Tank Production Management
	component = { id = 2271 name = TECH_CMP_ARMOR_27_1_NAME type = management difficulty = 6 }
	# 1944 Infantry Tank Chasis
	component = { id = 2272 name = TECH_CMP_ARMOR_27_2_NAME type = mechanics difficulty = 6 }
	# 65+mm Face Hardened Armor
	component = { id = 2273 name = TECH_CMP_ARMOR_27_3_NAME type = chemistry difficulty = 6 }
	# 1944 Infantry Tank Pilot Model
	component = { id = 2274 name = TECH_CMP_ARMOR_27_4_NAME type = technical_efficiency difficulty = 6 }
	# 1944 Infantry Tank Production Line
	component = { id = 2275 name = TECH_CMP_ARMOR_27_5_NAME type = industrial_engineering difficulty = 6 }

	required = { 2770 } # '42 Anti-Tank Gun
	OR_required = { 2000 2400 } # Production Rights OR '43 Heavy Tank (P)
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2240 } # 1938 Infantry Tank Production Model
		command = { type = deactivate which = 2250 } # 1941 Infantry Tank Production Model

		command = { type = new_model which = sp_rct_artillery value = 3 } # '44 Infantry Tank
		command = { type = scrap_model which = sp_rct_artillery value = 2 } # '41 Infantry Tank
		command = { type = scrap_model which = sp_rct_artillery value = 1 } # '38 Infantry Tank
		command = { type = scrap_model which = sp_rct_artillery value = 0 } # '30 Infantry Tank

		command = { type = build_cost which = armor value = -0.7 }
		command = { type = build_cost which = light_armor value = -0.5 }
		command = { type = build_cost which = mechanized value = -0.8 }

		command = { type = supply_consumption which = armor value = -0.18 }
		command = { type = supply_consumption which = light_armor value = -0.13 }
		command = { type = supply_consumption which = mechanized value = -0.16 }
 
		command = { type = fuel_consumption which = armor value = -0.15 }
		command = { type = fuel_consumption which = light_armor value = -0.10 }
		command = { type = fuel_consumption which = mechanized value = -0.13 }

		command = { type = manpower which = armor value = -0.08 }
		command = { type = manpower which = light_armor value = -0.05 }
		command = { type = manpower which = mechanized value = -0.07 }

		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = mechanized value = 0.25 }

		command = { type = transport_weight which = armor value = -2.8 }
		command = { type = transport_weight which = light_armor value = -1.9 }
		command = { type = transport_weight which = mechanized value = -2.4 }

		command = { type = mountain_attack which = armor value = -0.75 } # -1%
		command = { type = hill_attack which = armor value = -0.25 }
		command = { type = forest_attack which = armor value = -0.25 }
		command = { type = jungle_attack which = armor value = -0.5 }
		command = { type = swamp_attack which = armor value = -0.75 }
		command = { type = river_attack which = armor value = -0.5 }
		command = { type = shore_attack which = armor value = -1.0 }
		command = { type = swamp_defense which = armor value = -0.25 }
		command = { type = mountain_move which = armor value = -0.75 }
		command = { type = hill_move which = armor value = -0.25 }
		command = { type = forest_move which = armor value = -0.25 }
		command = { type = jungle_move which = armor value = -0.75 }
		command = { type = swamp_move which = armor value = -0.75 }

		command = { type = mountain_attack which = light_armor value = -0.75 } # -1%
		command = { type = hill_attack which = light_armor value = -0.25 }
		command = { type = forest_attack which = light_armor value = -0.25 }
		command = { type = jungle_attack which = light_armor value = -0.5 }
		command = { type = swamp_attack which = light_armor value = -0.75 }
		command = { type = river_attack which = light_armor value = -0.5 }
		command = { type = shore_attack which = light_armor value = -1.0 }
		command = { type = swamp_defense which = light_armor value = -0.25 }
		command = { type = mountain_move which = light_armor value = -0.75 }
		command = { type = hill_move which = light_armor value = -0.25 }
		command = { type = forest_move which = light_armor value = -0.25 }
		command = { type = jungle_move which = light_armor value = -0.75 }
		command = { type = swamp_move which = light_armor value = -0.75 }

		command = { type = mountain_attack which = mechanized value = -0.5 } # -1%
		command = { type = hill_attack which = mechanized value = -0.25 }
		command = { type = forest_attack which = mechanized value = -0.25 }
		command = { type = jungle_attack which = mechanized value = -0.5 }
		command = { type = swamp_attack which = mechanized value = -0.5 }
		command = { type = river_attack which = mechanized value = -0.5 }
		command = { type = shore_attack which = mechanized value = -0.75 }
		command = { type = mountain_defense which = mechanized value = -0.25 }
		command = { type = swamp_defense which = mechanized value = -0.25 }
		command = { type = mountain_move which = mechanized value = -0.75 }
		command = { type = hill_move which = mechanized value = -0.25 }
		command = { type = forest_move which = mechanized value = -0.25 }
		command = { type = jungle_move which = mechanized value = -0.75 }
		command = { type = swamp_move which = mechanized value = -1.0 }
	}
}

# 1947 Infantry Tank Production Model
application = {
	id = 2280
	name = TECH_APP_ARMOR_28_NAME
	desc = TECH_APP_ARMOR_28_DESC
	position = { x = 475 y = 205 }
	year = 1947

	# 1947 Infantry Tank Production Management
	component = { id = 2281 name = TECH_CMP_ARMOR_28_1_NAME type = management difficulty = 7 }
	# 1947 Infantry Tank Chasis
	component = { id = 2282 name = TECH_CMP_ARMOR_28_2_NAME type = mechanics difficulty = 6 }
	# 100+mm Face Hardened Armor
	component = { id = 2283 name = TECH_CMP_ARMOR_28_3_NAME type = chemistry difficulty = 6}
	# 1947 Infantry Tank Pilot Model
	component = { id = 2284 name = TECH_CMP_ARMOR_28_4_NAME type = technical_efficiency difficulty = 6 }
	# 1947 Infantry Tank Production Line
	component = { id = 2285 name = TECH_CMP_ARMOR_28_5_NAME type = industrial_engineering difficulty = 7 }

	required = { 2780 } # '43 Anti-Tank Gun
	OR_required = { 2000 2420 } # Production Rights OR '46 Heavy Tank (P)
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2240 } # 1938 Infantry Tank Production Model
		command = { type = deactivate which = 2250 } # 1941 Infantry Tank Production Model
		command = { type = deactivate which = 2270 } # 1944 Infantry Tank Production Model

		command = { type = new_model which = sp_rct_artillery value = 4 } # '47 Infantry Tank
		command = { type = scrap_model which = sp_rct_artillery value = 3 } # '44 Infantry Tank
		command = { type = scrap_model which = sp_rct_artillery value = 2 } # '41 Infantry Tank
		command = { type = scrap_model which = sp_rct_artillery value = 1 } # '38 Infantry Tank
		command = { type = scrap_model which = sp_rct_artillery value = 0 } # '30 Infantry Tank

		command = { type = build_cost which = armor value = -0.2 }
		command = { type = build_cost which = light_armor value = -0.2 }
		command = { type = build_cost which = mechanized value = -0.3 }

		command = { type = supply_consumption which = armor value = -0.09 }
		command = { type = supply_consumption which = light_armor value = -0.06 }
		command = { type = supply_consumption which = mechanized value = -0.08 }
 
		command = { type = fuel_consumption which = armor value = -0.11 } 
		command = { type = fuel_consumption which = light_armor value = -0.08 }
		command = { type = fuel_consumption which = mechanized value = -0.09 }

		command = { type = manpower which = armor value = -0.04 }
		command = { type = manpower which = light_armor value = -0.02 }
		command = { type = manpower which = mechanized value = -0.03 }

		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = mechanized value = 0.25 }

		command = { type = transport_weight which = armor value = -1.7 }
		command = { type = transport_weight which = light_armor value = -1.2 }
		command = { type = transport_weight which = mechanized value = -1.5 }

		command = { type = mountain_attack which = armor value = -0.75 } # -1%
		command = { type = hill_attack which = armor value = -0.25 }
		command = { type = forest_attack which = armor value = -0.25 }
		command = { type = jungle_attack which = armor value = -0.5 }
		command = { type = swamp_attack which = armor value = -0.75 }
		command = { type = river_attack which = armor value = -0.5 }
		command = { type = shore_attack which = armor value = -1.0 }
		command = { type = swamp_defense which = armor value = -0.25 }
		command = { type = mountain_move which = armor value = -0.75 }
		command = { type = hill_move which = armor value = -0.25 }
		command = { type = forest_move which = armor value = -0.25 }
		command = { type = jungle_move which = armor value = -0.75 }
		command = { type = swamp_move which = armor value = -0.75 }

		command = { type = mountain_attack which = light_armor value = -0.75 } # -1%
		command = { type = hill_attack which = light_armor value = -0.25 }
		command = { type = forest_attack which = light_armor value = -0.25 }
		command = { type = jungle_attack which = light_armor value = -0.5 }
		command = { type = swamp_attack which = light_armor value = -0.75 }
		command = { type = river_attack which = light_armor value = -0.5 }
		command = { type = shore_attack which = light_armor value = -1.0 }
		command = { type = swamp_defense which = light_armor value = -0.25 }
		command = { type = mountain_move which = light_armor value = -0.75 }
		command = { type = hill_move which = light_armor value = -0.25 }
		command = { type = forest_move which = light_armor value = -0.25 }
		command = { type = jungle_move which = light_armor value = -0.75 }
		command = { type = swamp_move which = light_armor value = -0.75 }

		command = { type = mountain_attack which = mechanized value = -0.5 } # -1%
		command = { type = hill_attack which = mechanized value = -0.25 }
		command = { type = forest_attack which = mechanized value = -0.25 }
		command = { type = jungle_attack which = mechanized value = -0.5 }
		command = { type = swamp_attack which = mechanized value = -0.5 }
		command = { type = river_attack which = mechanized value = -0.5 }
		command = { type = shore_attack which = mechanized value = -0.75 }
		command = { type = mountain_defense which = mechanized value = -0.25 }
		command = { type = swamp_defense which = mechanized value = -0.25 }
		command = { type = mountain_move which = mechanized value = -0.75 }
		command = { type = hill_move which = mechanized value = -0.25 }
		command = { type = forest_move which = mechanized value = -0.25 }
		command = { type = jungle_move which = mechanized value = -0.75 }
		command = { type = swamp_move which = mechanized value = -1.0 }
	}
}

# ############################################################################
# # Assault Gun Development - 2300-2340 ######################################
# ############################################################################

# 1940 Assault Gun Production Model
application = {
	id = 2300
	name = TECH_APP_ARMOR_30_NAME
	desc = TECH_APP_ARMOR_30_DESC
	position = { x = 200 y = 45 } 
	year = 1940

	# 1940 Assault Gun Production Management
	component = { id = 2301 name = TECH_CMP_ARMOR_30_1_NAME type = management difficulty = 4 }
	# 1940 Assault Gun Chasis
	component = { id = 2302 name = TECH_CMP_ARMOR_30_2_NAME type = artillery difficulty = 4 }
	# 50+mm Welded Armor
	component = { id = 2303 name = TECH_CMP_ARMOR_30_3_NAME type = chemistry difficulty = 4 }
	# 1940 Assault Gun Pilot Model
	component = { id = 2304 name = TECH_CMP_ARMOR_30_4_NAME type = technical_efficiency difficulty = 4 }
	# 1940 Assault Gun Production Line
	component = { id = 2305 name = TECH_CMP_ARMOR_30_5_NAME type = industrial_engineering difficulty = 5 }

	required = { 2830 6520 } # 1938 Artillery AND 1938 Firepower Doctrine
	OR_required = { 2000 2130 } # Production Rights OR '39 Medium Tank
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = activate_unit_type which = b_u10 } # Assault Gun
		command = { type = new_model which = b_u10 value = 0 } # '40 Assault Gun

		command = { type = build_cost which = armor value = -0.4 }
		command = { type = build_cost which = light_armor value = -0.3 }
		command = { type = build_cost which = mechanized value = -0.4 }

		command = { type = max_organization which = armor value = -0.25 }
		command = { type = max_organization which = light_armor value = -0.25 }
		command = { type = max_organization which = mechanized value = -0.25 }

		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = mechanized value = 0.25 }

		command = { type = supply_consumption which = armor value = -0.03 }
		command = { type = supply_consumption which = light_armor value = -0.02 }
		command = { type = supply_consumption which = mechanized value = -0.03 }

		command = { type = manpower which = armor value = -0.02 }
		command = { type = manpower which = light_armor value = -0.01 }
		command = { type = manpower which = mechanized value = -0.02 }

		command = { type = transport_weight which = armor value = -0.2 }
		command = { type = transport_weight which = light_armor value = -0.1 }
		command = { type = transport_weight which = mechanized value = -0.2 }
	}
}

# 1942 Assault Gun Production Model
application = {
	id = 2310
	name = TECH_APP_ARMOR_31_NAME
	desc = TECH_APP_ARMOR_31_DESC
	position = { x = 200 y = 125 }
	year = 1942

	# 1942 Assault Gun Production Management
	component = { id = 2311 name = TECH_CMP_ARMOR_31_1_NAME type = management difficulty = 4 }
	# 1942 Assault Gun Chasis
	component = { id = 2312 name = TECH_CMP_ARMOR_31_2_NAME type = artillery difficulty = 4 }
	# 80+mm Welded Armor
	component = { id = 2313 name = TECH_CMP_ARMOR_31_3_NAME type = chemistry difficulty = 5 }
	# 1942 Assault Gun Pilot Model
	component = { id = 2314 name = TECH_CMP_ARMOR_31_4_NAME type = technical_efficiency difficulty = 4 }
	# 1942 Assault Gun Production Line
	component = { id = 2315 name = TECH_CMP_ARMOR_31_5_NAME type = industrial_engineering difficulty = 5 }

	required = { 2830 6520 } # 1938 Artillery AND 1938 Firepower Doctrine
	OR_required = { 2000 2140 } # Production Rights OR '41 Medium Tank
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2300 } # 1940 Assault Gun Production Model

		command = { type = activate_unit_type which = b_u10 } # Assault Gun
		command = { type = new_model which = b_u10 value = 1 } # '42 Assault Gun
		command = { type = scrap_model which = b_u10 value = 0 } # '40 Assault Gun

		command = { type = build_cost which = armor value = -0.4 }
		command = { type = build_cost which = light_armor value = -0.3 }
		command = { type = build_cost which = mechanized value = -0.4 }

		command = { type = max_organization which = armor value = -0.25 }
		command = { type = max_organization which = light_armor value = -0.25 }
		command = { type = max_organization which = mechanized value = -0.25 }

		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = mechanized value = 0.25 }

		command = { type = supply_consumption which = armor value = -0.03 }
		command = { type = supply_consumption which = light_armor value = -0.02 }
		command = { type = supply_consumption which = mechanized value = -0.03 }

		command = { type = manpower which = armor value = -0.02 }
		command = { type = manpower which = light_armor value = -0.01 }
		command = { type = manpower which = mechanized value = -0.02 }

		command = { type = transport_weight which = armor value = -0.2 }
		command = { type = transport_weight which = light_armor value = -0.1 }
		command = { type = transport_weight which = mechanized value = -0.2 }
	}
}

# 1944 Assault Gun Production Model
application = {
	id = 2320
	name = TECH_APP_ARMOR_32_NAME
	desc = TECH_APP_ARMOR_32_DESC
	position = { x = 200 y = 185 }
	year = 1944

	# 1944 Assault Gun Production Management
	component = { id = 2321 name = TECH_CMP_ARMOR_32_1_NAME type = management difficulty = 5 }
	# 1944 Assault Gun Chasis
	component = { id = 2322 name = TECH_CMP_ARMOR_32_2_NAME type = artillery difficulty = 5 }
	# 80+mm Cast Armor
	component = { id = 2323 name = TECH_CMP_ARMOR_32_3_NAME type = chemistry difficulty = 5 }
	# 1944 Assault Gun Pilot Model
	component = { id = 2324 name = TECH_CMP_ARMOR_32_4_NAME type = technical_efficiency difficulty = 5 }
	# 1944 Assault Gun Production Line
	component = { id = 2325 name = TECH_CMP_ARMOR_32_5_NAME type = industrial_engineering difficulty = 5 }

	required = { 2770 6540 } # '42 Anti-Tank Gun AND 1942 Firepower Doctrine
	OR_required = { 2000 2160 } # Production Rights OR '43 Medium Tank
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2300 } # 1940 Assault Gun Production Model
		command = { type = deactivate which = 2310 } # 1942 Assault Gun Production Model

		command = { type = activate_unit_type which = b_u10 } # Assault Gun
		command = { type = new_model which = b_u10 value = 2 } # '44 Assault Gun
		command = { type = scrap_model which = b_u10 value = 1 } # '42 Assault Gun
		command = { type = scrap_model which = b_u10 value = 0 } # '40 Assault Gun

		command = { type = build_cost which = armor value = -0.8 }
		command = { type = build_cost which = light_armor value = -0.6 }
		command = { type = build_cost which = mechanized value = -0.9 }

		command = { type = max_organization which = armor value = -0.25 }
		command = { type = max_organization which = light_armor value = -0.25 }
		command = { type = max_organization which = mechanized value = -0.25 }

		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = mechanized value = 0.25 }

		command = { type = supply_consumption which = armor value = -0.07 }
		command = { type = supply_consumption which = light_armor value = -0.05 }
		command = { type = supply_consumption which = mechanized value = -0.08 }

		command = { type = fuel_consumption which = armor value = -0.09 }
		command = { type = fuel_consumption which = light_armor value = -0.06 }
		command = { type = fuel_consumption which = mechanized value = -0.08 }

		command = { type = manpower which = armor value = -0.04 }
		command = { type = manpower which = light_armor value = -0.03 }
		command = { type = manpower which = mechanized value = -0.04 }

		command = { type = transport_weight which = armor value = -1.4 }
		command = { type = transport_weight which = light_armor value = -0.7 }
		command = { type = transport_weight which = mechanized value = -1.4 }
	}
}

# 1946 Assault Gun Production Model
application = {
	id = 2330
	name = TECH_APP_ARMOR_33_NAME
	desc = TECH_APP_ARMOR_33_DESC
	position = { x = 200 y = 265 }
	year = 1946

	# 1946 Assault Gun Production Management
	component = { id = 2331 name = TECH_CMP_ARMOR_33_1_NAME type = management difficulty = 5 }
	# 1946 Assault Gun Chasis
	component = { id = 2332 name = TECH_CMP_ARMOR_33_2_NAME type = artillery difficulty = 5 }
	# 120+mm Face Hardened Armor
	component = { id = 2333 name = TECH_CMP_ARMOR_33_3_NAME type = chemistry difficulty = 6 }
	# 1946 Assault Gun Pilot Model
	component = { id = 2334 name = TECH_CMP_ARMOR_33_4_NAME type = technical_efficiency difficulty = 5 }
	# 1946 Assault Gun Production Line
	component = { id = 2335 name = TECH_CMP_ARMOR_33_5_NAME type = industrial_engineering difficulty = 6 }

	required = { 2780 6540 } # 1943 Anti-Tank Gun AND 1942 Firepower Doctrine
	OR_required = { 2000 2170 } # Production Rights OR '45 Medium Tank
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2300 } # 1940 Assault Gun Production Model
		command = { type = deactivate which = 2310 } # 1942 Assault Gun Production Model
		command = { type = deactivate which = 2320 } # 1944 Assault Gun Production Model

		command = { type = activate_unit_type which = b_u10 } # Assault Gun
		command = { type = new_model which = b_u10 value = 3 } # '46 Assault Gun
		command = { type = scrap_model which = b_u10 value = 2 } # '44 Assault Gun
		command = { type = scrap_model which = b_u10 value = 1 } # '42 Assault Gun
		command = { type = scrap_model which = b_u10 value = 0 } # '40 Assault Gun

		command = { type = build_cost which = armor value = -0.8 }
		command = { type = build_cost which = light_armor value = -0.6 }
		command = { type = build_cost which = mechanized value = -0.9 }

		command = { type = max_organization which = armor value = -0.25 }
		command = { type = max_organization which = light_armor value = -0.25 }
		command = { type = max_organization which = mechanized value = -0.25 }

		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = mechanized value = 0.25 }

		command = { type = supply_consumption which = armor value = -0.07 }
		command = { type = supply_consumption which = light_armor value = -0.05 }
		command = { type = supply_consumption which = mechanized value = -0.08 }

		command = { type = fuel_consumption which = armor value = -0.09 }
		command = { type = fuel_consumption which = light_armor value = -0.06 }
		command = { type = fuel_consumption which = mechanized value = -0.08 }

		command = { type = manpower which = armor value = -0.04 }
		command = { type = manpower which = light_armor value = -0.03 }
		command = { type = manpower which = mechanized value = -0.04 }

		command = { type = transport_weight which = armor value = -1.4 }
		command = { type = transport_weight which = light_armor value = -0.7 }
		command = { type = transport_weight which = mechanized value = -1.4 }
	}
}

# 1948 Assault Gun Production Model
application = {
	id = 2340
	name = TECH_APP_ARMOR_34_NAME
	desc = TECH_APP_ARMOR_34_DESC
	position = { x = 200 y = 325 }
	year = 1948

	# 1948 Assault Gun Production Management
	component = { id = 2341 name = TECH_CMP_ARMOR_34_1_NAME type = management difficulty = 5 }
	# 1948 Assault Gun Chasis
	component = { id = 2342 name = TECH_CMP_ARMOR_34_2_NAME type = artillery difficulty = 5 }
	# 150+mm Face Hardened Armor
	component = { id = 2343 name = TECH_CMP_ARMOR_34_3_NAME type = chemistry difficulty = 7 }
	# 1948 Assault Gun Pilot Model
	component = { id = 2344 name = TECH_CMP_ARMOR_34_4_NAME type = technical_efficiency difficulty = 5 }
	# 1948 Assault Gun Production Line
	component = { id = 2345 name = TECH_CMP_ARMOR_34_5_NAME type = industrial_engineering difficulty = 6 }

	required = { 2800 6560 } # 1945 Anti-Tank Gun AND 1946 Firepower Doctrine
	OR_required = { 2000 2190 } # Production Rights OR '47 Battle Tank
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2300 } # 1940 Assault Gun Production Model
		command = { type = deactivate which = 2310 } # 1942 Assault Gun Production Model
		command = { type = deactivate which = 2320 } # 1944 Assault Gun Production Model
		command = { type = deactivate which = 2330 } # 1946 Assault Gun Production Model

		command = { type = activate_unit_type which = b_u10 } # Assault Gun
		command = { type = new_model which = b_u10 value = 4 } # '48 Assault Gun
		command = { type = scrap_model which = b_u10 value = 3 } # '46 Assault Gun
		command = { type = scrap_model which = b_u10 value = 2 } # '44 Assault Gun
		command = { type = scrap_model which = b_u10 value = 1 } # '42 Assault Gun
		command = { type = scrap_model which = b_u10 value = 0 } # '40 Assault Gun

		command = { type = build_cost which = armor value = -0.8 }
		command = { type = build_cost which = light_armor value = -0.6 }
		command = { type = build_cost which = mechanized value = -0.9 }

		command = { type = max_organization which = armor value = -0.25 }
		command = { type = max_organization which = light_armor value = -0.25 }
		command = { type = max_organization which = mechanized value = -0.25 }

		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = mechanized value = 0.25 }

		command = { type = supply_consumption which = armor value = -0.07 }
		command = { type = supply_consumption which = light_armor value = -0.05 }
		command = { type = supply_consumption which = mechanized value = -0.08 }

		command = { type = fuel_consumption which = armor value = -0.09 }
		command = { type = fuel_consumption which = light_armor value = -0.06 }
		command = { type = fuel_consumption which = mechanized value = -0.08 }

		command = { type = manpower which = armor value = -0.04 }
		command = { type = manpower which = light_armor value = -0.03 }
		command = { type = manpower which = mechanized value = -0.04 }

		command = { type = transport_weight which = armor value = -1.4 }
		command = { type = transport_weight which = light_armor value = -0.7 }
		command = { type = transport_weight which = mechanized value = -1.4 }
	}
}

# ##############################################################################
# # Heavy Tank Development - 2360-2430 #########################################
# ##############################################################################

# 1937 Heavy Tank Design and Development
application = {
	id = 2360
	name = TECH_APP_ARMOR_36_NAME
	desc = TECH_APP_ARMOR_36_DESC
	position = { x = 460 y = 5 }
	year = 1937

	# 2-man Powered Turret
	component = { id = 2361 name = TECH_CMP_ARMOR_36_1_NAME type = mechanics difficulty = 5 }
	# 1937 Heavy Tank Equipment
	component = { id = 2362 name = TECH_CMP_ARMOR_36_2_NAME type = artillery difficulty = 5 }
	# 30+ Ton Chassis
	component = { id = 2363 name = TECH_CMP_ARMOR_36_3_NAME type = mechanics difficulty = 6 }
	# 1937 Heavy Tank Prototype
	component = { id = 2364 name = TECH_CMP_ARMOR_36_4_NAME type = technical_efficiency difficulty = 6 }
	# 1937 Heavy Tank Prototype Tests
	component = { id = 2365 name = TECH_CMP_ARMOR_36_5_NAME type = management difficulty = 6 }

	required = { 2010 } # '30 Tank Development 
	# Activated by: 1930 Postwar Tank Design and Development (2010)

	effects = { 
		command = { type = supply_consumption which = heavy_armor value = -0.03 }
		command = { type = supply_consumption which = sp_rct_artillery value = -0.03 } # Infantry Tank
	}
}

# 1939 Heavy Tank Production Model
application = {
	id = 2370
	name = TECH_APP_ARMOR_37_NAME
	desc = TECH_APP_ARMOR_37_DESC
	position = { x = 475 y = 45 }
	year = 1939

	# 1939 Heavy Tank Production Management
	component = { id = 2371 name = TECH_CMP_ARMOR_37_1_NAME type = management difficulty = 6 }
	# 1939 Heavy Tank Chasis
	component = { id = 2372 name = TECH_CMP_ARMOR_37_2_NAME type = mechanics difficulty = 6 }
	# 60+mm Welded Armor
	component = { id = 2373 name = TECH_CMP_ARMOR_37_3_NAME type = chemistry difficulty = 5 }
	# 1939 Heavy Tank Pilot Model
	component = { id = 2374 name = TECH_CMP_ARMOR_37_4_NAME type = technical_efficiency difficulty = 6 }
	# 1939 Heavy Tank Production Line
	component = { id = 2375 name = TECH_CMP_ARMOR_37_5_NAME type = industrial_engineering difficulty = 6 }

	required = { 2360 2730 } # '37 Heavy Tank (P) AND '35 Anti-Tank
	# Activated by: 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = new_model which = heavy_armor value = 1 } # '39 Heavy Tank
		command = { type = scrap_model which = heavy_armor value = 0 } # '30 Heavy Tank

		command = { type = build_cost which = armor value = 0.9 }
		command = { type = build_cost which = light_armor value = 0.6 }

		command = { type = supply_consumption which = armor value = 0.23 }
		command = { type = supply_consumption which = light_armor value = 0.16 }

		command = { type = fuel_consumption which = armor value = 0.06 }
		command = { type = fuel_consumption which = light_armor value = 0.04 }

		command = { type = manpower which = armor value = 0.12 }
		command = { type = manpower which = light_armor value = 0.08 }

		command = { type = max_organization which = armor value = 0.5 }
		command = { type = max_organization which = light_armor value = 0.5 }

		command = { type = morale which = armor value = -0.25 }
		command = { type = morale which = light_armor value = -0.25 }

		command = { type = transport_weight which = armor value = 2.2 }
		command = { type = transport_weight which = light_armor value = 1.5 }

		command = { type = mountain_attack which = armor value = -1.25 } # -2%
		command = { type = hill_attack which = armor value = -0.75 }
		command = { type = forest_attack which = armor value = -0.5 }
		command = { type = jungle_attack which = armor value = -1.25 }
		command = { type = swamp_attack which = armor value = -1.25 }
		command = { type = river_attack which = armor value = -1.25 }
		command = { type = shore_attack which = armor value = -1.75}
		command = { type = swamp_defense which = armor value = -0.5 }
		command = { type = mountain_move which = armor value = -1.5 }
		command = { type = hill_move which = armor value = -0.5 }
		command = { type = forest_move which = armor value = -0.5 }
		command = { type = jungle_move which = armor value = -1.5 }
		command = { type = swamp_move which = armor value = -1.75 }

		command = { type = mountain_attack which = light_armor value = -1.25 } # -2%
		command = { type = hill_attack which = light_armor value = -0.75 }
		command = { type = forest_attack which = light_armor value = -0.5 }
		command = { type = jungle_attack which = light_armor value = -1.25 }
		command = { type = swamp_attack which = light_armor value = -1.25 }
		command = { type = river_attack which = light_armor value = -1.25 }
		command = { type = shore_attack which = light_armor value = -1.75 }
		command = { type = swamp_defense which = light_armor value = -0.5 }
		command = { type = mountain_move which = light_armor value = -1.5 }
		command = { type = hill_move which = light_armor value = -0.5 }
		command = { type = forest_move which = light_armor value = -0.5 }
		command = { type = jungle_move which = light_armor value = -1.5 }
		command = { type = swamp_move which = light_armor value = -1.75 }
	}
}

# 1940 Heavy Tank Design and Development
application = {
	id = 2380
	name = TECH_APP_ARMOR_38_NAME
	desc = TECH_APP_ARMOR_38_DESC
	position = { x = 460 y = 65 }
	year = 1940

	# 3-man Powered Turret
	component = { id = 2381 name = TECH_CMP_ARMOR_38_1_NAME type = mechanics difficulty = 6 }
	# 1940 Heavy Tank Equipment
	component = { id = 2382 name = TECH_CMP_ARMOR_38_2_NAME type = artillery difficulty = 6 }
	# 50+ Ton Chassis
	component = { id = 2383 name = TECH_CMP_ARMOR_38_3_NAME type = mechanics difficulty = 7 }
	# 1940 Heavy Tank Prototype 
	component = { id = 2384 name = TECH_CMP_ARMOR_38_4_NAME type = technical_efficiency difficulty = 7 }
	# 1940 Heavy Tank Prototype Tests
	component = { id = 2385 name = TECH_CMP_ARMOR_38_5_NAME type = management difficulty = 7 }

	required = { 2360 } # '37 Heavy Tank (P)
	# Activated by: 1930 Postwar Tank Design and Development (2010)

	effects = { 
		command = { type = supply_consumption which = heavy_armor value = -0.04 }
		command = { type = supply_consumption which = sp_rct_artillery value = -0.03 } # Infantry Tank
	}
}

# 1942 Heavy Tank Production Model
application = {
	id = 2390
	name = TECH_APP_ARMOR_39_NAME
	desc = TECH_APP_ARMOR_39_DESC
	position = { x = 475 y = 105 }
	year = 1942

	# 1942 Heavy Tank Production Management
	component = { id = 2391 name = TECH_CMP_ARMOR_39_1_NAME type = management difficulty = 7 }
	# 1942 Heavy Tank Chasis
	component = { id = 2392 name = TECH_CMP_ARMOR_39_2_NAME type = mechanics difficulty = 7 }
	# 100+mm Cast Armor
	component = { id = 2393 name = TECH_CMP_ARMOR_39_3_NAME type = chemistry difficulty = 6 }
	# 1942 Heavy Tank Pilot Model
	component = { id = 2394 name = TECH_CMP_ARMOR_39_4_NAME type = technical_efficiency difficulty = 7 }
	# 1942 Heavy Tank Production Line
	component = { id = 2395 name = TECH_CMP_ARMOR_39_5_NAME type = industrial_engineering difficulty = 7 }

	required = { 2380 2770 } # '40 Heavy Tank (P) AND '42 Anti-Tank Gun
	# Activated by: 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2370 } # 1939 Heavy Tank Production Model

		command = { type = new_model which = heavy_armor value = 2 } # '42 Heavy Tank
		command = { type = scrap_model which = heavy_armor value = 1 } # '39 Heavy Tank
		command = { type = scrap_model which = heavy_armor value = 0 } # '30 Heavy Tank

		command = { type = activate_unit_type which = b_u11 } # Heavy Tank Destroyer
		command = { type = new_model which = b_u11 value = 0 } # '42 Heavy TD

		command = { type = build_cost which = armor value = 1.0 }
		command = { type = build_cost which = light_armor value = 0.7 }

		command = { type = supply_consumption which = armor value = 0.23 }
		command = { type = supply_consumption which = light_armor value = 0.16 }

		command = { type = fuel_consumption which = armor value = 0.06 }
		command = { type = fuel_consumption which = light_armor value = 0.04 }

		command = { type = manpower which = armor value = 0.12 }
		command = { type = manpower which = light_armor value = 0.08 }

		command = { type = max_organization which = armor value = 0.5 }
		command = { type = max_organization which = light_armor value = 0.5 }

		command = { type = morale which = armor value = -0.25 }
		command = { type = morale which = light_armor value = -0.25 }

		command = { type = transport_weight which = armor value = 2.2 }
		command = { type = transport_weight which = light_armor value = 1.5 }

		command = { type = mountain_attack which = armor value = -1.25 } # -2%
		command = { type = hill_attack which = armor value = -0.75 }
		command = { type = forest_attack which = armor value = -0.5 }
		command = { type = jungle_attack which = armor value = -1.25 }
		command = { type = swamp_attack which = armor value = -1.25 }
		command = { type = river_attack which = armor value = -1.25 }
		command = { type = shore_attack which = armor value = -1.75}
		command = { type = swamp_defense which = armor value = -0.5 }
		command = { type = mountain_move which = armor value = -1.5 }
		command = { type = hill_move which = armor value = -0.5 }
		command = { type = forest_move which = armor value = -0.5 }
		command = { type = jungle_move which = armor value = -1.5 }
		command = { type = swamp_move which = armor value = -1.75 }

		command = { type = mountain_attack which = light_armor value = -1.25 } # -2%
		command = { type = hill_attack which = light_armor value = -0.75 }
		command = { type = forest_attack which = light_armor value = -0.5 }
		command = { type = jungle_attack which = light_armor value = -1.25 }
		command = { type = swamp_attack which = light_armor value = -1.25 }
		command = { type = river_attack which = light_armor value = -1.25 }
		command = { type = shore_attack which = light_armor value = -1.75 }
		command = { type = swamp_defense which = light_armor value = -0.5 }
		command = { type = mountain_move which = light_armor value = -1.5 }
		command = { type = hill_move which = light_armor value = -0.5 }
		command = { type = forest_move which = light_armor value = -0.5 }
		command = { type = jungle_move which = light_armor value = -1.5 }
		command = { type = swamp_move which = light_armor value = -1.75 }
	}
}

# 1943 Very Heavy Tank Design and Development
application = {
	id = 2400
	name = TECH_APP_ARMOR_40_NAME
	desc = TECH_APP_ARMOR_40_DESC
	position = { x = 460 y = 125 }
	year = 1943

	# 3-man Powered Turret
	component = { id = 2401 name = TECH_CMP_ARMOR_40_1_NAME type = mechanics difficulty = 6 }
	# 1943 Heavy Tank Equipment
	component = { id = 2402 name = TECH_CMP_ARMOR_40_2_NAME type = artillery difficulty = 6 }
	# 50+ Ton Chassis
	component = { id = 2403 name = TECH_CMP_ARMOR_40_3_NAME type = mechanics difficulty = 8 }
	# 1943 Heavy Tank Prototype 
	component = { id = 2404 name = TECH_CMP_ARMOR_40_4_NAME type = technical_efficiency difficulty = 7 }
	# 1943 Heavy Tank Prototype Tests
	component = { id = 2405 name = TECH_CMP_ARMOR_40_5_NAME type = management difficulty = 8 }

	required = { 2380 } # '40 Heavy Tank (P)
	# Activated by: 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = supply_consumption which = heavy_armor value = -0.05 }
		command = { type = supply_consumption which = sp_rct_artillery value = -0.03 } # Infantry Tank 
		command = { type = supply_consumption which = heavy_armor value = -0.04 } # Heavy Tank Destroyer
	}
}

# 1945 Heavy Tank Production Model
application = {
	id = 2410
	name = TECH_APP_ARMOR_41_NAME
	desc = TECH_APP_ARMOR_41_DESC
	position = { x = 475 y = 165 }
	year = 1945

	# 1945 Heavy Tank Production Management
	component = { id = 2411 name = TECH_CMP_ARMOR_41_1_NAME type = management difficulty = 8 }
	# 1945 Heavy Tank Chasis
	component = { id = 2412 name = TECH_CMP_ARMOR_41_2_NAME type = mechanics difficulty = 8 }
	# 150+mm Face Hardened Armor
	component = { id = 2413 name = TECH_CMP_ARMOR_41_3_NAME type = chemistry difficulty = 7 }
	# 1945 Heavy Tank Pilot Model
	component = { id = 2414 name = TECH_CMP_ARMOR_41_4_NAME type = technical_efficiency difficulty = 8 }
	# 1945 Heavy Tank Production Line
	component = { id = 2415 name = TECH_CMP_ARMOR_41_5_NAME type = industrial_engineering difficulty = 8 }

	required = { 2400 2780 } # '43 Heavy Tank (P) AND '43 Anti-Tank Gun
	# Activated by: 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2390 } # 1942 Heavy Tank Production Model

		command = { type = new_model which = heavy_armor value = 3 } # '45 Heavy Tank
		command = { type = scrap_model which = heavy_armor value = 2 } # '42 Heavy Tank
		command = { type = scrap_model which = heavy_armor value = 1 } # '39 Heavy Tank
		command = { type = scrap_model which = heavy_armor value = 0 } # '30 Heavy Tank

		command = { type = activate_unit_type which = b_u11 } # Heavy Tank Destroyer
		command = { type = new_model which = b_u11 value = 1 } # '45 Heavy TD
		command = { type = scrap_model which = b_u11 value = 0 } # '42 Heavy TD

		command = { type = build_cost which = armor value = 1.0 }
		command = { type = build_cost which = light_armor value = 0.7 }

		command = { type = supply_consumption which = armor value = 0.23 }
		command = { type = supply_consumption which = light_armor value = 0.16 }

		command = { type = fuel_consumption which = armor value = 0.07 }
		command = { type = fuel_consumption which = light_armor value = 0.05 }

		command = { type = manpower which = armor value = 0.12 }
		command = { type = manpower which = light_armor value = 0.08 }

		command = { type = max_organization which = armor value = 0.5 }
		command = { type = max_organization which = light_armor value = 0.5 }

		command = { type = morale which = armor value = -0.25 }
		command = { type = morale which = light_armor value = -0.25 }

		command = { type = transport_weight which = armor value = 2.3 }
		command = { type = transport_weight which = light_armor value = 1.6 }

		command = { type = mountain_attack which = armor value = -1.25 } # -2%
		command = { type = hill_attack which = armor value = -0.75 }
		command = { type = forest_attack which = armor value = -0.5 }
		command = { type = jungle_attack which = armor value = -1.25 }
		command = { type = swamp_attack which = armor value = -1.25 }
		command = { type = river_attack which = armor value = -1.25 }
		command = { type = shore_attack which = armor value = -1.75}
		command = { type = swamp_defense which = armor value = -0.5 }
		command = { type = mountain_move which = armor value = -1.5 }
		command = { type = hill_move which = armor value = -0.5 }
		command = { type = forest_move which = armor value = -0.5 }
		command = { type = jungle_move which = armor value = -1.5 }
		command = { type = swamp_move which = armor value = -1.75 }

		command = { type = mountain_attack which = light_armor value = -1.25 } # -2%
		command = { type = hill_attack which = light_armor value = -0.75 }
		command = { type = forest_attack which = light_armor value = -0.5 }
		command = { type = jungle_attack which = light_armor value = -1.25 }
		command = { type = swamp_attack which = light_armor value = -1.25 }
		command = { type = river_attack which = light_armor value = -1.25 }
		command = { type = shore_attack which = light_armor value = -1.75 }
		command = { type = swamp_defense which = light_armor value = -0.5 }
		command = { type = mountain_move which = light_armor value = -1.5 }
		command = { type = hill_move which = light_armor value = -0.5 }
		command = { type = forest_move which = light_armor value = -0.5 }
		command = { type = jungle_move which = light_armor value = -1.5 }
		command = { type = swamp_move which = light_armor value = -1.75 }
	}
}

# 1946 Very Heavy Tank Design and Development
application = {
	id = 2420
	name = TECH_APP_ARMOR_42_NAME
	desc = TECH_APP_ARMOR_42_DESC
	position = { x = 460 y = 185 }
	year = 1946

	# 3-man Powered Turret
	component = { id = 2421 name = TECH_CMP_ARMOR_42_1_NAME type = mechanics difficulty = 6 }
	# 1946 Heavy Tank Equipment
	component = { id = 2422 name = TECH_CMP_ARMOR_42_2_NAME type = artillery difficulty = 7 }
	# 75+ Ton Chassis
	component = { id = 2423 name = TECH_CMP_ARMOR_42_3_NAME type = mechanics difficulty = 8 }
	# 1946 Heavy Tank Prototype 
	component = { id = 2424 name = TECH_CMP_ARMOR_42_4_NAME type = technical_efficiency difficulty = 8 }
	# 1946 Heavy Tank Prototype Tests
	component = { id = 2425 name = TECH_CMP_ARMOR_42_5_NAME type = management difficulty = 8 }

	required = { 2400 } # '43 Heavy Tank (P)
	# Activated by: 1930 Postwar Tank Design and Development (2010)

	effects = { 
		command = { type = supply_consumption which = heavy_armor value = -0.06 }
		command = { type = supply_consumption which = sp_rct_artillery value = -0.04 } # Infantry Tank 
		command = { type = supply_consumption which = heavy_armor value = -0.05 } # Heavy Tank Destroyer
	}
}

# 1948 Heavy Tank Production Model
application = {
	id = 2430
	name = TECH_APP_ARMOR_43_NAME
	desc = TECH_APP_ARMOR_43_DESC
	position = { x = 475 y = 225 }
	year = 1948

	# 1948 Heavy Tank Production Management
	component = { id = 2431 name = TECH_CMP_ARMOR_43_1_NAME type = management difficulty = 9 }
	# 1948 Heavy Tank Chasis
	component = { id = 2432 name = TECH_CMP_ARMOR_43_2_NAME type = mechanics difficulty = 9 }
	# 250+mm Face Hardened Armor
	component = { id = 2433 name = TECH_CMP_ARMOR_43_3_NAME type = chemistry difficulty = 8 }
	# 1948 Heavy Tank Pilot Model
	component = { id = 2434 name = TECH_CMP_ARMOR_43_4_NAME type = technical_efficiency difficulty = 9 }
	# 1948 Heavy Tank Production Line
	component = { id = 2435 name = TECH_CMP_ARMOR_43_5_NAME type = industrial_engineering difficulty = 9 }

	required = { 2420 2800 } # '43 Heavy Tank (P) AND '45 Anti-Tank Gun
	# Activated by: 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2410 } # 1945 Heavy Tank Production Model

		command = { type = new_model which = heavy_armor value = 4 } # '48 Heavy Tank
		command = { type = scrap_model which = heavy_armor value = 3 } # '45 Heavy Tank
		command = { type = scrap_model which = heavy_armor value = 2 } # '42 Heavy Tank
		command = { type = scrap_model which = heavy_armor value = 1 } # '39 Heavy Tank
		command = { type = scrap_model which = heavy_armor value = 0 } # '30 Heavy Tank

		command = { type = activate_unit_type which = b_u11 } # Heavy Tank Destroyer
		command = { type = new_model which = b_u11 value = 2 } # '48 Heavy TD
		command = { type = scrap_model which = b_u11 value = 1 } # '45 Heavy TD
		command = { type = scrap_model which = b_u11 value = 0 } # '42 Heavy TD

		command = { type = build_cost which = armor value = 1.0 }
		command = { type = build_cost which = light_armor value = 0.7 }

		command = { type = supply_consumption which = armor value = 0.26 }
		command = { type = supply_consumption which = light_armor value = 0.18 }

		command = { type = fuel_consumption which = armor value = 0.07 }
		command = { type = fuel_consumption which = light_armor value = 0.05 }

		command = { type = manpower which = armor value = 0.13 }
		command = { type = manpower which = light_armor value = 0.09 }

		command = { type = max_organization which = armor value = 0.5 }
		command = { type = max_organization which = light_armor value = 0.5 }

		command = { type = morale which = armor value = -0.25 }
		command = { type = morale which = light_armor value = -0.25 }

		command = { type = transport_weight which = armor value = 2.5 }
		command = { type = transport_weight which = light_armor value = 1.8 }

		command = { type = mountain_attack which = armor value = -1.25 } # -2%
		command = { type = hill_attack which = armor value = -0.75 }
		command = { type = forest_attack which = armor value = -0.5 }
		command = { type = jungle_attack which = armor value = -1.25 }
		command = { type = swamp_attack which = armor value = -1.25 }
		command = { type = river_attack which = armor value = -1.25 }
		command = { type = shore_attack which = armor value = -1.75}
		command = { type = swamp_defense which = armor value = -0.5 }
		command = { type = mountain_move which = armor value = -1.5 }
		command = { type = hill_move which = armor value = -0.5 }
		command = { type = forest_move which = armor value = -0.5 }
		command = { type = jungle_move which = armor value = -1.5 }
		command = { type = swamp_move which = armor value = -1.75 }

		command = { type = mountain_attack which = light_armor value = -1.25 } # -2%
		command = { type = hill_attack which = light_armor value = -0.75 }
		command = { type = forest_attack which = light_armor value = -0.5 }
		command = { type = jungle_attack which = light_armor value = -1.25 }
		command = { type = swamp_attack which = light_armor value = -1.25 }
		command = { type = river_attack which = light_armor value = -1.25 }
		command = { type = shore_attack which = light_armor value = -1.75 }
		command = { type = swamp_defense which = light_armor value = -0.5 }
		command = { type = mountain_move which = light_armor value = -1.5 }
		command = { type = hill_move which = light_armor value = -0.5 }
		command = { type = forest_move which = light_armor value = -0.5 }
		command = { type = jungle_move which = light_armor value = -1.5 }
		command = { type = swamp_move which = light_armor value = -1.75 }
	}
}

# ##############################################################################
# # Self Propelled Artillery - 2450-2480 #######################################
# ##############################################################################

# 1942 Light Tank Based SPA
application = {
	id = 2450
	name = TECH_APP_ARMOR_45_NAME
	desc = TECH_APP_ARMOR_45_DESC
	position = { x = 40 y = 168 }
	year = 1942

	# Light Tank Chasis Modifications
	component = { id = 2451 name = TECH_CMP_ARMOR_45_1_NAME type = mechanics difficulty = 4 }
	# Medium Gun Superstructure
	component = { id = 2452 name = TECH_CMP_ARMOR_45_2_NAME type = artillery difficulty = 5 }
	# 1942 Forward Observer Group
	component = { id = 2453 name = TECH_CMP_ARMOR_45_3_NAME type = artillery difficulty = 4 }
	# 1942 SP-Artillery Prototype
	component = { id = 2454 name = TECH_CMP_ARMOR_45_4_NAME type = technical_efficiency difficulty = 5 }
	# 1942 SP-Artillery Production Line
	component = { id = 2455 name = TECH_CMP_ARMOR_45_5_NAME type = industrial_engineering difficulty = 5 }

	required = { 2830 } # '38 Artillery
	OR_required = { 2060 2070 } # '35 Light Tank OR '38 Light Tank
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = activate_unit_type which = sp_artillery }
		command = { type = new_model which = sp_artillery value = 0 } # '42 Light SPA

		command = { type = build_cost which = armor value = 0.3 }
		command = { type = build_cost which = light_armor value = 0.2 }
		command = { type = build_cost which = mechanized value = 0.3 }

		command = { type = supply_consumption which = armor value = 0.04 }
		command = { type = supply_consumption which = light_armor value = 0.03 }
		command = { type = supply_consumption which = mechanized value = 0.04 }

		command = { type = fuel_consumption which = armor value = 0.04 }
		command = { type = fuel_consumption which = light_armor value = 0.03 }
		command = { type = fuel_consumption which = mechanized value = 0.04 }

		command = { type = manpower which = armor value = 0.02 }
		command = { type = manpower which = light_armor value = 0.01 }
		command = { type = manpower which = mechanized value = 0.02 }

		command = { type = max_organization which = armor value = 0.5 }
		command = { type = max_organization which = light_armor value = 0.5 }
		command = { type = max_organization which = mechanized value = 0.5 }

		command = { type = morale which = armor value = 0.5 }
		command = { type = morale which = light_armor value = 0.5 }
		command = { type = morale which = mechanized value = 0.5 }

		command = { type = transport_weight which = armor value = 0.7 }
		command = { type = transport_weight which = light_armor value = 0.5 }
		command = { type = transport_weight which = mechanized value = 0.7 }

		command = { type = blizzard_attack which = armor value = 0.5 } # Movement based 1/8 MOT/MEC
		command = { type = snow_attack which = armor value = 0.25 }
		command = { type = frozen_attack which = armor value = 0.25 }
		command = { type = rain_attack which = armor value = 0.25 }
		command = { type = storm_attack which = armor value = 0.25 }
		command = { type = muddy_attack which = armor value = 0.25 }
		command = { type = desert_attack which = armor value = 0.75 }
		command = { type = mountain_attack which = armor value = 0.5 }
		command = { type = hill_attack which = armor value = 0.25 }
		command = { type = forest_attack which = armor value = 0.25 }
		command = { type = jungle_attack which = armor value = 0.5 }
		command = { type = swamp_attack which = armor value = 0.5 }
		command = { type = blizzard_defense which = armor value = 0.25 }
		command = { type = desert_defense which = armor value = 0.25 }
		command = { type = mountain_defense which = armor value = 0.25 }
		command = { type = jungle_defense which = armor value = 0.25 }
		command = { type = swamp_defense which = armor value = 0.25 }
		command = { type = blizzard_move which = armor value = 0.5 }
		command = { type = snow_move which = armor value = 0.25 }
		command = { type = frozen_move which = armor value = 0.25 }
		command = { type = rain_move which = armor value = 0.25 }
		command = { type = storm_move which = armor value = 0.25 }
		command = { type = muddy_move which = armor value = 0.25 }
		command = { type = desert_move which = armor value = 0.75 }
		command = { type = mountain_move which = armor value = 0.5 }
		command = { type = hill_move which = armor value = 0.25 }
		command = { type = forest_move which = armor value = 0.25 }
		command = { type = jungle_move which = armor value = 0.5 }
		command = { type = swamp_move which = armor value = 0.5 }

		command = { type = blizzard_attack which = light_armor value = 0.5 } # Movement based 1/8 MOT/MEC
		command = { type = snow_attack which = light_armor value = 0.25 }
		command = { type = frozen_attack which = light_armor value = 0.25 }
		command = { type = rain_attack which = light_armor value = 0.25 }
		command = { type = storm_attack which = light_armor value = 0.25 }
		command = { type = muddy_attack which = light_armor value = 0.25 }
		command = { type = desert_attack which = light_armor value = 0.75 }
		command = { type = mountain_attack which = light_armor value = 0.5 }
		command = { type = hill_attack which = light_armor value = 0.25 }
		command = { type = forest_attack which = light_armor value = 0.25 }
		command = { type = jungle_attack which = light_armor value = 0.5 }
		command = { type = swamp_attack which = light_armor value = 0.5 }
		command = { type = blizzard_defense which = light_armor value = 0.25 }
		command = { type = desert_defense which = light_armor value = 0.25 }
		command = { type = mountain_defense which = light_armor value = 0.25 }
		command = { type = jungle_defense which = light_armor value = 0.25 }
		command = { type = swamp_defense which = light_armor value = 0.25 }
		command = { type = blizzard_move which = light_armor value = 0.5 }
		command = { type = snow_move which = light_armor value = 0.25 }
		command = { type = frozen_move which = light_armor value = 0.25 }
		command = { type = rain_move which = light_armor value = 0.25 }
		command = { type = storm_move which = light_armor value = 0.25 }
		command = { type = muddy_move which = light_armor value = 0.25 }
		command = { type = desert_move which = light_armor value = 0.75 }
		command = { type = mountain_move which = light_armor value = 0.5 }
		command = { type = hill_move which = light_armor value = 0.25 }
		command = { type = forest_move which = light_armor value = 0.25 }
		command = { type = jungle_move which = light_armor value = 0.5 }
		command = { type = swamp_move which = light_armor value = 0.5 }

		command = { type = blizzard_attack which = mechanized value = 0.5 } # Movement based 1/8 MOT/MEC
		command = { type = snow_attack which = mechanized value = 0.25 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.25 }
		command = { type = muddy_attack which = mechanized value = 0.25 }
		command = { type = desert_attack which = mechanized value = 0.75 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.25 }
		command = { type = desert_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = jungle_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 0.5 }
		command = { type = snow_move which = mechanized value = 0.25 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = rain_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.25 }
		command = { type = muddy_move which = mechanized value = 0.25 }
		command = { type = desert_move which = mechanized value = 0.75 }
		command = { type = mountain_move which = mechanized value = 0.5 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.5 }
		command = { type = swamp_move which = mechanized value = 0.5 }
	}
}

# 1944 Medium Tank Based SPA
application = {
	id = 2460
	name = TECH_APP_ARMOR_46_NAME
	desc = TECH_APP_ARMOR_46_DESC
	position = { x = 200 y = 85 }
	year = 1944

	# 1944 Medium Tank Chasis Modifications
	component = { id = 2461 name = TECH_CMP_ARMOR_46_1_NAME type = mechanics difficulty = 5 }
	# Heavy Gun Superstructure
	component = { id = 2462 name = TECH_CMP_ARMOR_46_2_NAME type = artillery difficulty = 6 }
	# 1944 Forward Observer Group
	component = { id = 2463 name = TECH_CMP_ARMOR_46_3_NAME type = artillery difficulty = 5 }
	# 1944 SP-Artillery Prototype
	component = { id = 2464 name = TECH_CMP_ARMOR_46_4_NAME type = technical_efficiency difficulty = 6 }
	# 1944 SP-Artillery Production Line
	component = { id = 2465 name = TECH_CMP_ARMOR_46_5_NAME type = industrial_engineering difficulty = 6 }

	required = { 2840 } # '42 Artillery
	OR_required = { 2130 2140 } # '39 Medium Tank OR '41 Medium Tank
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2450 } # 1942 Light Tank Based SPA

		command = { type = activate_unit_type which = sp_artillery }
		command = { type = new_model which = sp_artillery value = 1 } # '44 Medium SPA
		command = { type = scrap_model which = sp_artillery value = 0 } # '42 Light SPA

		command = { type = build_cost which = armor value = 0.4 }
		command = { type = build_cost which = light_armor value = 0.3 }
		command = { type = build_cost which = mechanized value = 0.4 }

		command = { type = supply_consumption which = armor value = 0.08 }
		command = { type = supply_consumption which = light_armor value = 0.06 }
		command = { type = supply_consumption which = mechanized value = 0.07 }

		command = { type = fuel_consumption which = armor value = 0.08 }
		command = { type = fuel_consumption which = light_armor value = 0.05 }
		command = { type = fuel_consumption which = mechanized value = 0.07 }

		command = { type = manpower which = armor value = 0.04 }
		command = { type = manpower which = light_armor value = 0.03 }
		command = { type = manpower which = mechanized value = 0.04 }

		command = { type = max_organization which = armor value = 0.5 }
		command = { type = max_organization which = light_armor value = 0.5 }
		command = { type = max_organization which = mechanized value = 0.5 }

		command = { type = morale which = armor value = 0.5 }
		command = { type = morale which = light_armor value = 0.5 }
		command = { type = morale which = mechanized value = 0.5 }

		command = { type = transport_weight which = armor value = 1.4 }
		command = { type = transport_weight which = light_armor value = 0.9 }
		command = { type = transport_weight which = mechanized value = 1.2 }

		command = { type = blizzard_attack which = armor value = 0.5 } # Movement based 1/8 MOT/MEC
		command = { type = snow_attack which = armor value = 0.25 }
		command = { type = frozen_attack which = armor value = 0.25 }
		command = { type = rain_attack which = armor value = 0.25 }
		command = { type = storm_attack which = armor value = 0.25 }
		command = { type = muddy_attack which = armor value = 0.25 }
		command = { type = desert_attack which = armor value = 0.75 }
		command = { type = mountain_attack which = armor value = 0.5 }
		command = { type = hill_attack which = armor value = 0.25 }
		command = { type = forest_attack which = armor value = 0.25 }
		command = { type = jungle_attack which = armor value = 0.5 }
		command = { type = swamp_attack which = armor value = 0.5 }
		command = { type = blizzard_defense which = armor value = 0.25 }
		command = { type = desert_defense which = armor value = 0.25 }
		command = { type = mountain_defense which = armor value = 0.25 }
		command = { type = jungle_defense which = armor value = 0.25 }
		command = { type = swamp_defense which = armor value = 0.25 }
		command = { type = blizzard_move which = armor value = 0.5 }
		command = { type = snow_move which = armor value = 0.25 }
		command = { type = frozen_move which = armor value = 0.25 }
		command = { type = rain_move which = armor value = 0.25 }
		command = { type = storm_move which = armor value = 0.25 }
		command = { type = muddy_move which = armor value = 0.25 }
		command = { type = desert_move which = armor value = 0.75 }
		command = { type = mountain_move which = armor value = 0.5 }
		command = { type = hill_move which = armor value = 0.25 }
		command = { type = forest_move which = armor value = 0.25 }
		command = { type = jungle_move which = armor value = 0.5 }
		command = { type = swamp_move which = armor value = 0.5 }

		command = { type = blizzard_attack which = light_armor value = 0.5 } # Movement based 1/8 MOT/MEC
		command = { type = snow_attack which = light_armor value = 0.25 }
		command = { type = frozen_attack which = light_armor value = 0.25 }
		command = { type = rain_attack which = light_armor value = 0.25 }
		command = { type = storm_attack which = light_armor value = 0.25 }
		command = { type = muddy_attack which = light_armor value = 0.25 }
		command = { type = desert_attack which = light_armor value = 0.75 }
		command = { type = mountain_attack which = light_armor value = 0.5 }
		command = { type = hill_attack which = light_armor value = 0.25 }
		command = { type = forest_attack which = light_armor value = 0.25 }
		command = { type = jungle_attack which = light_armor value = 0.5 }
		command = { type = swamp_attack which = light_armor value = 0.5 }
		command = { type = blizzard_defense which = light_armor value = 0.25 }
		command = { type = desert_defense which = light_armor value = 0.25 }
		command = { type = mountain_defense which = light_armor value = 0.25 }
		command = { type = jungle_defense which = light_armor value = 0.25 }
		command = { type = swamp_defense which = light_armor value = 0.25 }
		command = { type = blizzard_move which = light_armor value = 0.5 }
		command = { type = snow_move which = light_armor value = 0.25 }
		command = { type = frozen_move which = light_armor value = 0.25 }
		command = { type = rain_move which = light_armor value = 0.25 }
		command = { type = storm_move which = light_armor value = 0.25 }
		command = { type = muddy_move which = light_armor value = 0.25 }
		command = { type = desert_move which = light_armor value = 0.75 }
		command = { type = mountain_move which = light_armor value = 0.5 }
		command = { type = hill_move which = light_armor value = 0.25 }
		command = { type = forest_move which = light_armor value = 0.25 }
		command = { type = jungle_move which = light_armor value = 0.5 }
		command = { type = swamp_move which = light_armor value = 0.5 }

		command = { type = blizzard_attack which = mechanized value = 0.5 } # Movement based 1/8 MOT/MEC
		command = { type = snow_attack which = mechanized value = 0.25 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.25 }
		command = { type = muddy_attack which = mechanized value = 0.25 }
		command = { type = desert_attack which = mechanized value = 0.75 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.25 }
		command = { type = desert_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = jungle_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 0.5 }
		command = { type = snow_move which = mechanized value = 0.25 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = rain_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.25 }
		command = { type = muddy_move which = mechanized value = 0.25 }
		command = { type = desert_move which = mechanized value = 0.75 }
		command = { type = mountain_move which = mechanized value = 0.5 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.5 }
		command = { type = swamp_move which = mechanized value = 0.5 }
	}
}

# 1947 Medium Tank Based SPA
application = {
	id = 2470
	name = TECH_APP_ARMOR_47_NAME
	desc = TECH_APP_ARMOR_47_DESC
	position = { x = 200 y = 225 }
	year = 1947

	# 1947 Medium Tank Chasis Modifications
	component = { id = 2471 name = TECH_CMP_ARMOR_47_1_NAME type = mechanics difficulty = 6 }
	# Heavy Gun Superstructure
	component = { id = 2472 name = TECH_CMP_ARMOR_47_2_NAME type = artillery difficulty = 7 }
	# 1947 Forward Observer Group
	component = { id = 2473 name = TECH_CMP_ARMOR_47_3_NAME type = artillery difficulty = 5 }
	# 1947 SP-Artillery Prototype
	component = { id = 2474 name = TECH_CMP_ARMOR_47_4_NAME type = technical_efficiency difficulty = 7 }
	# 1947 SP-Artillery Production Line
	component = { id = 2475 name = TECH_CMP_ARMOR_47_5_NAME type = industrial_engineering difficulty = 7 }

	required = { 2850 } # '46 Artillery
	OR_required = { 2160 2170 } # '43 Medium Tank OR '45 Medium Tank 
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2450 } # 1942 Light Tank Based SPA
		command = { type = deactivate which = 2460 } # 1944 Medium Tank Based SPA

		command = { type = activate_unit_type which = sp_artillery }
		command = { type = new_model which = sp_artillery value = 2 } # '47 Heavy SPA
		command = { type = scrap_model which = sp_artillery value = 1 } # '44 Medium SPA
		command = { type = scrap_model which = sp_artillery value = 0 } # '42 Light SPA

		command = { type = build_cost which = armor value = 0.9 }
		command = { type = build_cost which = light_armor value = 0.6 }
		command = { type = build_cost which = mechanized value = 0.9 }

		command = { type = supply_consumption which = armor value = 0.20 }
		command = { type = supply_consumption which = light_armor value = 0.14 }
		command = { type = supply_consumption which = mechanized value = 0.17 }

		command = { type = fuel_consumption which = armor value = 0.20 }
		command = { type = fuel_consumption which = light_armor value = 0.13 }
		command = { type = fuel_consumption which = mechanized value = 0.17 }

		command = { type = manpower which = armor value = 0.10 }
		command = { type = manpower which = light_armor value = 0.07 }
		command = { type = manpower which = mechanized value = 0.09 }

		command = { type = max_organization which = armor value = 0.5 }
		command = { type = max_organization which = light_armor value = 0.5 }
		command = { type = max_organization which = mechanized value = 0.5 }

		command = { type = morale which = armor value = 0.5 }
		command = { type = morale which = light_armor value = 0.5 }
		command = { type = morale which = mechanized value = 0.5 }

		command = { type = transport_weight which = armor value = 3.4 }
		command = { type = transport_weight which = light_armor value = 2.3 }
		command = { type = transport_weight which = mechanized value = 2.8 }

		command = { type = blizzard_attack which = armor value = 0.5 } # Movement based 1/8 MOT/MEC
		command = { type = snow_attack which = armor value = 0.25 }
		command = { type = frozen_attack which = armor value = 0.25 }
		command = { type = rain_attack which = armor value = 0.25 }
		command = { type = storm_attack which = armor value = 0.25 }
		command = { type = muddy_attack which = armor value = 0.25 }
		command = { type = desert_attack which = armor value = 0.75 }
		command = { type = mountain_attack which = armor value = 0.5 }
		command = { type = hill_attack which = armor value = 0.25 }
		command = { type = forest_attack which = armor value = 0.25 }
		command = { type = jungle_attack which = armor value = 0.5 }
		command = { type = swamp_attack which = armor value = 0.5 }
		command = { type = blizzard_defense which = armor value = 0.25 }
		command = { type = desert_defense which = armor value = 0.25 }
		command = { type = mountain_defense which = armor value = 0.25 }
		command = { type = jungle_defense which = armor value = 0.25 }
		command = { type = swamp_defense which = armor value = 0.25 }
		command = { type = blizzard_move which = armor value = 0.5 }
		command = { type = snow_move which = armor value = 0.25 }
		command = { type = frozen_move which = armor value = 0.25 }
		command = { type = rain_move which = armor value = 0.25 }
		command = { type = storm_move which = armor value = 0.25 }
		command = { type = muddy_move which = armor value = 0.25 }
		command = { type = desert_move which = armor value = 0.75 }
		command = { type = mountain_move which = armor value = 0.5 }
		command = { type = hill_move which = armor value = 0.25 }
		command = { type = forest_move which = armor value = 0.25 }
		command = { type = jungle_move which = armor value = 0.5 }
		command = { type = swamp_move which = armor value = 0.5 }

		command = { type = blizzard_attack which = light_armor value = 0.5 } # Movement based 1/8 MOT/MEC
		command = { type = snow_attack which = light_armor value = 0.25 }
		command = { type = frozen_attack which = light_armor value = 0.25 }
		command = { type = rain_attack which = light_armor value = 0.25 }
		command = { type = storm_attack which = light_armor value = 0.25 }
		command = { type = muddy_attack which = light_armor value = 0.25 }
		command = { type = desert_attack which = light_armor value = 0.75 }
		command = { type = mountain_attack which = light_armor value = 0.5 }
		command = { type = hill_attack which = light_armor value = 0.25 }
		command = { type = forest_attack which = light_armor value = 0.25 }
		command = { type = jungle_attack which = light_armor value = 0.5 }
		command = { type = swamp_attack which = light_armor value = 0.5 }
		command = { type = blizzard_defense which = light_armor value = 0.25 }
		command = { type = desert_defense which = light_armor value = 0.25 }
		command = { type = mountain_defense which = light_armor value = 0.25 }
		command = { type = jungle_defense which = light_armor value = 0.25 }
		command = { type = swamp_defense which = light_armor value = 0.25 }
		command = { type = blizzard_move which = light_armor value = 0.5 }
		command = { type = snow_move which = light_armor value = 0.25 }
		command = { type = frozen_move which = light_armor value = 0.25 }
		command = { type = rain_move which = light_armor value = 0.25 }
		command = { type = storm_move which = light_armor value = 0.25 }
		command = { type = muddy_move which = light_armor value = 0.25 }
		command = { type = desert_move which = light_armor value = 0.75 }
		command = { type = mountain_move which = light_armor value = 0.5 }
		command = { type = hill_move which = light_armor value = 0.25 }
		command = { type = forest_move which = light_armor value = 0.25 }
		command = { type = jungle_move which = light_armor value = 0.5 }
		command = { type = swamp_move which = light_armor value = 0.5 }

		command = { type = blizzard_attack which = mechanized value = 0.5 } # Movement based 1/8 MOT/MEC
		command = { type = snow_attack which = mechanized value = 0.25 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.25 }
		command = { type = muddy_attack which = mechanized value = 0.25 }
		command = { type = desert_attack which = mechanized value = 0.75 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.25 }
		command = { type = desert_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = jungle_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 0.5 }
		command = { type = snow_move which = mechanized value = 0.25 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = rain_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.25 }
		command = { type = muddy_move which = mechanized value = 0.25 }
		command = { type = desert_move which = mechanized value = 0.75 }
		command = { type = mountain_move which = mechanized value = 0.5 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.5 }
		command = { type = swamp_move which = mechanized value = 0.5 }
	}
}

# 1950 MBT Based SPA
application = {
	id = 2480
	name = TECH_APP_ARMOR_48_NAME
	desc = TECH_APP_ARMOR_48_DESC
	position = { x = 200 y = 365 }
	year = 1950

	# 1950 MBT Chasis Modifications
	component = { id = 2481 name = TECH_CMP_ARMOR_48_1_NAME type = mechanics difficulty = 6 }
	# 1950 Heavy Gun Superstructure
	component = { id = 2482 name = TECH_CMP_ARMOR_48_2_NAME type = artillery difficulty = 7 }
	# 1950 Forward Observer Group
	component = { id = 2483 name = TECH_CMP_ARMOR_48_3_NAME type = artillery difficulty = 5 }
	# 1950 SP-Artillery Prototype
	component = { id = 2484 name = TECH_CMP_ARMOR_48_4_NAME type = technical_efficiency difficulty = 7 }
	# 1950 SP-Artillery Production Line
	component = { id = 2485 name = TECH_CMP_ARMOR_48_5_NAME type = industrial_engineering difficulty = 7 }

	required = { 2860 } # '50 Artillery
	OR_required = { 2190 2200 } # '47 Battle Tank OR '49 Battle Tank
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2450 } # 1942 Light Tank Based SPA
		command = { type = deactivate which = 2460 } # 1944 Medium Tank Based SPA
		command = { type = deactivate which = 2470 } # 1947 Medium Tank Based SPA

		command = { type = activate_unit_type which = sp_artillery }
		command = { type = new_model which = sp_artillery value = 3 } # '50 Heavy SPA
		command = { type = scrap_model which = sp_artillery value = 2 } # '47 Heavy SPA
		command = { type = scrap_model which = sp_artillery value = 1 } # '44 Medium SPA
		command = { type = scrap_model which = sp_artillery value = 0 } # '42 Light SPA

		command = { type = build_cost which = armor value = 1.1 }
		command = { type = build_cost which = light_armor value = 0.8 }
		command = { type = build_cost which = mechanized value = 1.1 }

		command = { type = supply_consumption which = armor value = 0.26 }
		command = { type = supply_consumption which = light_armor value = 0.18 }
		command = { type = supply_consumption which = mechanized value = 0.22 }

		command = { type = fuel_consumption which = armor value = 0.28 }
		command = { type = fuel_consumption which = light_armor value = 0.19 }
		command = { type = fuel_consumption which = mechanized value = 0.24 }

		command = { type = manpower which = armor value = 0.13 }
		command = { type = manpower which = light_armor value = 0.09 }
		command = { type = manpower which = mechanized value = 0.11 }

		command = { type = max_organization which = armor value = 0.5 }
		command = { type = max_organization which = light_armor value = 0.5 }
		command = { type = max_organization which = mechanized value = 0.5 }

		command = { type = morale which = armor value = 0.5 }
		command = { type = morale which = light_armor value = 0.5 }
		command = { type = morale which = mechanized value = 0.5 }

		command = { type = transport_weight which = armor value = 4.6 }
		command = { type = transport_weight which = light_armor value = 3.2 }
		command = { type = transport_weight which = mechanized value = 3.9 }

		command = { type = blizzard_attack which = armor value = 0.5 } # Movement based 1/8 MOT/MEC
		command = { type = snow_attack which = armor value = 0.25 }
		command = { type = frozen_attack which = armor value = 0.25 }
		command = { type = rain_attack which = armor value = 0.25 }
		command = { type = storm_attack which = armor value = 0.25 }
		command = { type = muddy_attack which = armor value = 0.25 }
		command = { type = desert_attack which = armor value = 0.75 }
		command = { type = mountain_attack which = armor value = 0.5 }
		command = { type = hill_attack which = armor value = 0.25 }
		command = { type = forest_attack which = armor value = 0.25 }
		command = { type = jungle_attack which = armor value = 0.5 }
		command = { type = swamp_attack which = armor value = 0.5 }
		command = { type = blizzard_defense which = armor value = 0.25 }
		command = { type = desert_defense which = armor value = 0.25 }
		command = { type = mountain_defense which = armor value = 0.25 }
		command = { type = jungle_defense which = armor value = 0.25 }
		command = { type = swamp_defense which = armor value = 0.25 }
		command = { type = blizzard_move which = armor value = 0.5 }
		command = { type = snow_move which = armor value = 0.25 }
		command = { type = frozen_move which = armor value = 0.25 }
		command = { type = rain_move which = armor value = 0.25 }
		command = { type = storm_move which = armor value = 0.25 }
		command = { type = muddy_move which = armor value = 0.25 }
		command = { type = desert_move which = armor value = 0.75 }
		command = { type = mountain_move which = armor value = 0.5 }
		command = { type = hill_move which = armor value = 0.25 }
		command = { type = forest_move which = armor value = 0.25 }
		command = { type = jungle_move which = armor value = 0.5 }
		command = { type = swamp_move which = armor value = 0.5 }

		command = { type = blizzard_attack which = light_armor value = 0.5 } # Movement based 1/8 MOT/MEC
		command = { type = snow_attack which = light_armor value = 0.25 }
		command = { type = frozen_attack which = light_armor value = 0.25 }
		command = { type = rain_attack which = light_armor value = 0.25 }
		command = { type = storm_attack which = light_armor value = 0.25 }
		command = { type = muddy_attack which = light_armor value = 0.25 }
		command = { type = desert_attack which = light_armor value = 0.75 }
		command = { type = mountain_attack which = light_armor value = 0.5 }
		command = { type = hill_attack which = light_armor value = 0.25 }
		command = { type = forest_attack which = light_armor value = 0.25 }
		command = { type = jungle_attack which = light_armor value = 0.5 }
		command = { type = swamp_attack which = light_armor value = 0.5 }
		command = { type = blizzard_defense which = light_armor value = 0.25 }
		command = { type = desert_defense which = light_armor value = 0.25 }
		command = { type = mountain_defense which = light_armor value = 0.25 }
		command = { type = jungle_defense which = light_armor value = 0.25 }
		command = { type = swamp_defense which = light_armor value = 0.25 }
		command = { type = blizzard_move which = light_armor value = 0.5 }
		command = { type = snow_move which = light_armor value = 0.25 }
		command = { type = frozen_move which = light_armor value = 0.25 }
		command = { type = rain_move which = light_armor value = 0.25 }
		command = { type = storm_move which = light_armor value = 0.25 }
		command = { type = muddy_move which = light_armor value = 0.25 }
		command = { type = desert_move which = light_armor value = 0.75 }
		command = { type = mountain_move which = light_armor value = 0.5 }
		command = { type = hill_move which = light_armor value = 0.25 }
		command = { type = forest_move which = light_armor value = 0.25 }
		command = { type = jungle_move which = light_armor value = 0.5 }
		command = { type = swamp_move which = light_armor value = 0.5 }

		command = { type = blizzard_attack which = mechanized value = 0.5 } # Movement based 1/8 MOT/MEC
		command = { type = snow_attack which = mechanized value = 0.25 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.25 }
		command = { type = muddy_attack which = mechanized value = 0.25 }
		command = { type = desert_attack which = mechanized value = 0.75 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.25 }
		command = { type = desert_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = jungle_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 0.5 }
		command = { type = snow_move which = mechanized value = 0.25 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = rain_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.25 }
		command = { type = muddy_move which = mechanized value = 0.25 }
		command = { type = desert_move which = mechanized value = 0.75 }
		command = { type = mountain_move which = mechanized value = 0.5 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.5 }
		command = { type = swamp_move which = mechanized value = 0.5 }
	}
}

# ##############################################################################
# # Tank Destroyers - 2490-2530 ################################################
# ##############################################################################

# 1940 Light Tank Based Conversion TD
application = {
	id = 2490
	name = TECH_APP_ARMOR_49_NAME
	desc = TECH_APP_ARMOR_49_DESC
	position = { x = 40 y = 149 }
	year = 1940

	# 1940 Conversion Program Management
	component = { id = 2491 name = TECH_CMP_ARMOR_49_1_NAME type = management difficulty = 4 }
	# 1940 Light Chasis Modifications
	component = { id = 2492 name = TECH_CMP_ARMOR_49_2_NAME type = mechanics difficulty = 2 }
	# 1940 High Velocity Gun Superstructure
	component = { id = 2493 name = TECH_CMP_ARMOR_49_3_NAME type = artillery difficulty = 4 }
	# Light Conversion TD Prototype
	component = { id = 2494 name = TECH_CMP_ARMOR_49_4_NAME type = technical_efficiency difficulty = 4 }
	# 1940 Light Conversion TD Production Line
	component = { id = 2495 name = TECH_CMP_ARMOR_49_5_NAME type = industrial_engineering difficulty = 4 }

	required = { 2730 } # '35 Anti-Tank Gun
	OR_required = { 2060 2070 } # '35 Light Tank OR '38 Light Tank
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = activate_unit_type which = tank_destroyer }
		command = { type = new_model which = tank_destroyer value = 0 } # '40 Light TD

		command = { type = build_cost which = armor value = 0.2 }
		command = { type = build_cost which = light_armor value = 0.2 }
		command = { type = build_cost which = mechanized value = 0.2 }
		command = { type = build_cost which = motorized value = 0.1 }

		command = { type = supply_consumption which = mechanized value = 0.04 }
		command = { type = supply_consumption which = armor value = 0.02 }
		command = { type = supply_consumption which = light_armor value = 0.02 }
		command = { type = supply_consumption which = motorized value = 0.02 }

		command = { type = fuel_consumption which = mechanized value = 0.02 }
		command = { type = fuel_consumption which = armor value = 0.01 }
		command = { type = fuel_consumption which = light_armor value = 0.01 }
		command = { type = fuel_consumption which = motorized value = 0.01 }

		command = { type = manpower which = mechanized value = 0.02 }
		command = { type = manpower which = armor value = 0.01 }
		command = { type = manpower which = light_armor value = 0.01 }
		command = { type = manpower which = motorized value = 0.01 }

		command = { type = morale which = mechanized value = 0.5 }
		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = motorized value = 0.25 }

		command = { type = transport_weight which = mechanized value = 0.5 }
		command = { type = transport_weight which = armor value = 0.2 }
		command = { type = transport_weight which = light_armor value = 0.2 }
		command = { type = transport_weight which = motorized value = 0.2 }

		command = { type = blizzard_attack which = mechanized value = 0.5 } # Movement based 1/8 MOT/MEC
		command = { type = snow_attack which = mechanized value = 0.25 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.25 }
		command = { type = muddy_attack which = mechanized value = 0.25 }
		command = { type = desert_attack which = mechanized value = 0.75 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.25 }
		command = { type = desert_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = jungle_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 0.5 }
		command = { type = snow_move which = mechanized value = 0.25 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = rain_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.25 }
		command = { type = muddy_move which = mechanized value = 0.25 }
		command = { type = desert_move which = mechanized value = 0.75 }
		command = { type = mountain_move which = mechanized value = 0.5 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.5 }
		command = { type = swamp_move which = mechanized value = 0.5 }

		command = { type = blizzard_attack which = armor value = 0.25 } # Movement based 1/16 MOT/MEC
		command = { type = desert_attack which = armor value = 0.25 }
		command = { type = mountain_attack which = armor value = 0.25 }
		command = { type = jungle_attack which = armor value = 0.25 }
		command = { type = swamp_attack which = armor value = 0.25 }
		command = { type = blizzard_move which = armor value = 0.25 }
		command = { type = desert_move which = armor value = 0.25 }
		command = { type = mountain_move which = armor value = 0.25 }
		command = { type = jungle_move which = armor value = 0.25 }
		command = { type = swamp_move which = armor value = 0.25 }

		command = { type = blizzard_attack which = light_armor value = 0.25 } # Movement based 1/16 MOT/MEC
		command = { type = desert_attack which = light_armor value = 0.25 }
		command = { type = mountain_attack which = light_armor value = 0.25 }
		command = { type = jungle_attack which = light_armor value = 0.25 }
		command = { type = swamp_attack which = light_armor value = 0.25 }
		command = { type = blizzard_move which = light_armor value = 0.25 }
		command = { type = desert_move which = light_armor value = 0.25 }
		command = { type = mountain_move which = light_armor value = 0.25 }
		command = { type = jungle_move which = light_armor value = 0.25 }
		command = { type = swamp_move which = light_armor value = 0.25 }

		command = { type = blizzard_attack which = motorized value = 0.25 } # Movement based 1/16 MOT/MEC
		command = { type = desert_attack which = motorized value = 0.25 }
		command = { type = mountain_attack which = motorized value = 0.25 }
		command = { type = jungle_attack which = motorized value = 0.25 }
		command = { type = swamp_attack which = motorized value = 0.25 }
		command = { type = blizzard_move which = motorized value = 0.25 }
		command = { type = desert_move which = motorized value = 0.25 }
		command = { type = mountain_move which = motorized value = 0.25 }
		command = { type = jungle_move which = motorized value = 0.25 }
		command = { type = swamp_move which = motorized value = 0.25 }
	}
}

# 1942 Light Tank Based Conversion TD
application = {
	id = 2500
	name = TECH_APP_ARMOR_50_NAME
	desc = TECH_APP_ARMOR_50_DESC
	position = { x = 40 y = 207 }
	year = 1942

	# 1942 Conversion Program Management
	component = { id = 2501 name = TECH_CMP_ARMOR_50_1_NAME type = management difficulty = 4 }
	# 1942 Light Tank Chasis Modifications
	component = { id = 2502 name = TECH_CMP_ARMOR_50_2_NAME type = mechanics difficulty = 2 }
	# 1942 High Velocity Gun Superstructure
	component = { id = 2503 name = TECH_CMP_ARMOR_50_3_NAME type = artillery difficulty = 4 }
	# 1942 Light Conversion TD Prototype
	component = { id = 2504 name = TECH_CMP_ARMOR_50_4_NAME type = technical_efficiency difficulty = 4 }
	# 1942 Light Conversion TD Production Line
	component = { id = 2505 name = TECH_CMP_ARMOR_50_5_NAME type = industrial_engineering difficulty = 4 }

	required = { 2770 } # '42 Anti-Tank Gun
	OR_required = { 2070 2130 } # '38 Light Tank OR '39 Medium Tank 
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2490 } # 1940 Light Tank Based Conversion TD

		command = { type = activate_unit_type which = tank_destroyer }
		command = { type = new_model which = tank_destroyer value = 1 } # '42 Light TD
		command = { type = scrap_model which = tank_destroyer value = 0 } # '40 Light TD

		command = { type = build_cost which = mechanized value = 0.3 }
		command = { type = build_cost which = armor value = 0.1 }
		command = { type = build_cost which = light_armor value = 0.1 }
		command = { type = build_cost which = motorized value = 0.2 }

		command = { type = supply_consumption which = mechanized value = 0.06 }
		command = { type = supply_consumption which = armor value = 0.03 }
		command = { type = supply_consumption which = light_armor value = 0.02 }
		command = { type = supply_consumption which = motorized value = 0.03 }

		command = { type = fuel_consumption which = mechanized value = 0.03 }
		command = { type = fuel_consumption which = armor value = 0.02 }
		command = { type = fuel_consumption which = light_armor value = 0.01 }
		command = { type = fuel_consumption which = motorized value = 0.01 }

		command = { type = manpower which = mechanized value = 0.03 }
		command = { type = manpower which = armor value = 0.01 }
		command = { type = manpower which = light_armor value = 0.01 }
		command = { type = manpower which = motorized value = 0.01 }

		command = { type = morale which = mechanized value = 0.5 }
		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = motorized value = 0.25 }

		command = { type = transport_weight which = mechanized value = 0.7 }
		command = { type = transport_weight which = armor value = 0.4 }
		command = { type = transport_weight which = light_armor value = 0.2 }
		command = { type = transport_weight which = motorized value = 0.3 }

		command = { type = blizzard_attack which = mechanized value = 0.5 } # Movement based 1/8 MOT/MEC
		command = { type = snow_attack which = mechanized value = 0.25 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.25 }
		command = { type = muddy_attack which = mechanized value = 0.25 }
		command = { type = desert_attack which = mechanized value = 0.75 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.25 }
		command = { type = desert_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = jungle_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 0.5 }
		command = { type = snow_move which = mechanized value = 0.25 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = rain_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.25 }
		command = { type = muddy_move which = mechanized value = 0.25 }
		command = { type = desert_move which = mechanized value = 0.75 }
		command = { type = mountain_move which = mechanized value = 0.5 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.5 }
		command = { type = swamp_move which = mechanized value = 0.5 }

		command = { type = blizzard_attack which = armor value = 0.25 } # Movement based 1/16 MOT/MEC
		command = { type = desert_attack which = armor value = 0.25 }
		command = { type = mountain_attack which = armor value = 0.25 }
		command = { type = jungle_attack which = armor value = 0.25 }
		command = { type = swamp_attack which = armor value = 0.25 }
		command = { type = blizzard_move which = armor value = 0.25 }
		command = { type = desert_move which = armor value = 0.25 }
		command = { type = mountain_move which = armor value = 0.25 }
		command = { type = jungle_move which = armor value = 0.25 }
		command = { type = swamp_move which = armor value = 0.25 }

		command = { type = blizzard_attack which = light_armor value = 0.25 } # Movement based 1/16 MOT/MEC
		command = { type = desert_attack which = light_armor value = 0.25 }
		command = { type = mountain_attack which = light_armor value = 0.25 }
		command = { type = jungle_attack which = light_armor value = 0.25 }
		command = { type = swamp_attack which = light_armor value = 0.25 }
		command = { type = blizzard_move which = light_armor value = 0.25 }
		command = { type = desert_move which = light_armor value = 0.25 }
		command = { type = mountain_move which = light_armor value = 0.25 }
		command = { type = jungle_move which = light_armor value = 0.25 }
		command = { type = swamp_move which = light_armor value = 0.25 }

		command = { type = blizzard_attack which = motorized value = 0.25 } # Movement based 1/16 MOT/MEC
		command = { type = desert_attack which = motorized value = 0.25 }
		command = { type = mountain_attack which = motorized value = 0.25 }
		command = { type = jungle_attack which = motorized value = 0.25 }
		command = { type = swamp_attack which = motorized value = 0.25 }
		command = { type = blizzard_move which = motorized value = 0.25 }
		command = { type = desert_move which = motorized value = 0.25 }
		command = { type = mountain_move which = motorized value = 0.25 }
		command = { type = jungle_move which = motorized value = 0.25 }
		command = { type = swamp_move which = motorized value = 0.25 }
	}
}

# 1943 Medium Tank Based TD
application = {
	id = 2510
	name = TECH_APP_ARMOR_51_NAME
	desc = TECH_APP_ARMOR_51_DESC
	position = { x = 200 y = 65 }
	year = 1943
	# 1943 Light Chasis Modifications
	component = { id = 2511 name = TECH_CMP_ARMOR_51_1_NAME type = mechanics difficulty = 4 }
	# 1943 High Velocity Gun Superstructure
	component = { id = 2512 name = TECH_CMP_ARMOR_51_2_NAME type = artillery difficulty = 6 }
	# 60+mm Cast Armor
	component = { id = 2513 name = TECH_CMP_ARMOR_51_3_NAME type = chemistry difficulty = 6 }
	# 1943 Medium TD Prototype
	component = { id = 2514 name = TECH_CMP_ARMOR_51_4_NAME type = technical_efficiency difficulty = 6 }
	# 1943 Medium TD Production Line
	component = { id = 2515 name = TECH_CMP_ARMOR_51_5_NAME type = industrial_engineering difficulty = 6 }

	required = { 2780 } # '43 Anti-Tank Gun
	OR_required = { 2130 2140 } # '39 Medium Tank OR '41 Medium Tank 
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2490 } # 1940 Light Tank Based Conversion TD
		command = { type = deactivate which = 2500 } # 1942 Light Tank Based Conversion TD

		command = { type = activate_unit_type which = tank_destroyer }
		command = { type = new_model which = tank_destroyer value = 6 } # '43 Medium TD
		command = { type = new_model which = tank_destroyer value = 2 } # '43 Light TD
		command = { type = scrap_model which = tank_destroyer value = 1 } # '42 Light TD
		command = { type = scrap_model which = tank_destroyer value = 0 } # '40 Light TD

		command = { type = build_cost which = mechanized value = 0.2 }
		command = { type = build_cost which = armor value = 0.1 }
		command = { type = build_cost which = light_armor value = 0.1 }
		command = { type = build_cost which = motorized value = 0.1 }

		command = { type = supply_consumption which = mechanized value = 0.06 }
		command = { type = supply_consumption which = armor value = 0.03 }
		command = { type = supply_consumption which = light_armor value = 0.02 }
		command = { type = supply_consumption which = motorized value = 0.03 }

		command = { type = fuel_consumption which = mechanized value = 0.08 }
		command = { type = fuel_consumption which = armor value = 0.04 }
		command = { type = fuel_consumption which = light_armor value = 0.03 }
		command = { type = fuel_consumption which = motorized value = 0.04 }

		command = { type = manpower which = mechanized value = 0.03 }
		command = { type = manpower which = armor value = 0.01 }
		command = { type = manpower which = light_armor value = 0.01 }
		command = { type = manpower which = motorized value = 0.01 }

		command = { type = max_organization which = mechanized value = 0.5 }
		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = motorized value = 0.25 }

		command = { type = morale which = mechanized value = 0.5 }
		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = motorized value = 0.25 }

		command = { type = transport_weight which = mechanized value = 1.2 }
		command = { type = transport_weight which = armor value = 0.6 }
		command = { type = transport_weight which = light_armor value = 0.4 }
		command = { type = transport_weight which = motorized value = 0.6 }

		command = { type = blizzard_attack which = mechanized value = 0.5 } # Movement based 1/8 MOT/MEC
		command = { type = snow_attack which = mechanized value = 0.25 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.25 }
		command = { type = muddy_attack which = mechanized value = 0.25 }
		command = { type = desert_attack which = mechanized value = 0.75 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.25 }
		command = { type = desert_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = jungle_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 0.5 }
		command = { type = snow_move which = mechanized value = 0.25 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = rain_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.25 }
		command = { type = muddy_move which = mechanized value = 0.25 }
		command = { type = desert_move which = mechanized value = 0.75 }
		command = { type = mountain_move which = mechanized value = 0.5 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.5 }
		command = { type = swamp_move which = mechanized value = 0.5 }

		command = { type = blizzard_attack which = armor value = 0.25 } # Movement based 1/16 MOT/MEC
		command = { type = desert_attack which = armor value = 0.25 }
		command = { type = mountain_attack which = armor value = 0.25 }
		command = { type = jungle_attack which = armor value = 0.25 }
		command = { type = swamp_attack which = armor value = 0.25 }
		command = { type = blizzard_move which = armor value = 0.25 }
		command = { type = desert_move which = armor value = 0.25 }
		command = { type = mountain_move which = armor value = 0.25 }
		command = { type = jungle_move which = armor value = 0.25 }
		command = { type = swamp_move which = armor value = 0.25 }

		command = { type = blizzard_attack which = light_armor value = 0.25 } # Movement based 1/16 MOT/MEC
		command = { type = desert_attack which = light_armor value = 0.25 }
		command = { type = mountain_attack which = light_armor value = 0.25 }
		command = { type = jungle_attack which = light_armor value = 0.25 }
		command = { type = swamp_attack which = light_armor value = 0.25 }
		command = { type = blizzard_move which = light_armor value = 0.25 }
		command = { type = desert_move which = light_armor value = 0.25 }
		command = { type = mountain_move which = light_armor value = 0.25 }
		command = { type = jungle_move which = light_armor value = 0.25 }
		command = { type = swamp_move which = light_armor value = 0.25 }

		command = { type = blizzard_attack which = motorized value = 0.25 } # Movement based 1/16 MOT/MEC
		command = { type = desert_attack which = motorized value = 0.25 }
		command = { type = mountain_attack which = motorized value = 0.25 }
		command = { type = jungle_attack which = motorized value = 0.25 }
		command = { type = swamp_attack which = motorized value = 0.25 }
		command = { type = blizzard_move which = motorized value = 0.25 }
		command = { type = desert_move which = motorized value = 0.25 }
		command = { type = mountain_move which = motorized value = 0.25 }
		command = { type = jungle_move which = motorized value = 0.25 }
		command = { type = swamp_move which = motorized value = 0.25 }
	}
}

# 1945 Medium Tank Based TD
application = {
	id = 2520
	name = TECH_APP_ARMOR_52_NAME
	desc = TECH_APP_ARMOR_52_DESC
	position = { x = 200 y = 205 }
	year = 1945

	# 1945 Medium Tank Chasis Modifications
	component = { id = 2521 name = TECH_CMP_ARMOR_52_1_NAME type = mechanics difficulty = 5 }
	# 1945 High Velocity Gun Superstructure
	component = { id = 2522 name = TECH_CMP_ARMOR_52_2_NAME type = artillery difficulty = 7 }
	# 100+mm Face Hardened Armor
	component = { id = 2523 name = TECH_CMP_ARMOR_52_3_NAME type = chemistry difficulty = 6 }
	# 1945 Medium TD Prototype
	component = { id = 2524 name = TECH_CMP_ARMOR_52_4_NAME type = technical_efficiency difficulty = 7 }
	# 1945 Medium TD Production Line
	component = { id = 2525 name = TECH_CMP_ARMOR_52_5_NAME type = industrial_engineering difficulty = 7 }

	required = { 2780 } # '43 Anti-Tank Gun
	OR_required = { 2160 2170 } # '43 Medium Tank OR '45 Medium Tank 
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2490 } # 1940 Light Tank Based Conversion TD
		command = { type = deactivate which = 2500 } # 1942 Light Tank Based Conversion TD
		command = { type = deactivate which = 2510 } # 1943 Medium Tank Based Conversion TD

		command = { type = activate_unit_type which = tank_destroyer }
		command = { type = new_model which = tank_destroyer value = 7 } # '45 Medium TD
		command = { type = scrap_model which = tank_destroyer value = 6 } # '43 Medium TD
		command = { type = new_model which = tank_destroyer value = 3 } # '45 Light TD
		command = { type = scrap_model which = tank_destroyer value = 2 } # '43 Light TD
		command = { type = scrap_model which = tank_destroyer value = 1 } # '42 Light TD
		command = { type = scrap_model which = tank_destroyer value = 0 } # '40 Light TD

		command = { type = build_cost which = mechanized value = 0.5 }
		command = { type = build_cost which = armor value = 0.3 }
		command = { type = build_cost which = light_armor value = 0.2 }
		command = { type = build_cost which = motorized value = 0.3 }

		command = { type = supply_consumption which = mechanized value = 0.16 }
		command = { type = supply_consumption which = armor value = 0.09 }
		command = { type = supply_consumption which = light_armor value = 0.06 }
		command = { type = supply_consumption which = motorized value = 0.08 }

		command = { type = fuel_consumption which = mechanized value = 0.08 }
		command = { type = fuel_consumption which = armor value = 0.04 }
		command = { type = fuel_consumption which = light_armor value = 0.03 }
		command = { type = fuel_consumption which = motorized value = 0.04 }

		command = { type = manpower which = mechanized value = 0.08 }
		command = { type = manpower which = armor value = 0.04 }
		command = { type = manpower which = light_armor value = 0.03 }
		command = { type = manpower which = motorized value = 0.04 }

		command = { type = max_organization which = mechanized value = 0.5 }
		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = motorized value = 0.25 }

		command = { type = morale which = mechanized value = 0.5 }
		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = motorized value = 0.25 }

		command = { type = transport_weight which = mechanized value = 1.9 }
		command = { type = transport_weight which = armor value = 1.0 }
		command = { type = transport_weight which = light_armor value = 0.7 }
		command = { type = transport_weight which = motorized value = 1.0 }

		command = { type = blizzard_attack which = mechanized value = 0.5 } # Movement based 1/8 MOT/MEC
		command = { type = snow_attack which = mechanized value = 0.25 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.25 }
		command = { type = muddy_attack which = mechanized value = 0.25 }
		command = { type = desert_attack which = mechanized value = 0.75 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.25 }
		command = { type = desert_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = jungle_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 0.5 }
		command = { type = snow_move which = mechanized value = 0.25 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = rain_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.25 }
		command = { type = muddy_move which = mechanized value = 0.25 }
		command = { type = desert_move which = mechanized value = 0.75 }
		command = { type = mountain_move which = mechanized value = 0.5 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.5 }
		command = { type = swamp_move which = mechanized value = 0.5 }

		command = { type = blizzard_attack which = armor value = 0.25 } # Movement based 1/16 MOT/MEC
		command = { type = desert_attack which = armor value = 0.25 }
		command = { type = mountain_attack which = armor value = 0.25 }
		command = { type = jungle_attack which = armor value = 0.25 }
		command = { type = swamp_attack which = armor value = 0.25 }
		command = { type = blizzard_move which = armor value = 0.25 }
		command = { type = desert_move which = armor value = 0.25 }
		command = { type = mountain_move which = armor value = 0.25 }
		command = { type = jungle_move which = armor value = 0.25 }
		command = { type = swamp_move which = armor value = 0.25 }

		command = { type = blizzard_attack which = light_armor value = 0.25 } # Movement based 1/16 MOT/MEC
		command = { type = desert_attack which = light_armor value = 0.25 }
		command = { type = mountain_attack which = light_armor value = 0.25 }
		command = { type = jungle_attack which = light_armor value = 0.25 }
		command = { type = swamp_attack which = light_armor value = 0.25 }
		command = { type = blizzard_move which = light_armor value = 0.25 }
		command = { type = desert_move which = light_armor value = 0.25 }
		command = { type = mountain_move which = light_armor value = 0.25 }
		command = { type = jungle_move which = light_armor value = 0.25 }
		command = { type = swamp_move which = light_armor value = 0.25 }

		command = { type = blizzard_attack which = motorized value = 0.25 } # Movement based 1/16 MOT/MEC
		command = { type = desert_attack which = motorized value = 0.25 }
		command = { type = mountain_attack which = motorized value = 0.25 }
		command = { type = jungle_attack which = motorized value = 0.25 }
		command = { type = swamp_attack which = motorized value = 0.25 }
		command = { type = blizzard_move which = motorized value = 0.25 }
		command = { type = desert_move which = motorized value = 0.25 }
		command = { type = mountain_move which = motorized value = 0.25 }
		command = { type = jungle_move which = motorized value = 0.25 }
		command = { type = swamp_move which = motorized value = 0.25 }
	}
}

# 1947 MBT Based TD
application = {
	id = 2530
	name = TECH_APP_ARMOR_53_NAME
	desc = TECH_APP_ARMOR_53_DESC
	position = { x = 200 y = 345 }
	year = 1947

	# 1947 MBT Chasis Modifications
	component = { id = 2531 name = TECH_CMP_ARMOR_53_1_NAME type = mechanics difficulty = 5 }
	# 1947 High Velocity Gun Superstructure
	component = { id = 2532 name = TECH_CMP_ARMOR_53_2_NAME type = artillery difficulty = 7 }
	# 120+mm Face Hardened Armor
	component = { id = 2533 name = TECH_CMP_ARMOR_53_3_NAME type = chemistry difficulty = 7 }
	# 1947 Medium TD Prototype
	component = { id = 2534 name = TECH_CMP_ARMOR_53_4_NAME type = technical_efficiency difficulty = 7 }
	# 1947 Medium TD Production Line
	component = { id = 2535 name = TECH_CMP_ARMOR_53_5_NAME type = industrial_engineering difficulty = 7 }

	required = { 2800 } # '45 Anti-Tank Gun
	OR_required = { 2190 2200 } # '47 Battle Tank OR '49 Battle Tank 
	# Activated by: Tank Production Rights Event OR 1930 Postwar Tank Design and Development (2010)

	effects = {
		command = { type = deactivate which = 2490 } # 1940 Light Tank Based Conversion TD
		command = { type = deactivate which = 2500 } # 1942 Light Tank Based Conversion TD
		command = { type = deactivate which = 2510 } # 1943 Medium Tank Based Conversion TD
		command = { type = deactivate which = 2520 } # 1945 Medium Tank Based Conversion TD

		command = { type = activate_unit_type which = tank_destroyer }
		command = { type = new_model which = tank_destroyer value = 8 } # '47 Medium TD
		command = { type = scrap_model which = tank_destroyer value = 7 } # '45 Medium TD
		command = { type = scrap_model which = tank_destroyer value = 6 } # '43 Medium TD
		command = { type = new_model which = tank_destroyer value = 4 } # '47 Light TD
		command = { type = scrap_model which = tank_destroyer value = 3 } # '45 Light TD
		command = { type = scrap_model which = tank_destroyer value = 2 } # '43 Light TD
		command = { type = scrap_model which = tank_destroyer value = 1 } # '42 Light TD
		command = { type = scrap_model which = tank_destroyer value = 0 } # '40 Light TD

		command = { type = build_cost which = mechanized value = 0.5 }
		command = { type = build_cost which = armor value = 0.3 }
		command = { type = build_cost which = light_armor value = 0.2 }
		command = { type = build_cost which = motorized value = 0.3 }

		command = { type = supply_consumption which = mechanized value = 0.16 }
		command = { type = supply_consumption which = armor value = 0.09 }
		command = { type = supply_consumption which = light_armor value = 0.06 }
		command = { type = supply_consumption which = motorized value = 0.08 }

		command = { type = fuel_consumption which = mechanized value = 0.08 }
		command = { type = fuel_consumption which = armor value = 0.04 }
		command = { type = fuel_consumption which = light_armor value = 0.03 }
		command = { type = fuel_consumption which = motorized value = 0.04 }

		command = { type = manpower which = mechanized value = 0.08 }
		command = { type = manpower which = armor value = 0.04 }
		command = { type = manpower which = light_armor value = 0.03 }
		command = { type = manpower which = motorized value = 0.04 }

		command = { type = max_organization which = mechanized value = 0.5 }
		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = motorized value = 0.25 }

		command = { type = morale which = mechanized value = 0.5 }
		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = motorized value = 0.25 }

		command = { type = transport_weight which = mechanized value = 1.9 }
		command = { type = transport_weight which = armor value = 1.0 }
		command = { type = transport_weight which = light_armor value = 0.7 }
		command = { type = transport_weight which = motorized value = 1.0 }

		command = { type = blizzard_attack which = mechanized value = 0.5 } # Movement based 1/8 MOT/MEC
		command = { type = snow_attack which = mechanized value = 0.25 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.25 }
		command = { type = muddy_attack which = mechanized value = 0.25 }
		command = { type = desert_attack which = mechanized value = 0.75 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.25 }
		command = { type = desert_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = jungle_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 0.5 }
		command = { type = snow_move which = mechanized value = 0.25 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = rain_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.25 }
		command = { type = muddy_move which = mechanized value = 0.25 }
		command = { type = desert_move which = mechanized value = 0.75 }
		command = { type = mountain_move which = mechanized value = 0.5 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.5 }
		command = { type = swamp_move which = mechanized value = 0.5 }

		command = { type = blizzard_attack which = armor value = 0.25 } # Movement based 1/16 MOT/MEC
		command = { type = desert_attack which = armor value = 0.25 }
		command = { type = mountain_attack which = armor value = 0.25 }
		command = { type = jungle_attack which = armor value = 0.25 }
		command = { type = swamp_attack which = armor value = 0.25 }
		command = { type = blizzard_move which = armor value = 0.25 }
		command = { type = desert_move which = armor value = 0.25 }
		command = { type = mountain_move which = armor value = 0.25 }
		command = { type = jungle_move which = armor value = 0.25 }
		command = { type = swamp_move which = armor value = 0.25 }

		command = { type = blizzard_attack which = light_armor value = 0.25 } # Movement based 1/16 MOT/MEC
		command = { type = desert_attack which = light_armor value = 0.25 }
		command = { type = mountain_attack which = light_armor value = 0.25 }
		command = { type = jungle_attack which = light_armor value = 0.25 }
		command = { type = swamp_attack which = light_armor value = 0.25 }
		command = { type = blizzard_move which = light_armor value = 0.25 }
		command = { type = desert_move which = light_armor value = 0.25 }
		command = { type = mountain_move which = light_armor value = 0.25 }
		command = { type = jungle_move which = light_armor value = 0.25 }
		command = { type = swamp_move which = light_armor value = 0.25 }

		command = { type = blizzard_attack which = motorized value = 0.25 } # Movement based 1/16 MOT/MEC
		command = { type = desert_attack which = motorized value = 0.25 }
		command = { type = mountain_attack which = motorized value = 0.25 }
		command = { type = jungle_attack which = motorized value = 0.25 }
		command = { type = swamp_attack which = motorized value = 0.25 }
		command = { type = blizzard_move which = motorized value = 0.25 }
		command = { type = desert_move which = motorized value = 0.25 }
		command = { type = mountain_move which = motorized value = 0.25 }
		command = { type = jungle_move which = motorized value = 0.25 }
		command = { type = swamp_move which = motorized value = 0.25 }
	}
}

# ##############################################################################
# # Light Armored Division - 2540-2600 #########################################
# ##############################################################################

# 1936 Light Tank Division Organization
application = {
	id = 2540
	name = TECH_APP_ARMOR_54_NAME
	desc = TECH_APP_ARMOR_54_DESC
	position = { x = 40 y = 111 }
	year = 1936

	# 1936 Light Tank Division Role
	component = { id = 2541 name = TECH_CMP_ARMOR_54_1_NAME type = combined_arms_focus difficulty = 10 }
	# 1936 Quartermaster Battalion (Mot)
	component = { id = 2542 name = TECH_CMP_ARMOR_54_2_NAME type = large_unit_focus difficulty = 8 }
	# 1936 Tank Company Organization
	component = { id = 2543 name = TECH_CMP_ARMOR_54_3_NAME type = small_unit_tactics difficulty = 10 }
	# 1936 Light Tank Division Organization (6bn)
	component = { id = 2544 name = TECH_CMP_ARMOR_54_4_NAME type = technical_efficiency difficulty = 10 }
	# 1936 Light Tank Division Field Tests
	component = { id = 2545 name = TECH_CMP_ARMOR_54_5_NAME type = training difficulty = 10 }

	required = { 5220 } # Semi-Industrial Economy
	OR_required = { 2060 2070 } # '35 Light Tank OR '38 Light Tank
	# Activated by: 1935 Light Tank Brigade Organization (6630)

	effects = {
		command = { type = gain_tech which = 2550 } # 1939 Light Tank Division Reorganization
		command = { type = new_model which = light_armor value = 1 } # '36 Light Tank Division
		command = { type = scrap_model which = light_armor value = 0 }
	}
}

# 1939 Light Tank Division Reorganization
application = {
	id = 2550
	name = TECH_APP_ARMOR_55_NAME
	desc = TECH_APP_ARMOR_55_DESC
	position = { x = 325 y = 25 }
	year = 1939

	# 1939 Tank Regiment
	component = { id = 2551 name = TECH_CMP_ARMOR_55_1_NAME type = combined_arms_focus difficulty = 12 }
	# 1939 Quartermaster Battalion (Mot)
	component = { id = 2552 name = TECH_CMP_ARMOR_55_2_NAME type = large_unit_focus difficulty = 10 }
	# 1939 Tank Company Organization
	component = { id = 2553 name = TECH_CMP_ARMOR_55_3_NAME type = small_unit_tactics difficulty = 12 }
	# 1939 Light Tank Division Organization (6bn)
	component = { id = 2554 name = TECH_CMP_ARMOR_55_4_NAME type = technical_efficiency difficulty = 12 }
	# 1939 Light Tank Division Field Tests
	component = { id = 2555 name = TECH_CMP_ARMOR_55_5_NAME type = training difficulty = 12 }

	required = { 5220 } # Semi-Industrial Economy
	OR_required = { 2130 2140 } # '38 Medium Tank OR '41 Medium Tank
	# Activated by: 1935 Light Tank Brigade Organization (6630)

	effects = {
		command = { type = deactivate which = 2540 } # 1936 Light Tank Division Organization

		command = { type = gain_tech which = 2560 } # 1941 Light Armored Division Reorganization

		command = { type = new_model which = light_armor value = 2 } # '39 Light Tank Div.
		command = { type = new_model which = light_armor value = 1 } # '36 Light Tank Division
		command = { type = scrap_model which = light_armor value = 1 }
		command = { type = scrap_model which = light_armor value = 0 }

		command = { type = activate_unit_type which = b_u4 } # Towed Artillery
	}
}

# 1941 Light Armored Division Reorganization
application = {
	id = 2560
	name = TECH_APP_ARMOR_56_NAME
	desc = TECH_APP_ARMOR_56_DESC
	position = { x = 325 y = 105 }
	year = 1941

	# 1941 Motorized Infantry Regiment
	component = { id = 2561 name = TECH_CMP_ARMOR_56_1_NAME type = combined_arms_focus difficulty = 13 }
	# 1941 Quartermaster Battalion (Mot)
	component = { id = 2562 name = TECH_CMP_ARMOR_56_2_NAME type = large_unit_focus difficulty = 11 }
	# 1941 Armored Company Organization
	component = { id = 2563 name = TECH_CMP_ARMOR_56_3_NAME type = small_unit_tactics difficulty = 13 }
	# 1941 Light Armored Division Organization (6bn)
	component = { id = 2564 name = TECH_CMP_ARMOR_56_4_NAME type = technical_efficiency difficulty = 13 }
	# 1941 Light Armored Division Field Tests
	component = { id = 2565 name = TECH_CMP_ARMOR_56_5_NAME type = training difficulty = 13 }

	required = { 2140 5220 } # '41 Medium Tank AND Semi-Industrial Economy
	# Activated by: 1935 Light Tank Brigade Organization (6630)

	effects = {
		command = { type = deactivate which = 2540 } # 1936 Light Tank Division Organization
		command = { type = deactivate which = 2550 } # 1939 Light Tank Division Rerganization

		command = { type = gain_tech which = 2570 } # 1943 Light Armored Division Reorganization

		command = { type = new_model which = light_armor value = 3 } # '41 Light Armor Division
		command = { type = new_model which = light_armor value = 2 } # '39 Light Tank Div.
		command = { type = new_model which = light_armor value = 1 } # '36 Light Tank Division
		command = { type = scrap_model which = light_armor value = 2 }
		command = { type = scrap_model which = light_armor value = 1 }
		command = { type = scrap_model which = light_armor value = 0 }

		command = { type = activate_unit_type which = mechanized }
		command = { type = new_model which = mechanized value = 0 } # '41 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 10 } # '41 Mechanized (9bn)
		command = { type = scrap_model which = mechanized value = 10 }

		command = { type = activate_unit_type which = b_u4 } # Towed Artillery

		command = { type = new_model which = engineer value = 2 } # Pionier Regiment
		command = { type = new_model which = engineer value = 1 }
		command = { type = scrap_model which = engineer value = 1 }
	}
}

# 1943 Light Armored Division Reorganization
application = {
	id = 2570
	name = TECH_APP_ARMOR_57_NAME
	desc = TECH_APP_ARMOR_57_DESC
	position = { x = 325 y = 165 }
	year = 1943

	# 1943 Mechanized Infantry Regiment
	component = { id = 2571 name = TECH_CMP_ARMOR_57_1_NAME type = combined_arms_focus difficulty = 13 }
	# 1943 Quartermaster Battalion (Mech)
	component = { id = 2572 name = TECH_CMP_ARMOR_57_2_NAME type = large_unit_focus difficulty = 11 }
	# 1943 Armored Company Organization
	component = { id = 2573 name = TECH_CMP_ARMOR_57_3_NAME type = small_unit_tactics difficulty = 13 }
	# 1943 Light Armored Division Organization (6bn)
	component = { id = 2574 name = TECH_CMP_ARMOR_57_4_NAME type = technical_efficiency difficulty = 13 }
	# 1943 Light Armored Division Field Tests
	component = { id = 2575 name = TECH_CMP_ARMOR_57_5_NAME type = training difficulty = 13 }

	required = { 5220 } # Semi-Industrial Economy
	OR_required = { 2160 2170 } # '43 Medium Tank OR '45 Medium Tank
	# Activated by: 1935 Light Tank Brigade Organization (6630)

	effects = {
		command = { type = activate which = 6650 } # 1944 Mechanized Infantry Role: Assault
		command = { type = activate which = 6660 } # 1944 Mechanized Infantry Role: Tactical Withdrawal

		command = { type = deactivate which = 2540 } # 1936 Light Tank Division Organization
		command = { type = deactivate which = 2550 } # 1939 Light Tank Division Rerganization
		command = { type = deactivate which = 2560 } # 1941 Light Armored Division Reorganization

		command = { type = gain_tech which = 2580 } # 1945 Light Armored Division Reorganization

		command = { type = new_model which = light_armor value = 4 } # '43 Light Armor Division
		command = { type = new_model which = light_armor value = 3 } # '41 Light Armor Division
		command = { type = new_model which = light_armor value = 2 } # '39 Light Tank Div.
		command = { type = new_model which = light_armor value = 1 } # '36 Light Tank Division
		command = { type = scrap_model which = light_armor value = 3 }
		command = { type = scrap_model which = light_armor value = 2 }
		command = { type = scrap_model which = light_armor value = 1 }
		command = { type = scrap_model which = light_armor value = 0 }

		command = { type = activate_unit_type which = mechanized }
		command = { type = new_model which = mechanized value = 1 } # '43 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 0 } # '41 Mechanized (6bn)
		command = { type = scrap_model which = mechanized value = 0 }
		command = { type = new_model which = mechanized value = 11 } # '43 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 10 } # '41 Mechanized (9bn)
		command = { type = scrap_model which = mechanized value = 11 }
		command = { type = scrap_model which = mechanized value = 10 }

		command = { type = activate_unit_type which = b_u4 } # Towed Artillery

		command = { type = new_model which = engineer value = 3 } # Pionier Regiment
		command = { type = new_model which = engineer value = 2 }
		command = { type = new_model which = engineer value = 1 }
		command = { type = scrap_model which = engineer value = 2 }
		command = { type = scrap_model which = engineer value = 1 }

		command = { type = blizzard_attack which = mechanized value = 1.0 } # 1%
		command = { type = snow_attack which = mechanized value = 0.75 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.5 }
		command = { type = muddy_attack which = mechanized value = 0.5 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.5 }
		command = { type = snow_defense which = mechanized value = 0.25 }
		command = { type = frozen_defense which = mechanized value = 0.25 }
		command = { type = storm_defense which = mechanized value = 0.25 }
		command = { type = muddy_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 1.0 } 
		command = { type = snow_move which = mechanized value = 0.5 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = rain_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.5 }
		command = { type = muddy_move which = mechanized value = 0.5 }
		command = { type = desert_move which = mechanized value = 0.25 }
		command = { type = mountain_move which = mechanized value = 0.75 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.75 }
		command = { type = swamp_move which = mechanized value = 1.0 }

		command = { type = blizzard_attack which = light_armor value = 0.5 } # 1/2%
		command = { type = snow_attack which = light_armor value = 0.25 }
		command = { type = frozen_attack which = light_armor value = 0.25 }
		command = { type = rain_attack which = light_armor value = 0.25 }
		command = { type = storm_attack which = light_armor value = 0.25 }
		command = { type = muddy_attack which = light_armor value = 0.25 }
		command = { type = mountain_attack which = light_armor value = 1.0 }
		command = { type = hill_attack which = light_armor value = 0.25 }
		command = { type = jungle_attack which = light_armor value = 0.25 }
		command = { type = swamp_attack which = light_armor value = 0.25 }
		command = { type = blizzard_defense which = light_armor value = 0.25 }
		command = { type = snow_defense which = light_armor value = 0.25 }
		command = { type = swamp_defense which = light_armor value = 0.25 }
		command = { type = blizzard_move which = light_armor value = 0.5 }
		command = { type = snow_move which = light_armor value = 0.25 }
		command = { type = frozen_move which = light_armor value = 0.25 }
		command = { type = storm_move which = light_armor value = 0.25 }
		command = { type = muddy_move which = light_armor value = 0.25 }
		command = { type = desert_move which = light_armor value = 0.5 }
		command = { type = mountain_move which = light_armor value = 0.25 }
		command = { type = hill_move which = light_armor value = 0.25 }
		command = { type = jungle_move which = light_armor value = 0.25 }
		command = { type = swamp_move which = light_armor value = 0.5 }
	}
}

# 1945 Light Armored Division Reorganization
application = {
	id = 2580
	name = TECH_APP_ARMOR_58_NAME
	desc = TECH_APP_ARMOR_58_DESC
	position = { x = 325 y = 245 }
	year = 1945

	# 1945 Armoured Regiment
	component = { id = 2581 name = TECH_CMP_ARMOR_58_1_NAME type = combined_arms_focus difficulty = 14 }
	# 1945 Quartermaster Battalion (Mech)
	component = { id = 2582 name = TECH_CMP_ARMOR_58_2_NAME type = large_unit_focus difficulty = 12 }
	# 1945 Armored Company
	component = { id = 2583 name = TECH_CMP_ARMOR_58_3_NAME type = small_unit_tactics difficulty = 14 }
	# 1945 Light Armored Division Organization (6bn)
	component = { id = 2584 name = TECH_CMP_ARMOR_58_4_NAME type = technical_efficiency difficulty = 14 }
	# 1945 Light Armored Division Field Tests
	component = { id = 2585 name = TECH_CMP_ARMOR_58_5_NAME type = training difficulty = 14 }

	required = { 2170 5220 } # '45 Medium Tank AND Semi-Industrial Economy
	# Activated by: 1935 Light Tank Brigade Organization (6630)

	effects = {
		command = { type = deactivate which = 2540 } # 1936 Light Tank Division Organization
		command = { type = deactivate which = 2550 } # 1939 Light Tank Division Rerganization
		command = { type = deactivate which = 2560 } # 1941 Light Armored Division Reorganization
		command = { type = deactivate which = 2570 } # 1943 Light Armored Division Reorganization

		command = { type = gain_tech which = 2590 } # 1947 Light Armored Division Reorganization

		command = { type = new_model which = light_armor value = 5 } # '45 Light Armor Division
		command = { type = new_model which = light_armor value = 4 } # '43 Light Armor Division
		command = { type = new_model which = light_armor value = 3 } # '41 Light Armor Division
		command = { type = new_model which = light_armor value = 2 } # '39 Light Tank Div.
		command = { type = new_model which = light_armor value = 1 } # '36 Light Tank Division
		command = { type = scrap_model which = light_armor value = 4 }
		command = { type = scrap_model which = light_armor value = 3 }
		command = { type = scrap_model which = light_armor value = 2 }
		command = { type = scrap_model which = light_armor value = 1 }
		command = { type = scrap_model which = light_armor value = 0 }

		command = { type = activate_unit_type which = mechanized }
		command = { type = new_model which = mechanized value = 2 } # '45 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 1 } # '43 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 0 } # '41 Mechanized (6bn)
		command = { type = scrap_model which = mechanized value = 1 }
		command = { type = scrap_model which = mechanized value = 0 }
		command = { type = new_model which = mechanized value = 12 } # '45 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 11 } # '43 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 10 } # '41 Mechanized (9bn)
		command = { type = scrap_model which = mechanized value = 12 }
		command = { type = scrap_model which = mechanized value = 11 }
		command = { type = scrap_model which = mechanized value = 10 }

		command = { type = activate_unit_type which = b_u4 } # Towed Artillery

		command = { type = new_model which = engineer value = 3 } # Pionier Regiment
		command = { type = new_model which = engineer value = 2 }
		command = { type = new_model which = engineer value = 1 }
		command = { type = scrap_model which = engineer value = 2 }
		command = { type = scrap_model which = engineer value = 1 }

		command = { type = blizzard_attack which = mechanized value = 1.0 } # 1%
		command = { type = snow_attack which = mechanized value = 0.75 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.5 }
		command = { type = muddy_attack which = mechanized value = 0.5 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.5 }
		command = { type = snow_defense which = mechanized value = 0.25 }
		command = { type = frozen_defense which = mechanized value = 0.25 }
		command = { type = storm_defense which = mechanized value = 0.25 }
		command = { type = muddy_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 1.0 } 
		command = { type = snow_move which = mechanized value = 0.5 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = rain_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.5 }
		command = { type = muddy_move which = mechanized value = 0.5 }
		command = { type = desert_move which = mechanized value = 0.25 }
		command = { type = mountain_move which = mechanized value = 0.75 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.75 }
		command = { type = swamp_move which = mechanized value = 1.0 }

		command = { type = blizzard_attack which = light_armor value = 0.5 } # 1/2%
		command = { type = snow_attack which = light_armor value = 0.25 }
		command = { type = frozen_attack which = light_armor value = 0.25 }
		command = { type = rain_attack which = light_armor value = 0.25 }
		command = { type = storm_attack which = light_armor value = 0.25 }
		command = { type = muddy_attack which = light_armor value = 0.25 }
		command = { type = mountain_attack which = light_armor value = 1.0 }
		command = { type = hill_attack which = light_armor value = 0.25 }
		command = { type = jungle_attack which = light_armor value = 0.25 }
		command = { type = swamp_attack which = light_armor value = 0.25 }
		command = { type = blizzard_defense which = light_armor value = 0.25 }
		command = { type = snow_defense which = light_armor value = 0.25 }
		command = { type = swamp_defense which = light_armor value = 0.25 }
		command = { type = blizzard_move which = light_armor value = 0.5 }
		command = { type = snow_move which = light_armor value = 0.25 }
		command = { type = frozen_move which = light_armor value = 0.25 }
		command = { type = storm_move which = light_armor value = 0.25 }
		command = { type = muddy_move which = light_armor value = 0.25 }
		command = { type = desert_move which = light_armor value = 0.5 }
		command = { type = mountain_move which = light_armor value = 0.25 }
		command = { type = hill_move which = light_armor value = 0.25 }
		command = { type = jungle_move which = light_armor value = 0.25 }
		command = { type = swamp_move which = light_armor value = 0.5 }
	}
}

# 1947 Light Armored Division Reorganization
application = {
	id = 2590
	name = TECH_APP_ARMOR_59_NAME
	desc = TECH_APP_ARMOR_59_DESC
	position = { x = 325 y = 305 }
	year = 1947

	# 1947 Armored Regiment
	component = { id = 2591 name = TECH_CMP_ARMOR_59_1_NAME type = combined_arms_focus difficulty = 14 }
	# 1947 Quartermaster Battalion (Mot)
	component = { id = 2592 name = TECH_CMP_ARMOR_59_2_NAME type = large_unit_focus difficulty = 12 }
	# 1947 Armored Company Organization
	component = { id = 2593 name = TECH_CMP_ARMOR_59_3_NAME type = small_unit_tactics difficulty = 14 }
	# 1947 Light Armored Division Organization (6bn)
	component = { id = 2594 name = TECH_CMP_ARMOR_59_4_NAME type = technical_efficiency difficulty = 14 }
	# 1947 Light Armored Division Field Tests
	component = { id = 2595 name = TECH_CMP_ARMOR_59_5_NAME type = training difficulty = 14 }

	required = { 5220 } # Semi-Industrial Economy
	OR_required = { 2190 2200 } # '47 Battle Tank OR '49 Battle Tank
	# Activated by: 1935 Light Tank Brigade Organization (6630)

	effects = {
		command = { type = deactivate which = 2540 } # 1936 Light Tank Division Organization
		command = { type = deactivate which = 2550 } # 1939 Light Tank Division Rerganization
		command = { type = deactivate which = 2560 } # 1941 Light Armored Division Reorganization
		command = { type = deactivate which = 2570 } # 1943 Light Armored Division Reorganization
		command = { type = deactivate which = 2580 } # 1945 Light Armored Division Reorganization

		command = { type = gain_tech which = 2600 } # 1949 Light Armored Division Reorganization

		command = { type = new_model which = light_armor value = 6 } # '47 Light Armor Division
		command = { type = new_model which = light_armor value = 5 } # '45 Light Armor Division
		command = { type = new_model which = light_armor value = 4 } # '43 Light Armor Division
		command = { type = new_model which = light_armor value = 3 } # '41 Light Armor Division
		command = { type = new_model which = light_armor value = 2 } # '39 Light Tank Div.
		command = { type = new_model which = light_armor value = 1 } # '36 Light Tank Division
		command = { type = scrap_model which = light_armor value = 5 }
		command = { type = scrap_model which = light_armor value = 4 }
		command = { type = scrap_model which = light_armor value = 3 }
		command = { type = scrap_model which = light_armor value = 2 }
		command = { type = scrap_model which = light_armor value = 1 }
		command = { type = scrap_model which = light_armor value = 0 }

		command = { type = activate_unit_type which = mechanized }
		command = { type = new_model which = mechanized value = 3 } # '47 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 2 } # '45 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 1 } # '43 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 0 } # '41 Mechanized (6bn)
		command = { type = scrap_model which = mechanized value = 2 }
		command = { type = scrap_model which = mechanized value = 1 }
		command = { type = scrap_model which = mechanized value = 0 }
		command = { type = new_model which = mechanized value = 13 } # '47 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 12 } # '45 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 11 } # '43 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 10 } # '41 Mechanized (9bn)
		command = { type = scrap_model which = mechanized value = 13 }
		command = { type = scrap_model which = mechanized value = 12 }
		command = { type = scrap_model which = mechanized value = 11 }
		command = { type = scrap_model which = mechanized value = 10 }

		command = { type = activate_unit_type which = b_u4 } # Towed Artillery

		command = { type = new_model which = engineer value = 4 } # Pionier Regiment
		command = { type = new_model which = engineer value = 3 }
		command = { type = new_model which = engineer value = 2 }
		command = { type = new_model which = engineer value = 1 }
		command = { type = scrap_model which = engineer value = 3 }
		command = { type = scrap_model which = engineer value = 2 }
		command = { type = scrap_model which = engineer value = 1 }

		command = { type = blizzard_attack which = mechanized value = 1.0 } # 1%
		command = { type = snow_attack which = mechanized value = 0.75 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.5 }
		command = { type = muddy_attack which = mechanized value = 0.5 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.5 }
		command = { type = snow_defense which = mechanized value = 0.25 }
		command = { type = frozen_defense which = mechanized value = 0.25 }
		command = { type = storm_defense which = mechanized value = 0.25 }
		command = { type = muddy_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 1.0 } 
		command = { type = snow_move which = mechanized value = 0.5 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = rain_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.5 }
		command = { type = muddy_move which = mechanized value = 0.5 }
		command = { type = desert_move which = mechanized value = 0.25 }
		command = { type = mountain_move which = mechanized value = 0.75 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.75 }
		command = { type = swamp_move which = mechanized value = 1.0 }

		command = { type = blizzard_attack which = light_armor value = 0.5 } # 1/2%
		command = { type = snow_attack which = light_armor value = 0.25 }
		command = { type = frozen_attack which = light_armor value = 0.25 }
		command = { type = rain_attack which = light_armor value = 0.25 }
		command = { type = storm_attack which = light_armor value = 0.25 }
		command = { type = muddy_attack which = light_armor value = 0.25 }
		command = { type = mountain_attack which = light_armor value = 1.0 }
		command = { type = hill_attack which = light_armor value = 0.25 }
		command = { type = jungle_attack which = light_armor value = 0.25 }
		command = { type = swamp_attack which = light_armor value = 0.25 }
		command = { type = blizzard_defense which = light_armor value = 0.25 }
		command = { type = snow_defense which = light_armor value = 0.25 }
		command = { type = swamp_defense which = light_armor value = 0.25 }
		command = { type = blizzard_move which = light_armor value = 0.5 }
		command = { type = snow_move which = light_armor value = 0.25 }
		command = { type = frozen_move which = light_armor value = 0.25 }
		command = { type = storm_move which = light_armor value = 0.25 }
		command = { type = muddy_move which = light_armor value = 0.25 }
		command = { type = desert_move which = light_armor value = 0.5 }
		command = { type = mountain_move which = light_armor value = 0.25 }
		command = { type = hill_move which = light_armor value = 0.25 }
		command = { type = jungle_move which = light_armor value = 0.25 }
		command = { type = swamp_move which = light_armor value = 0.5 }
	}
}

# 1949 Light Armored Division Reorganization
application = {
	id = 2600
	name = TECH_APP_ARMOR_60_NAME
	desc = TECH_APP_ARMOR_60_DESC
	position = { x = 325 y = 365 }
	year = 1949

	# 1949 Armored Regiment
	component = { id = 2601 name = TECH_CMP_ARMOR_60_1_NAME type = combined_arms_focus difficulty = 15 }
	# 1949 Quartermaster Battalion (Mech)
	component = { id = 2602 name = TECH_CMP_ARMOR_60_2_NAME type = large_unit_focus difficulty = 13 }
	# 1949 Armored Company
	component = { id = 2603 name = TECH_CMP_ARMOR_60_3_NAME type = small_unit_tactics difficulty = 15 }
	# 1949 Light Armored Division Organization (6bn)
	component = { id = 2604 name = TECH_CMP_ARMOR_60_4_NAME type = technical_efficiency difficulty = 15 }
	# 1949 Light Armored Division Field Tests
	component = { id = 2605 name = TECH_CMP_ARMOR_60_5_NAME type = training difficulty = 15 }

	required = { 2200 5220 } # '49 Battle Tank AND Semi-Industrial Economy 
	# Activated by: 1935 Light Tank Brigade Organization (6630)

	effects = {
		command = { type = deactivate which = 2540 } # 1936 Light Tank Division Organization
		command = { type = deactivate which = 2550 } # 1939 Light Tank Division Rerganization
		command = { type = deactivate which = 2560 } # 1941 Light Armored Division Reorganization
		command = { type = deactivate which = 2570 } # 1943 Light Armored Division Reorganization
		command = { type = deactivate which = 2580 } # 1945 Light Armored Division Reorganization
		command = { type = deactivate which = 2590 } # 1947 Light Armored Division Reorganization

		command = { type = new_model which = light_armor value = 7 } # '49 Light Armor Division
		command = { type = new_model which = light_armor value = 6 } # '47 Light Armor Division
		command = { type = new_model which = light_armor value = 5 } # '45 Light Armor Division
		command = { type = new_model which = light_armor value = 4 } # '43 Light Armor Division
		command = { type = new_model which = light_armor value = 3 } # '41 Light Armor Division
		command = { type = new_model which = light_armor value = 2 } # '39 Light Tank Div.
		command = { type = new_model which = light_armor value = 1 } # '36 Light Tank Division
		command = { type = scrap_model which = light_armor value = 6 }
		command = { type = scrap_model which = light_armor value = 5 }
		command = { type = scrap_model which = light_armor value = 4 }
		command = { type = scrap_model which = light_armor value = 3 }
		command = { type = scrap_model which = light_armor value = 2 }
		command = { type = scrap_model which = light_armor value = 1 }
		command = { type = scrap_model which = light_armor value = 0 }

		command = { type = activate_unit_type which = mechanized }
		command = { type = new_model which = mechanized value = 4 } # '49 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 3 } # '47 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 2 } # '45 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 1 } # '43 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 0 } # '41 Mechanized (6bn)
		command = { type = scrap_model which = mechanized value = 3 }
		command = { type = scrap_model which = mechanized value = 2 }
		command = { type = scrap_model which = mechanized value = 1 }
		command = { type = scrap_model which = mechanized value = 0 }
		command = { type = new_model which = mechanized value = 14 } # '49 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 13 } # '47 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 12 } # '45 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 11 } # '43 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 10 } # '41 Mechanized (9bn)
		command = { type = scrap_model which = mechanized value = 14 }
		command = { type = scrap_model which = mechanized value = 13 }
		command = { type = scrap_model which = mechanized value = 12 }
		command = { type = scrap_model which = mechanized value = 11 }
		command = { type = scrap_model which = mechanized value = 10 }

		command = { type = activate_unit_type which = b_u4 } # Towed Artillery

		command = { type = new_model which = engineer value = 4 } # Pionier Regiment
		command = { type = new_model which = engineer value = 3 }
		command = { type = new_model which = engineer value = 2 }
		command = { type = new_model which = engineer value = 1 }
		command = { type = scrap_model which = engineer value = 3 }
		command = { type = scrap_model which = engineer value = 2 }
		command = { type = scrap_model which = engineer value = 1 }

		command = { type = blizzard_attack which = mechanized value = 1.0 } # 1%
		command = { type = snow_attack which = mechanized value = 0.75 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.5 }
		command = { type = muddy_attack which = mechanized value = 0.5 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.5 }
		command = { type = snow_defense which = mechanized value = 0.25 }
		command = { type = frozen_defense which = mechanized value = 0.25 }
		command = { type = storm_defense which = mechanized value = 0.25 }
		command = { type = muddy_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 1.0 } 
		command = { type = snow_move which = mechanized value = 0.5 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = rain_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.5 }
		command = { type = muddy_move which = mechanized value = 0.5 }
		command = { type = desert_move which = mechanized value = 0.25 }
		command = { type = mountain_move which = mechanized value = 0.75 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.75 }
		command = { type = swamp_move which = mechanized value = 1.0 }

		command = { type = blizzard_attack which = light_armor value = 0.5 } # 1/2%
		command = { type = snow_attack which = light_armor value = 0.25 }
		command = { type = frozen_attack which = light_armor value = 0.25 }
		command = { type = rain_attack which = light_armor value = 0.25 }
		command = { type = storm_attack which = light_armor value = 0.25 }
		command = { type = muddy_attack which = light_armor value = 0.25 }
		command = { type = mountain_attack which = light_armor value = 1.0 }
		command = { type = hill_attack which = light_armor value = 0.25 }
		command = { type = jungle_attack which = light_armor value = 0.25 }
		command = { type = swamp_attack which = light_armor value = 0.25 }
		command = { type = blizzard_defense which = light_armor value = 0.25 }
		command = { type = snow_defense which = light_armor value = 0.25 }
		command = { type = swamp_defense which = light_armor value = 0.25 }
		command = { type = blizzard_move which = light_armor value = 0.5 }
		command = { type = snow_move which = light_armor value = 0.25 }
		command = { type = frozen_move which = light_armor value = 0.25 }
		command = { type = storm_move which = light_armor value = 0.25 }
		command = { type = muddy_move which = light_armor value = 0.25 }
		command = { type = desert_move which = light_armor value = 0.5 }
		command = { type = mountain_move which = light_armor value = 0.25 }
		command = { type = hill_move which = light_armor value = 0.25 }
		command = { type = jungle_move which = light_armor value = 0.25 }
		command = { type = swamp_move which = light_armor value = 0.5 }
	}
}

# ##############################################################################
# # Armored Divisions - 2610-2670 ##############################################
# ##############################################################################

# 1936 Tank Division Organization
application = {
	id = 2610
	name = TECH_APP_ARMOR_61_NAME
	desc = TECH_APP_ARMOR_61_DESC
	position = { x = 40 y = 130 }
	year = 1936

	# 1936 Tank Division Role
	component = { id = 2611 name = TECH_CMP_ARMOR_61_1_NAME type = combined_arms_focus difficulty = 10 }
	# 1936 Quartermaster Battalion (Mot)
	component = { id = 2612 name = TECH_CMP_ARMOR_61_2_NAME type = large_unit_focus difficulty = 8 }
	# 1936 Tank Company Organization
	component = { id = 2613 name = TECH_CMP_ARMOR_61_3_NAME type = small_unit_tactics difficulty = 10 }
	# 1936 Tank Division Organization (9bn)
	component = { id = 2614 name = TECH_CMP_ARMOR_61_4_NAME type = technical_efficiency difficulty = 12 }
	# 1936 Tank Division Field Tests
	component = { id = 2615 name = TECH_CMP_ARMOR_61_5_NAME type = training difficulty = 10 }

	required = { 5220 } # Semi-Industrial Economy
	OR_required = { 2060 2070 } # '35 Light Tank OR '38 Light Tank
	# Activated by: 1935 Tank Brigade Organization (6640)

	effects = {
		command = { type = gain_tech which = 2620 } # 1939 Tank Division Reorganization
		command = { type = new_model which = armor value = 1 } # '36 Tank Division
		command = { type = scrap_model which = armor value = 0 }
	}
}

# 1939 Tank Division Reorganization
application = {
	id = 2620
	name = TECH_APP_ARMOR_62_NAME
	desc = TECH_APP_ARMOR_62_DESC
	position = { x = 325 y = 45 }
	year = 1939

	# 1939 Tank Regiment
	component = { id = 2621 name = TECH_CMP_ARMOR_62_1_NAME type = combined_arms_focus difficulty = 12 }
	# 1939 Quartermaster Battalion (Mot)
	component = { id = 2622 name = TECH_CMP_ARMOR_62_2_NAME type = large_unit_focus difficulty = 10 }
	# 1939 Tank Company Organization
	component = { id = 2623 name = TECH_CMP_ARMOR_62_3_NAME type = small_unit_tactics difficulty = 12 }
	# 1939 Tank Division Organization (9bn)
	component = { id = 2624 name = TECH_CMP_ARMOR_62_4_NAME type = technical_efficiency difficulty = 14 }
	# 1939 Tank Division Field Tests
	component = { id = 2625 name = TECH_CMP_ARMOR_62_5_NAME type = training difficulty = 12 }

	required = { 5220 } # Semi-Industrial Economy
	OR_required = { 2130 2140 } # '38 Medium Tank OR '41 Medium Tank 
	# Activated by: 1935 Tank Brigade Organization (6640)

	effects = {
		command = { type = deactivate which = 2610 } # 1936 Tank Division Organization

		command = { type = gain_tech which = 2630 } # 1941 Armored Division Reorganization

		command = { type = new_model which = armor value = 2 } # '39 Tank Div.
		command = { type = new_model which = armor value = 1 } # '36 Tank Div.
		command = { type = scrap_model which = armor value = 1 }
		command = { type = scrap_model which = armor value = 0 }

		command = { type = activate_unit_type which = b_u4 } # Towed Artillery
	}
}

# 1941 Armored Division Reorganization
application = {
	id = 2630
	name = TECH_APP_ARMOR_63_NAME
	desc = TECH_APP_ARMOR_63_DESC
	position = { x = 325 y = 125 }
	year = 1941

	# 1941 Motorized Infantry Regiment
	component = { id = 2631 name = TECH_CMP_ARMOR_63_1_NAME type = combined_arms_focus difficulty = 13 }
	# 1941 Quartermaster Battalion (Mot)
	component = { id = 2632 name = TECH_CMP_ARMOR_63_2_NAME type = large_unit_focus difficulty = 11 }
	# 1941 Armored Company
	component = { id = 2633 name = TECH_CMP_ARMOR_63_3_NAME type = small_unit_tactics difficulty = 13 }
	# 1941 Armored Division Organization (9bn)
	component = { id = 2634 name = TECH_CMP_ARMOR_63_4_NAME type = technical_efficiency difficulty = 15 }
	# 1941 Armored Division Field Tests
	component = { id = 2635 name = TECH_CMP_ARMOR_63_5_NAME type = training difficulty = 13 }

	required = { 2140 5220 } # '41 Medium Tank AND Semi-Industrial Economy
	# Activated by: 1935 Tank Brigade Organization (6640)

	effects = {
		command = { type = deactivate which = 2610 } # 1936 Tank Division Organization
		command = { type = deactivate which = 2620 } # 1939 Tank Division Rerganization

		command = { type = gain_tech which = 2640 } # 1943 Armored Division Reorganization

		command = { type = new_model which = armor value = 3 } # '41 Armor Division
		command = { type = new_model which = armor value = 2 } # '39 Tank Div.
		command = { type = new_model which = armor value = 1 } # '36 Tank Div.
		command = { type = scrap_model which = armor value = 2 }
		command = { type = scrap_model which = armor value = 1 }
		command = { type = scrap_model which = armor value = 0 }

		command = { type = activate_unit_type which = mechanized }
		command = { type = new_model which = mechanized value = 10 } # '41 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 0 } # '41 Mechanized (6bn)
		command = { type = scrap_model which = mechanized value = 0 }

		command = { type = activate_unit_type which = b_u4 } # Towed Artillery

		command = { type = new_model which = engineer value = 2 } # Pionier Regiment 
		command = { type = new_model which = engineer value = 1 }
		command = { type = scrap_model which = engineer value = 1 }
	}
}

# 1943 Armored Division Reorganization
application = {
	id = 2640
	name = TECH_APP_ARMOR_64_NAME
	desc = TECH_APP_ARMOR_64_DESC
	position = { x = 325 y = 185 }
	year = 1943

	# 1943 Mechanized Infantry Regiment
	component = { id = 2641 name = TECH_CMP_ARMOR_64_1_NAME type = combined_arms_focus difficulty = 13 }
	# 1943 Quartermaster Battalion (Mot)
	component = { id = 2642 name = TECH_CMP_ARMOR_64_2_NAME type = large_unit_focus difficulty = 11 }
	# 1943 Armored Company
	component = { id = 2643 name = TECH_CMP_ARMOR_64_3_NAME type = small_unit_tactics difficulty = 13 }
	# 1943 Armored Division Organization (9bn)
	component = { id = 2644 name = TECH_CMP_ARMOR_64_4_NAME type = technical_efficiency difficulty = 15 }
	# 1943 Armored Division Field Tests
	component = { id = 2645 name = TECH_CMP_ARMOR_64_5_NAME type = training difficulty = 13 }

	required = { 5220 } # Semi-Industrial Economy
	OR_required = { 2160 2170 } # '43 Medium Tank OR '45 Medium Tank
	# Activated by: 1935 Tank Brigade Organization (6640)

	effects = { 
		command = { type = activate which = 6650 } # 1944 Mechanized Infantry Role: Assault
		command = { type = activate which = 6660 } # 1944 Mechanized Infantry Role: Tactical Withdrawal

		command = { type = deactivate which = 2610 } # 1936 Tank Division Organization
		command = { type = deactivate which = 2620 } # 1939 Tank Division Rerganization	
		command = { type = deactivate which = 2630 } # 1941 Armored Division Reorganization

		command = { type = gain_tech which = 2650 } # 1945 Armored Division Reorganization

		command = { type = new_model which = armor value = 4 } # '43 Armor Division
		command = { type = new_model which = armor value = 3 } # '41 Armor Division
		command = { type = new_model which = armor value = 2 } # '39 Tank Div.
		command = { type = new_model which = armor value = 1 } # '36 Tank Div.
		command = { type = scrap_model which = armor value = 3 }
		command = { type = scrap_model which = armor value = 2 }
		command = { type = scrap_model which = armor value = 1 }
		command = { type = scrap_model which = armor value = 0 }

		command = { type = activate_unit_type which = mechanized }
		command = { type = new_model which = mechanized value = 11 } # '43 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 10 } # '41 Mechanized (9bn)
		command = { type = scrap_model which = mechanized value = 10 }
		command = { type = new_model which = mechanized value = 1 } # '43 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 0 } # '41 Mechanized (6bn)
		command = { type = scrap_model which = mechanized value = 1 }
		command = { type = scrap_model which = mechanized value = 0 }

		command = { type = activate_unit_type which = b_u4 } # Towed Artillery

		command = { type = new_model which = engineer value = 3 } # Pionier Regiment 
		command = { type = new_model which = engineer value = 2 }
		command = { type = new_model which = engineer value = 1 }
		command = { type = scrap_model which = engineer value = 2 }
		command = { type = scrap_model which = engineer value = 1 }

		command = { type = blizzard_attack which = mechanized value = 1.0 } # 1%
		command = { type = snow_attack which = mechanized value = 0.75 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.5 }
		command = { type = muddy_attack which = mechanized value = 0.5 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.5 }
		command = { type = snow_defense which = mechanized value = 0.25 }
		command = { type = frozen_defense which = mechanized value = 0.25 }
		command = { type = storm_defense which = mechanized value = 0.25 }
		command = { type = muddy_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 1.0 } 
		command = { type = snow_move which = mechanized value = 0.5 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = rain_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.5 }
		command = { type = muddy_move which = mechanized value = 0.5 }
		command = { type = desert_move which = mechanized value = 0.25 }
		command = { type = mountain_move which = mechanized value = 0.75 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.75 }
		command = { type = swamp_move which = mechanized value = 1.0 }

		command = { type = blizzard_attack which = armor value = 0.5 } # 1/2%
		command = { type = snow_attack which = armor value = 0.25 }
		command = { type = frozen_attack which = armor value = 0.25 }
		command = { type = rain_attack which = armor value = 0.25 }
		command = { type = storm_attack which = armor value = 0.25 }
		command = { type = muddy_attack which = armor value = 0.25 }
		command = { type = mountain_attack which = armor value = 1.0 }
		command = { type = hill_attack which = armor value = 0.25 }
		command = { type = jungle_attack which = armor value = 0.25 }
		command = { type = swamp_attack which = armor value = 0.25 }
		command = { type = blizzard_defense which = armor value = 0.25 }
		command = { type = snow_defense which = armor value = 0.25 }
		command = { type = swamp_defense which = armor value = 0.25 }
		command = { type = blizzard_move which = armor value = 0.5 }
		command = { type = snow_move which = armor value = 0.25 }
		command = { type = frozen_move which = armor value = 0.25 }
		command = { type = storm_move which = armor value = 0.25 }
		command = { type = muddy_move which = armor value = 0.25 }
		command = { type = desert_move which = armor value = 0.5 }
		command = { type = mountain_move which = armor value = 0.25 }
		command = { type = hill_move which = armor value = 0.25 }
		command = { type = jungle_move which = armor value = 0.25 }
		command = { type = swamp_move which = armor value = 0.5 }
	}
}

# 1945 Armored Division Reorganization
application = {
	id = 2650
	name = TECH_APP_ARMOR_65_NAME
	desc = TECH_APP_ARMOR_65_DESC
	position = { x = 325 y = 265 }
	year = 1945

	# 1945 Armoured Regiment
	component = { id = 2651 name = TECH_CMP_ARMOR_65_1_NAME type = combined_arms_focus difficulty = 14 }
	# 1945 Quartermaster Battalion (Mech)
	component = { id = 2652 name = TECH_CMP_ARMOR_65_2_NAME type = large_unit_focus difficulty = 12 }
	# 1945 Armored Company
	component = { id = 2653 name = TECH_CMP_ARMOR_65_3_NAME type = small_unit_tactics difficulty = 14 }
	# 1945 Armored Division Organization (9bn)
	component = { id = 2654 name = TECH_CMP_ARMOR_65_4_NAME type = technical_efficiency difficulty = 16 }
	# 1945 Armored Division Field Tests
	component = { id = 2655 name = TECH_CMP_ARMOR_65_5_NAME type = training difficulty = 14 }

	required = { 2170 5220 } # '45 Medium Tank AND Semi-Industrial Economy
	# Activated by: 1935 Tank Brigade Organization (6640)

	effects = {
		command = { type = deactivate which = 2610 } # 1936 Tank Division Organization
		command = { type = deactivate which = 2620 } # 1939 Tank Division Rerganization	
		command = { type = deactivate which = 2630 } # 1941 Armored Division Reorganization
		command = { type = deactivate which = 2640 } # 1943 Armored Division Reorganization

		command = { type = gain_tech which = 2660 } # 1947 Armored Division Reorganization

		command = { type = new_model which = armor value = 5 } # '45 Armor Division
		command = { type = new_model which = armor value = 4 } # '43 Armor Division
		command = { type = new_model which = armor value = 3 } # '41 Armor Division
		command = { type = new_model which = armor value = 2 } # '39 Tank Div.
		command = { type = new_model which = armor value = 1 } # '36 Tank Div.
		command = { type = scrap_model which = armor value = 4 }
		command = { type = scrap_model which = armor value = 3 }
		command = { type = scrap_model which = armor value = 2 }
		command = { type = scrap_model which = armor value = 1 }
		command = { type = scrap_model which = armor value = 0 }

		command = { type = activate_unit_type which = mechanized }
		command = { type = new_model which = mechanized value = 12 } # '45 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 11 } # '43 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 10 } # '41 Mechanized (9bn)
		command = { type = scrap_model which = mechanized value = 11 }
		command = { type = scrap_model which = mechanized value = 10 }
		command = { type = new_model which = mechanized value = 2 } # '45 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 1 } # '43 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 0 } # '41 Mechanized (6bn)
		command = { type = scrap_model which = mechanized value = 2 }
		command = { type = scrap_model which = mechanized value = 1 }
		command = { type = scrap_model which = mechanized value = 0 }

		command = { type = activate_unit_type which = b_u4 } # Towed Artillery

		command = { type = new_model which = engineer value = 3 } # Pionier Regiment
		command = { type = new_model which = engineer value = 2 }
		command = { type = new_model which = engineer value = 1 }
		command = { type = scrap_model which = engineer value = 2 }
		command = { type = scrap_model which = engineer value = 1 }

		command = { type = blizzard_attack which = mechanized value = 1.0 } # 1%
		command = { type = snow_attack which = mechanized value = 0.75 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.5 }
		command = { type = muddy_attack which = mechanized value = 0.5 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.5 }
		command = { type = snow_defense which = mechanized value = 0.25 }
		command = { type = frozen_defense which = mechanized value = 0.25 }
		command = { type = storm_defense which = mechanized value = 0.25 }
		command = { type = muddy_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 1.0 } 
		command = { type = snow_move which = mechanized value = 0.5 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = rain_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.5 }
		command = { type = muddy_move which = mechanized value = 0.5 }
		command = { type = desert_move which = mechanized value = 0.25 }
		command = { type = mountain_move which = mechanized value = 0.75 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.75 }
		command = { type = swamp_move which = mechanized value = 1.0 }

		command = { type = blizzard_attack which = armor value = 0.5 } # 1/2%
		command = { type = snow_attack which = armor value = 0.25 }
		command = { type = frozen_attack which = armor value = 0.25 }
		command = { type = rain_attack which = armor value = 0.25 }
		command = { type = storm_attack which = armor value = 0.25 }
		command = { type = muddy_attack which = armor value = 0.25 }
		command = { type = mountain_attack which = armor value = 1.0 }
		command = { type = hill_attack which = armor value = 0.25 }
		command = { type = jungle_attack which = armor value = 0.25 }
		command = { type = swamp_attack which = armor value = 0.25 }
		command = { type = blizzard_defense which = armor value = 0.25 }
		command = { type = snow_defense which = armor value = 0.25 }
		command = { type = swamp_defense which = armor value = 0.25 }
		command = { type = blizzard_move which = armor value = 0.5 }
		command = { type = snow_move which = armor value = 0.25 }
		command = { type = frozen_move which = armor value = 0.25 }
		command = { type = storm_move which = armor value = 0.25 }
		command = { type = muddy_move which = armor value = 0.25 }
		command = { type = desert_move which = armor value = 0.5 }
		command = { type = mountain_move which = armor value = 0.25 }
		command = { type = hill_move which = armor value = 0.25 }
		command = { type = jungle_move which = armor value = 0.25 }
		command = { type = swamp_move which = armor value = 0.5 }
	}
}

# 1947 Armored Division Reorganization
application = {
	id = 2660
	name = TECH_APP_ARMOR_66_NAME
	desc = TECH_APP_ARMOR_66_DESC
	position = { x = 325 y = 325 }
	year = 1947

	# 1947 Armored Infantry Regiment
	component = { id = 2661 name = TECH_CMP_ARMOR_66_1_NAME type = combined_arms_focus difficulty = 14 }
	# 1947 Quartermaster Battalion (Mech)
	component = { id = 2662 name = TECH_CMP_ARMOR_66_2_NAME type = large_unit_focus difficulty = 12 }
	# 1947 Armored Company
	component = { id = 2663 name = TECH_CMP_ARMOR_66_3_NAME type = small_unit_tactics difficulty = 14 }
	# 1947 Armored Division Organization (9bn)
	component = { id = 2664 name = TECH_CMP_ARMOR_66_4_NAME type = technical_efficiency difficulty = 16 }
	# 1947 Armored Division Field Tests
	component = { id = 2665 name = TECH_CMP_ARMOR_66_5_NAME type = training difficulty = 14 }

	required = { 5220 } # Semi-Industrial Economy
	OR_required = { 2190 2200 } # '47 Battle Tank OR '49 Battle Tank
	# Activated by: 1935 Tank Brigade Organization (6640)

	effects = {
		command = { type = deactivate which = 2610 } # 1936 Tank Division Organization
		command = { type = deactivate which = 2620 } # 1939 Tank Division Rerganization	
		command = { type = deactivate which = 2630 } # 1941 Armored Division Reorganization
		command = { type = deactivate which = 2640 } # 1943 Armored Division Reorganization
		command = { type = deactivate which = 2650 } # 1945 Armored Division Reorganization

		command = { type = gain_tech which = 2670 } # 1949 Armored Division Reorganization

		command = { type = new_model which = armor value = 6 } # '47 Armor Division
		command = { type = new_model which = armor value = 5 } # '45 Armor Division
		command = { type = new_model which = armor value = 4 } # '43 Armor Division
		command = { type = new_model which = armor value = 3 } # '41 Armor Division
		command = { type = new_model which = armor value = 2 } # '39 Tank Div.
		command = { type = new_model which = armor value = 1 } # '36 Tank Div.
		command = { type = scrap_model which = armor value = 5 }
		command = { type = scrap_model which = armor value = 4 }
		command = { type = scrap_model which = armor value = 3 }
		command = { type = scrap_model which = armor value = 2 }
		command = { type = scrap_model which = armor value = 1 }
		command = { type = scrap_model which = armor value = 0 }

		command = { type = activate_unit_type which = mechanized }
		command = { type = new_model which = mechanized value = 13 } # '47 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 12 } # '45 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 11 } # '43 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 10 } # '41 Mechanized (9bn)
		command = { type = scrap_model which = mechanized value = 12 }
		command = { type = scrap_model which = mechanized value = 11 }
		command = { type = scrap_model which = mechanized value = 10 }
		command = { type = new_model which = mechanized value = 3 } # '47 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 2 } # '45 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 1 } # '43 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 0 } # '41 Mechanized (6bn)
		command = { type = scrap_model which = mechanized value = 3 }
		command = { type = scrap_model which = mechanized value = 2 }
		command = { type = scrap_model which = mechanized value = 1 }
		command = { type = scrap_model which = mechanized value = 0 }

		command = { type = activate_unit_type which = b_u4 } # Towed Artillery

		command = { type = new_model which = engineer value = 4 } # Pionier Regiment
		command = { type = new_model which = engineer value = 3 }
		command = { type = new_model which = engineer value = 2 }
		command = { type = new_model which = engineer value = 1 }
		command = { type = scrap_model which = engineer value = 3 }
		command = { type = scrap_model which = engineer value = 2 }
		command = { type = scrap_model which = engineer value = 1 }

		command = { type = blizzard_attack which = mechanized value = 1.0 } # 1%
		command = { type = snow_attack which = mechanized value = 0.75 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.5 }
		command = { type = muddy_attack which = mechanized value = 0.5 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.5 }
		command = { type = snow_defense which = mechanized value = 0.25 }
		command = { type = frozen_defense which = mechanized value = 0.25 }
		command = { type = storm_defense which = mechanized value = 0.25 }
		command = { type = muddy_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 1.0 } 
		command = { type = snow_move which = mechanized value = 0.5 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = rain_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.5 }
		command = { type = muddy_move which = mechanized value = 0.5 }
		command = { type = desert_move which = mechanized value = 0.25 }
		command = { type = mountain_move which = mechanized value = 0.75 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.75 }
		command = { type = swamp_move which = mechanized value = 1.0 }

		command = { type = blizzard_attack which = armor value = 0.5 } # 1/2%
		command = { type = snow_attack which = armor value = 0.25 }
		command = { type = frozen_attack which = armor value = 0.25 }
		command = { type = rain_attack which = armor value = 0.25 }
		command = { type = storm_attack which = armor value = 0.25 }
		command = { type = muddy_attack which = armor value = 0.25 }
		command = { type = mountain_attack which = armor value = 1.0 }
		command = { type = hill_attack which = armor value = 0.25 }
		command = { type = jungle_attack which = armor value = 0.25 }
		command = { type = swamp_attack which = armor value = 0.25 }
		command = { type = blizzard_defense which = armor value = 0.25 }
		command = { type = snow_defense which = armor value = 0.25 }
		command = { type = swamp_defense which = armor value = 0.25 }
		command = { type = blizzard_move which = armor value = 0.5 }
		command = { type = snow_move which = armor value = 0.25 }
		command = { type = frozen_move which = armor value = 0.25 }
		command = { type = storm_move which = armor value = 0.25 }
		command = { type = muddy_move which = armor value = 0.25 }
		command = { type = desert_move which = armor value = 0.5 }
		command = { type = mountain_move which = armor value = 0.25 }
		command = { type = hill_move which = armor value = 0.25 }
		command = { type = jungle_move which = armor value = 0.25 }
		command = { type = swamp_move which = armor value = 0.5 }
	}
}

# 1949 Armored Division Reorganization
application = {
	id = 2670
	name = TECH_APP_ARMOR_67_NAME
	desc = TECH_APP_ARMOR_67_DESC
	position = { x = 325 y = 385 }
	year = 1949

	# 1949 Armored Regiment
	component = { id = 2671 name = TECH_CMP_ARMOR_67_1_NAME type = combined_arms_focus difficulty = 15 }
	# 1949 Quartermaster Battalion (Mech)
	component = { id = 2672 name = TECH_CMP_ARMOR_67_2_NAME type = large_unit_focus difficulty = 13 }
	# 1949 Armored Company
	component = { id = 2673 name = TECH_CMP_ARMOR_67_3_NAME type = small_unit_tactics difficulty = 15 }
	# 1949 Armored Division Organization (9bn)
	component = { id = 2674 name = TECH_CMP_ARMOR_67_4_NAME type = technical_efficiency difficulty = 17 }
	# 1949 Armored Division Field Tests
	component = { id = 2675 name = TECH_CMP_ARMOR_67_5_NAME type = training difficulty = 15 }

	required = { 2200 5220 } # Semi-Industrial Economy AND '49 Battle Tank
	# Activated by: 1935 Tank Brigade Organization (6640)

	effects = {
		command = { type = deactivate which = 2610 } # 1936 Tank Division Organization
		command = { type = deactivate which = 2620 } # 1939 Tank Division Rerganization	
		command = { type = deactivate which = 2630 } # 1941 Armored Division Reorganization
		command = { type = deactivate which = 2640 } # 1943 Armored Division Reorganization
		command = { type = deactivate which = 2650 } # 1945 Armored Division Reorganization
		command = { type = deactivate which = 2660 } # 1947 Armored Division Reorganization

		command = { type = new_model which = armor value = 7 } # '49 Armor Division
		command = { type = new_model which = armor value = 6 } # '47 Armor Division
		command = { type = new_model which = armor value = 5 } # '45 Armor Division
		command = { type = new_model which = armor value = 4 } # '43 Armor Division
		command = { type = new_model which = armor value = 3 } # '41 Armor Division
		command = { type = new_model which = armor value = 2 } # '39 Tank Div.
		command = { type = new_model which = armor value = 1 } # '36 Tank Div.
		command = { type = scrap_model which = armor value = 6 }
		command = { type = scrap_model which = armor value = 5 }
		command = { type = scrap_model which = armor value = 4 }
		command = { type = scrap_model which = armor value = 3 }
		command = { type = scrap_model which = armor value = 2 }
		command = { type = scrap_model which = armor value = 1 }
		command = { type = scrap_model which = armor value = 0 }

		command = { type = activate_unit_type which = mechanized }
		command = { type = new_model which = mechanized value = 14 } # '49 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 13 } # '47 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 12 } # '45 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 11 } # '43 Mechanized (9bn)
		command = { type = new_model which = mechanized value = 10 } # '41 Mechanized (9bn)
		command = { type = scrap_model which = mechanized value = 13 }
		command = { type = scrap_model which = mechanized value = 12 }
		command = { type = scrap_model which = mechanized value = 11 }
		command = { type = scrap_model which = mechanized value = 10 }
		command = { type = new_model which = mechanized value = 4 } # '49 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 3 } # '47 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 2 } # '45 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 1 } # '43 Mechanized (6bn)
		command = { type = new_model which = mechanized value = 0 } # '41 Mechanized (6bn)
		command = { type = scrap_model which = mechanized value = 4 }
		command = { type = scrap_model which = mechanized value = 3 }
		command = { type = scrap_model which = mechanized value = 2 }
		command = { type = scrap_model which = mechanized value = 1 }
		command = { type = scrap_model which = mechanized value = 0 }

		command = { type = activate_unit_type which = b_u4 } # Towed Artillery

		command = { type = new_model which = engineer value = 4 } # Pionier Regiment
		command = { type = new_model which = engineer value = 3 }
		command = { type = new_model which = engineer value = 2 }
		command = { type = new_model which = engineer value = 1 }
		command = { type = scrap_model which = engineer value = 3 }
		command = { type = scrap_model which = engineer value = 2 }
		command = { type = scrap_model which = engineer value = 1 }

		command = { type = blizzard_attack which = mechanized value = 1.0 } # 1%
		command = { type = snow_attack which = mechanized value = 0.75 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.5 }
		command = { type = muddy_attack which = mechanized value = 0.5 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.5 }
		command = { type = snow_defense which = mechanized value = 0.25 }
		command = { type = frozen_defense which = mechanized value = 0.25 }
		command = { type = storm_defense which = mechanized value = 0.25 }
		command = { type = muddy_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 1.0 } 
		command = { type = snow_move which = mechanized value = 0.5 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = rain_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.5 }
		command = { type = muddy_move which = mechanized value = 0.5 }
		command = { type = desert_move which = mechanized value = 0.25 }
		command = { type = mountain_move which = mechanized value = 0.75 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.75 }
		command = { type = swamp_move which = mechanized value = 1.0 }

		command = { type = blizzard_attack which = armor value = 0.5 } # 1/2%
		command = { type = snow_attack which = armor value = 0.25 }
		command = { type = frozen_attack which = armor value = 0.25 }
		command = { type = rain_attack which = armor value = 0.25 }
		command = { type = storm_attack which = armor value = 0.25 }
		command = { type = muddy_attack which = armor value = 0.25 }
		command = { type = mountain_attack which = armor value = 1.0 }
		command = { type = hill_attack which = armor value = 0.25 }
		command = { type = jungle_attack which = armor value = 0.25 }
		command = { type = swamp_attack which = armor value = 0.25 }
		command = { type = blizzard_defense which = armor value = 0.25 }
		command = { type = snow_defense which = armor value = 0.25 }
		command = { type = swamp_defense which = armor value = 0.25 }
		command = { type = blizzard_move which = armor value = 0.5 }
		command = { type = snow_move which = armor value = 0.25 }
		command = { type = frozen_move which = armor value = 0.25 }
		command = { type = storm_move which = armor value = 0.25 }
		command = { type = muddy_move which = armor value = 0.25 }
		command = { type = desert_move which = armor value = 0.5 }
		command = { type = mountain_move which = armor value = 0.25 }
		command = { type = hill_move which = armor value = 0.25 }
		command = { type = jungle_move which = armor value = 0.25 }
		command = { type = swamp_move which = armor value = 0.5 }
	}
}

# ##############################################################################
# # Armored Cars - 2680-2720 ###################################################
# ##############################################################################

# 1938 Armoured Scout Car
application = {
	id = 2680
	name = TECH_APP_ARMOR_68_NAME
	desc = TECH_APP_ARMOR_68_DESC
	position = { x = 15 y = 295 }
	year = 1938

	# Scout Car Program Management
	component = { id = 2681 name = TECH_CMP_ARMOR_68_1_NAME type = management difficulty = 3 }
	# 4 Wheel Chasis
	component = { id = 2682 name = TECH_CMP_ARMOR_68_2_NAME type = mechanics difficulty = 5 }
	# Scout Car Equipment
	component = { id = 2683 name = TECH_CMP_ARMOR_68_3_NAME type = general_equipment difficulty = 5 }
	# Scout Car Prototype
	component = { id = 2684 name = TECH_CMP_ARMOR_68_4_NAME type = technical_efficiency difficulty = 4 }
	# Scout Car Production Line
	component = { id = 2685 name = TECH_CMP_ARMOR_68_5_NAME type = industrial_engineering difficulty = 3 }

	required = { 5840 } # Pre-Industrial Economy
	# Activated by: 1930 Electronics (5660)

	effects = {
		command = { type = activate_unit_type which = armored_car }
		command = { type = new_model which = armored_car value = 2 } # '38 Armoured Car
		command = { type = new_model which = armored_car value = 1 } # '32 Armoured Car
		command = { type = scrap_model which = armored_car value = 1 } # '32 Armoured Car
		command = { type = scrap_model which = armored_car value = 0 } # '30 Armoured Car

		command = { type = task_efficiency which = anti_partisan_duty value = 0.01 }

		command = { type = army_detection which = us value = 2 }
		command = { type = army_detection which = them value = -1 }
		command = { type = surprise which = land value = 1 }

		command = { type = build_cost which = armor value = -0.3 }
		command = { type = build_cost which = light_armor value = -0.2 }
		command = { type = build_cost which = mechanized value = -0.3 }
		command = { type = build_cost which = motorized value = 0.4 }
		command = { type = build_cost which = cavalry value = 0.4 }

		command = { type = supply_consumption which = armor value = -0.11 }
		command = { type = supply_consumption which = light_armor value = -0.08 }
		command = { type = supply_consumption which = mechanized value = -0.11 }
		command = { type = supply_consumption which = motorized value = 0.02 }
		command = { type = supply_consumption which = cavalry value = 0.02 }

		command = { type = fuel_consumption which = armor value = -0.04 }
		command = { type = fuel_consumption which = light_armor value = -0.03 }
		command = { type = fuel_consumption which = mechanized value = -0.04 }
		command = { type = fuel_consumption which = motorized value = 0.03 }
		command = { type = fuel_consumption which = cavalry value = 0.03 }

		command = { type = manpower which = armor value = -0.06 }
		command = { type = manpower which = light_armor value = -0.05 }
		command = { type = manpower which = mechanized value = -0.06 }
		command = { type = manpower which = motorized value = 0.01 }
		command = { type = manpower which = cavalry value = 0.01 }

		command = { type = max_organization which = armor value = 1 }
		command = { type = max_organization which = light_armor value = 1 }
		command = { type = max_organization which = mechanized value = 1 }
		command = { type = max_organization which = motorized value = 1 }
		command = { type = max_organization which = cavalry value = 1 }

		command = { type = transport_weight which = armor value = -1.2 }
		command = { type = transport_weight which = light_armor value = -0.9 }
		command = { type = transport_weight which = mechanized value = -1.2 }
		command = { type = transport_weight which = motorized value = 0.5 }
		command = { type = transport_weight which = cavalry value = 0.5 }

		command = { type = blizzard_attack which = armor value = -0.75 }
		command = { type = snow_attack which = armor value = -0.75 }
		command = { type = frozen_attack which = armor value = -0.5 }
		command = { type = rain_attack which = armor value = -0.25 }
		command = { type = storm_attack which = armor value = -0.5 }
		command = { type = muddy_attack which = armor value = -0.5 }
		command = { type = desert_attack which = armor value = -1.0 }
		command = { type = mountain_attack which = armor value = -0.75 }
		command = { type = hill_attack which = armor value = -0.5 }
		command = { type = forest_attack which = armor value = -0.5 }
		command = { type = jungle_attack which = armor value = -0.75 }
		command = { type = swamp_attack which = armor value = -0.75 }
		command = { type = blizzard_defense which = armor value = -0.5 }
		command = { type = snow_defense which = armor value = -0.25 }
		command = { type = frozen_defense which = armor value = -0.25 }
		command = { type = rain_defense which = armor value = -0.25 }
		command = { type = storm_defense which = armor value = -0.25 }
		command = { type = muddy_defense which = armor value = -0.25 }
		command = { type = desert_defense which = armor value = -1.0 }
		command = { type = mountain_defense which = armor value = -0.75 }
		command = { type = hill_defense which = armor value = -0.5 }
		command = { type = forest_defense which = armor value = -0.5 }
		command = { type = jungle_defense which = armor value = -0.75 }
		command = { type = swamp_defense which = armor value = -0.75 }
		command = { type = blizzard_move which = armor value = -0.5 }
		command = { type = snow_move which = armor value = -0.25 }
		command = { type = frozen_move which = armor value = -0.25 }
		command = { type = rain_move which = armor value = -0.25 }
		command = { type = storm_move which = armor value = -0.25 }
		command = { type = muddy_move which = armor value = -0.25 }
		command = { type = desert_move which = armor value = -1.0 }
		command = { type = mountain_move which = armor value = -0.75 }
		command = { type = hill_move which = armor value = -0.5 }
		command = { type = forest_move which = armor value = -0.5 }
		command = { type = jungle_move which = armor value = -0.75 }
		command = { type = swamp_move which = armor value = -0.75 }

		command = { type = blizzard_attack which = light_armor value = -0.75 }
		command = { type = snow_attack which = light_armor value = -0.75 }
		command = { type = frozen_attack which = light_armor value = -0.5 }
		command = { type = rain_attack which = light_armor value = -0.25 }
		command = { type = storm_attack which = light_armor value = -0.5 }
		command = { type = muddy_attack which = light_armor value = -0.5 }
		command = { type = desert_attack which = light_armor value = -1.0 }
		command = { type = mountain_attack which = light_armor value = -0.75 }
		command = { type = hill_attack which = light_armor value = -0.5 }
		command = { type = forest_attack which = light_armor value = -0.5 }
		command = { type = jungle_attack which = light_armor value = -0.75 }
		command = { type = swamp_attack which = light_armor value = -0.75 }
		command = { type = blizzard_defense which = light_armor value = -0.5 }
		command = { type = snow_defense which = light_armor value = -0.25 }
		command = { type = frozen_defense which = light_armor value = -0.25 }
		command = { type = rain_defense which = light_armor value = -0.25 }
		command = { type = storm_defense which = light_armor value = -0.25 }
		command = { type = muddy_defense which = light_armor value = -0.25 }
		command = { type = desert_defense which = light_armor value = -1.0 }
		command = { type = mountain_defense which = light_armor value = -0.75 }
		command = { type = hill_defense which = light_armor value = -0.5 }
		command = { type = forest_defense which = light_armor value = -0.5 }
		command = { type = jungle_defense which = light_armor value = -0.75 }
		command = { type = swamp_defense which = light_armor value = -0.75 }
		command = { type = blizzard_move which = light_armor value = -0.5 }
		command = { type = snow_move which = light_armor value = -0.25 }
		command = { type = frozen_move which = light_armor value = -0.25 }
		command = { type = rain_move which = light_armor value = -0.25 }
		command = { type = storm_move which = light_armor value = -0.25 }
		command = { type = muddy_move which = light_armor value = -0.25 }
		command = { type = desert_move which = light_armor value = -1.0 }
		command = { type = mountain_move which = light_armor value = -0.75 }
		command = { type = hill_move which = light_armor value = -0.5 }
		command = { type = forest_move which = light_armor value = -0.5 }
		command = { type = jungle_move which = light_armor value = -0.75 }
		command = { type = swamp_move which = light_armor value = -0.75 }
 
		command = { type = blizzard_attack which = mechanized value = -0.5 }
		command = { type = snow_attack which = mechanized value = -0.25 }
		command = { type = frozen_attack which = mechanized value = -0.25 }
		command = { type = rain_attack which = mechanized value = -0.25 }
		command = { type = storm_attack which = mechanized value = -0.25 }
		command = { type = muddy_attack which = mechanized value = -0.25 }
		command = { type = desert_attack which = mechanized value = -0.5 }
		command = { type = mountain_attack which = mechanized value = -0.5 }
		command = { type = hill_attack which = mechanized value = -0.25 }
		command = { type = forest_attack which = mechanized value = -0.25 }
		command = { type = jungle_attack which = mechanized value = -0.5 }
		command = { type = swamp_attack which = mechanized value = -0.5 }
		command = { type = blizzard_defense which = mechanized value = -0.25 }
		command = { type = desert_defense which = mechanized value = -0.5 }
		command = { type = mountain_defense which = mechanized value = -0.5 }
		command = { type = hill_defense which = mechanized value = -0.25 }
		command = { type = forest_defense which = mechanized value = -0.25 }
		command = { type = jungle_defense which = mechanized value = -0.5 }
		command = { type = swamp_defense which = mechanized value = -0.5 }
		command = { type = blizzard_move which = mechanized value = -0.5 }
		command = { type = snow_move which = mechanized value = -0.25 }
		command = { type = frozen_move which = mechanized value = -0.25 }
		command = { type = storm_move which = mechanized value = -0.25 }
		command = { type = muddy_move which = mechanized value = -0.25 }
		command = { type = desert_move which = mechanized value = -0.5 }
		command = { type = mountain_move which = mechanized value = -0.5 }
		command = { type = hill_move which = mechanized value = -0.25 }
		command = { type = forest_move which = mechanized value = -0.25 }
		command = { type = jungle_move which = mechanized value = -0.5 }
		command = { type = swamp_move which = mechanized value = -0.5 }

		command = { type = blizzard_attack which = motorized value = -0.5 }
		command = { type = snow_attack which = motorized value = -0.5 }
		command = { type = frozen_attack which = motorized value = -0.25 }
		command = { type = rain_attack which = motorized value = -0.25 }
		command = { type = storm_attack which = motorized value = -0.5 }
		command = { type = muddy_attack which = motorized value = -0.5 }
		command = { type = desert_attack which = motorized value = 1.25 }
		command = { type = mountain_attack which = motorized value = -1.25 }
		command = { type = hill_attack which = motorized value = -0.5 }
		command = { type = forest_attack which = motorized value = -0.5 }
		command = { type = jungle_attack which = motorized value = -1.5 }
		command = { type = swamp_attack which = motorized value = -1.75 }
		command = { type = blizzard_defense which = motorized value = -0.5 }
		command = { type = snow_defense which = motorized value = -0.25 }
		command = { type = frozen_defense which = motorized value = -0.25 }
		command = { type = storm_defense which = motorized value = -0.25 }
		command = { type = muddy_defense which = motorized value = -0.25 }
		command = { type = desert_defense which = motorized value = 1.25 }
		command = { type = mountain_defense which = motorized value = -1.25 }
		command = { type = hill_defense which = motorized value = -0.5 }
		command = { type = forest_defense which = motorized value = -0.5 }
		command = { type = jungle_defense which = motorized value = -1.5 }
		command = { type = swamp_defense which = motorized value = -1.75 }
		command = { type = blizzard_move which = motorized value = -0.5 }
		command = { type = snow_move which = motorized value = -0.5 }
		command = { type = frozen_move which = motorized value = -0.25 }
		command = { type = rain_move which = motorized value = -0.25 }
		command = { type = storm_move which = motorized value = -0.5 }
		command = { type = muddy_move which = motorized value = -0.5 }
		command = { type = desert_move which = motorized value = 1.25 }
		command = { type = mountain_move which = motorized value = -1.25 }
		command = { type = hill_move which = motorized value = -0.5 }
		command = { type = forest_move which = motorized value = -0.5 }
		command = { type = jungle_move which = motorized value = -1.5 }
		command = { type = swamp_move which = motorized value = -1.75 }

		command = { type = blizzard_attack which = cavalry value = -0.5 }
		command = { type = snow_attack which = cavalry value = -0.5 }
		command = { type = frozen_attack which = cavalry value = -0.25 }
		command = { type = rain_attack which = cavalry value = -0.25 }
		command = { type = storm_attack which = cavalry value = -0.5 }
		command = { type = muddy_attack which = cavalry value = -0.5 }
		command = { type = desert_attack which = cavalry value = 1.25 }
		command = { type = mountain_attack which = cavalry value = -1.25 }
		command = { type = hill_attack which = cavalry value = -0.5 }
		command = { type = forest_attack which = cavalry value = -0.5 }
		command = { type = jungle_attack which = cavalry value = -1.5 }
		command = { type = swamp_attack which = cavalry value = -1.75 }
		command = { type = blizzard_defense which = cavalry value = -0.5 }
		command = { type = snow_defense which = cavalry value = -0.25 }
		command = { type = frozen_defense which = cavalry value = -0.25 }
		command = { type = storm_defense which = cavalry value = -0.25 }
		command = { type = muddy_defense which = cavalry value = -0.25 }
		command = { type = desert_defense which = cavalry value = 1.25 }
		command = { type = mountain_defense which = cavalry value = -1.25 }
		command = { type = hill_defense which = cavalry value = -0.5 }
		command = { type = forest_defense which = cavalry value = -0.5 }
		command = { type = jungle_defense which = cavalry value = -1.5 }
		command = { type = swamp_defense which = cavalry value = -1.75 }
		command = { type = blizzard_move which = cavalry value = -0.5 }
		command = { type = snow_move which = cavalry value = -0.5 }
		command = { type = frozen_move which = cavalry value = -0.25 }
		command = { type = rain_move which = cavalry value = -0.25 }
		command = { type = storm_move which = cavalry value = -0.5 }
		command = { type = muddy_move which = cavalry value = -0.5 }
		command = { type = desert_move which = cavalry value = 1.25 }
		command = { type = mountain_move which = cavalry value = -1.25 }
		command = { type = hill_move which = cavalry value = -0.5 }
		command = { type = forest_move which = cavalry value = -0.5 }
		command = { type = jungle_move which = cavalry value = -1.5 }
		command = { type = swamp_move which = cavalry value = -1.75 }
	}
}

# 1941 Armored Car (6 Wheel)
application = {
	id = 2690
	name = TECH_APP_ARMOR_69_NAME
	desc = TECH_APP_ARMOR_69_DESC
	position = { x = 20 y = 315 }
	year = 1941

	# 1941 Armored Car Program Management
	component = { id = 2691 name = TECH_CMP_ARMOR_69_1_NAME type = management difficulty = 4 }
	# 6 Wheel Chasis
	component = { id = 2692 name = TECH_CMP_ARMOR_69_2_NAME type = mechanics difficulty = 6 }
	# 1941 Armored Car Equipment
	component = { id = 2693 name = TECH_CMP_ARMOR_69_3_NAME type = general_equipment difficulty = 6 }
	# 1941 Armored Car Prototype
	component = { id = 2694 name = TECH_CMP_ARMOR_69_4_NAME type = technical_efficiency difficulty = 5 }
	# 1941 Armored Car Production Line
	component = { id = 2695 name = TECH_CMP_ARMOR_69_5_NAME type = industrial_engineering difficulty = 4 }

	required = { 2680 } # '38 Armoured Car
	OR_required = { 2730 2910 }	# '35 Anti-Tank Artillery OR '30 Anti-Aircraft
	# Activated by: 1937 Electronics (5500)

	effects = {
		command = { type = new_model which = armored_car value = 3 } # '41 Armoured Car
		command = { type = scrap_model which = armored_car value = 2 } # '38 Armoured Car

		command = { type = task_efficiency which = anti_partisan_duty value = 0.01 }

		command = { type = army_detection which = us value = 2 }
		command = { type = army_detection which = them value = -1 }
		command = { type = surprise which = land value = 1 }

		command = { type = build_cost which = armor value = 0.3 }
		command = { type = build_cost which = light_armor value = 0.2 }
		command = { type = build_cost which = mechanized value = 0.3 }
		command = { type = build_cost which = motorized value = 0.3 }
		command = { type = build_cost which = cavalry value = 0.3 }

		command = { type = supply_consumption which = armor value = 0.13 }
		command = { type = supply_consumption which = light_armor value = 0.09 }
		command = { type = supply_consumption which = mechanized value = 0.13 }
		command = { type = supply_consumption which = motorized value = 0.13 }
		command = { type = supply_consumption which = cavalry value = 0.13 }

		command = { type = fuel_consumption which = armor value = 0.01 }
		command = { type = fuel_consumption which = light_armor value = 0.01 }
		command = { type = fuel_consumption which = mechanized value = 0.01 }
		command = { type = fuel_consumption which = motorized value = 0.01 }
		command = { type = fuel_consumption which = cavalry value = 0.01 }

		command = { type = manpower which = armor value = 0.07 }
		command = { type = manpower which = light_armor value = 0.05 }
		command = { type = manpower which = motorized value = 0.06 }
		command = { type = manpower which = mechanized value = 0.06 }
		command = { type = manpower which = cavalry value = 0.06 }

		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = motorized value = 0.25 }
		command = { type = max_organization which = cavalry value = 0.25 }

		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = motorized value = 0.25 }
		command = { type = morale which = cavalry value = 0.25 }

		command = { type = transport_weight which = armor value = 1.0 }
		command = { type = transport_weight which = light_armor value = 0.7 }
		command = { type = transport_weight which = mechanized value = 1.0 }
		command = { type = transport_weight which = motorized value = 1.0 }
		command = { type = transport_weight which = cavalry value = 1.0 }

		command = { type = blizzard_attack which = armor value = 0.25 }
		command = { type = snow_attack which = armor value = 0.25 }
		command = { type = frozen_attack which = armor value = 0.25 }
		command = { type = storm_attack which = armor value = 0.25 }
		command = { type = muddy_attack which = armor value = 0.25 }
		command = { type = desert_attack which = armor value = 0.5 }
		command = { type = mountain_attack which = armor value = 0.25 }
		command = { type = hill_attack which = armor value = 0.25 }
		command = { type = forest_attack which = armor value = 0.25 }
		command = { type = jungle_attack which = armor value = 0.5 }
		command = { type = swamp_attack which = armor value = 0.25 }
		command = { type = blizzard_defense which = armor value = 0.25 }
		command = { type = desert_defense which = armor value = 0.5 }
		command = { type = mountain_defense which = armor value = 0.25 }
		command = { type = hill_defense which = armor value = 0.25 }
		command = { type = forest_defense which = armor value = 0.25 }
		command = { type = jungle_defense which = armor value = 0.25 }
		command = { type = swamp_defense which = armor value = 0.25 }
		command = { type = blizzard_move which = armor value = 0.25 }
		command = { type = desert_move which = armor value = 0.5 }
		command = { type = mountain_move which = armor value = 0.25 }
		command = { type = hill_move which = armor value = 0.25 }
		command = { type = forest_move which = armor value = 0.25 }
		command = { type = jungle_move which = armor value = 0.25 }
		command = { type = swamp_move which = armor value = 0.25 }

		command = { type = blizzard_attack which = light_armor value = 0.25 }
		command = { type = snow_attack which = light_armor value = 0.25 }
		command = { type = frozen_attack which = light_armor value = 0.25 }
		command = { type = storm_attack which = light_armor value = 0.25 }
		command = { type = muddy_attack which = light_armor value = 0.25 }
		command = { type = desert_attack which = light_armor value = 0.5 }
		command = { type = mountain_attack which = light_armor value = 0.25 }
		command = { type = hill_attack which = light_armor value = 0.25 }
		command = { type = forest_attack which = light_armor value = 0.25 }
		command = { type = jungle_attack which = light_armor value = 0.5 }
		command = { type = swamp_attack which = light_armor value = 0.25 }
		command = { type = blizzard_defense which = light_armor value = 0.25 }
		command = { type = desert_defense which = light_armor value = 0.5 }
		command = { type = mountain_defense which = light_armor value = 0.25 }
		command = { type = hill_defense which = light_armor value = 0.25 }
		command = { type = forest_defense which = light_armor value = 0.25 }
		command = { type = jungle_defense which = light_armor value = 0.25 }
		command = { type = swamp_defense which = light_armor value = 0.25 }
		command = { type = blizzard_move which = light_armor value = 0.25 }
		command = { type = desert_move which = light_armor value = 0.5 }
		command = { type = mountain_move which = light_armor value = 0.25 }
		command = { type = hill_move which = light_armor value = 0.25 }
		command = { type = forest_move which = light_armor value = 0.25 }
		command = { type = jungle_move which = light_armor value = 0.25 }
		command = { type = swamp_move which = light_armor value = 0.25 }
 
		command = { type = blizzard_attack which = mechanized value = 0.25 }
		command = { type = desert_attack which = mechanized value = 0.25 }
		command = { type = mountain_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.25 }
		command = { type = swamp_attack which = mechanized value = 0.25 }
		command = { type = desert_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = jungle_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 0.25 }
		command = { type = desert_move which = mechanized value = 0.25 }
		command = { type = mountain_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.25 }
		command = { type = swamp_move which = mechanized value = 0.25 }

		command = { type = blizzard_attack which = motorized value = 0.25 }
		command = { type = snow_attack which = motorized value = 0.25 }
		command = { type = storm_attack which = motorized value = 0.25 }
		command = { type = muddy_attack which = motorized value = 0.25 }
		command = { type = desert_attack which = motorized value = 0.5 }
		command = { type = mountain_attack which = motorized value = 0.5 }
		command = { type = hill_attack which = motorized value = 0.25 }
		command = { type = forest_attack which = motorized value = 0.25 }
		command = { type = jungle_attack which = motorized value = 0.75 }
		command = { type = swamp_attack which = motorized value = 0.75 }
		command = { type = blizzard_defense which = motorized value = 0.25 }
		command = { type = desert_defense which = motorized value = 0.5 }
		command = { type = mountain_defense which = motorized value = 0.5 }
		command = { type = hill_defense which = motorized value = 0.25 }
		command = { type = forest_defense which = motorized value = 0.25 }
		command = { type = jungle_defense which = motorized value = 0.75 }
		command = { type = swamp_defense which = motorized value = 0.75 }
		command = { type = blizzard_move which = motorized value = 0.25 }
		command = { type = snow_move which = motorized value = 0.25 }
		command = { type = storm_move which = motorized value = 0.25 }
		command = { type = muddy_move which = motorized value = 0.25 }
		command = { type = desert_move which = motorized value = 0.5 }
		command = { type = mountain_move which = motorized value = 0.5 }
		command = { type = hill_move which = motorized value = 0.25 }
		command = { type = forest_move which = motorized value = 0.25 }
		command = { type = jungle_move which = motorized value = 0.75 }
		command = { type = swamp_move which = motorized value = 0.75 }

		command = { type = blizzard_attack which = cavalry value = 0.25 }
		command = { type = snow_attack which = cavalry value = 0.25 }
		command = { type = storm_attack which = cavalry value = 0.25 }
		command = { type = muddy_attack which = cavalry value = 0.25 }
		command = { type = desert_attack which = cavalry value = 0.5 }
		command = { type = mountain_attack which = cavalry value = 0.5 }
		command = { type = hill_attack which = cavalry value = 0.25 }
		command = { type = forest_attack which = cavalry value = 0.25 }
		command = { type = jungle_attack which = cavalry value = 0.75 }
		command = { type = swamp_attack which = cavalry value = 0.75 }
		command = { type = blizzard_defense which = cavalry value = 0.25 }
		command = { type = desert_defense which = cavalry value = 0.5 }
		command = { type = mountain_defense which = cavalry value = 0.5 }
		command = { type = hill_defense which = cavalry value = 0.25 }
		command = { type = forest_defense which = cavalry value = 0.25 }
		command = { type = jungle_defense which = cavalry value = 0.75 }
		command = { type = swamp_defense which = cavalry value = 0.75 }
		command = { type = blizzard_move which = cavalry value = 0.25 }
		command = { type = snow_move which = cavalry value = 0.25 }
		command = { type = storm_move which = cavalry value = 0.25 }
		command = { type = muddy_move which = cavalry value = 0.25 }
		command = { type = desert_move which = cavalry value = 0.5 }
		command = { type = mountain_move which = cavalry value = 0.5 }
		command = { type = hill_move which = cavalry value = 0.25 }
		command = { type = forest_move which = cavalry value = 0.25 }
		command = { type = jungle_move which = cavalry value = 0.75 }
		command = { type = swamp_move which = cavalry value = 0.75 }
	}
}

# 1944 Armored Car (8 Wheel)
application = {
	id = 2700
	name = TECH_APP_ARMOR_70_NAME
	desc = TECH_APP_ARMOR_70_DESC
	position = { x = 25 y = 335 }
	year = 1944

	# 1944 Armoured Car Program Management
	component = { id = 2701 name = TECH_CMP_ARMOR_70_1_NAME type = management difficulty = 4 }
	# 8 Wheel Chasis
	component = { id = 2702 name = TECH_CMP_ARMOR_70_2_NAME type = mechanics difficulty = 6 }
	# 1944 Armored Car Equipment
	component = { id = 2703 name = TECH_CMP_ARMOR_70_3_NAME type = general_equipment difficulty = 6 }
	# 1944 Armored Car Prototype
	component = { id = 2704 name = TECH_CMP_ARMOR_70_4_NAME type = technical_efficiency difficulty = 5 }
	# 1944 Armored Car Production Line
	component = { id = 2705 name = TECH_CMP_ARMOR_70_5_NAME type = industrial_engineering difficulty = 4 }

	required = { 2690 2750 } # '41 Armoured Car AND '40 Anti-Tank Gun
	# Activated by: 1941 Electronics (5520)

	effects = {
		command = { type = new_model which = armored_car value = 4 } # '44 Armoured Car
		command = { type = scrap_model which = armored_car value = 3 } # '41 Armoured Car

		command = { type = task_efficiency which = anti_partisan_duty value = 0.01 }

		command = { type = army_detection which = us value = 2 }
		command = { type = army_detection which = them value = -1 }
		command = { type = surprise which = land value = 1 }

		command = { type = build_cost which = armor value = 0.3 }
		command = { type = build_cost which = light_armor value = 0.2 }
		command = { type = build_cost which = mechanized value = 0.3 }
		command = { type = build_cost which = motorized value = 0.3 }
		command = { type = build_cost which = cavalry value = 0.3 }

		command = { type = supply_consumption which = armor value = 0.08 }
		command = { type = supply_consumption which = light_armor value = 0.06 }
		command = { type = supply_consumption which = mechanized value = 0.08 }
		command = { type = supply_consumption which = motorized value = 0.08 }
		command = { type = supply_consumption which = cavalry value = 0.08 }

		command = { type = fuel_consumption which = armor value = 0.01 }
		command = { type = fuel_consumption which = light_armor value = 0.01 }
		command = { type = fuel_consumption which = mechanized value = 0.01 }
		command = { type = fuel_consumption which = motorized value = 0.01 }
		command = { type = fuel_consumption which = cavalry value = 0.01 }

		command = { type = manpower which = armor value = 0.04 }
		command = { type = manpower which = light_armor value = 0.03 }
		command = { type = manpower which = motorized value = 0.04 }
		command = { type = manpower which = mechanized value = 0.04 }
		command = { type = manpower which = cavalry value = 0.04 }

		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = motorized value = 0.25 }
		command = { type = max_organization which = cavalry value = 0.25 }

		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = motorized value = 0.25 }
		command = { type = morale which = cavalry value = 0.25 }

		command = { type = transport_weight which = armor value = 0.7 }
		command = { type = transport_weight which = light_armor value = 0.5 }
		command = { type = transport_weight which = mechanized value = 0.7 }
		command = { type = transport_weight which = motorized value = 0.7 }
		command = { type = transport_weight which = cavalry value = 0.7 }

		command = { type = blizzard_attack which = armor value = 0.25 }
		command = { type = snow_attack which = armor value = 0.25 }
		command = { type = frozen_attack which = armor value = 0.25 }
		command = { type = storm_attack which = armor value = 0.25 }
		command = { type = muddy_attack which = armor value = 0.25 }
		command = { type = desert_attack which = armor value = 0.5 }
		command = { type = mountain_attack which = armor value = 0.25 }
		command = { type = hill_attack which = armor value = 0.25 }
		command = { type = forest_attack which = armor value = 0.25 }
		command = { type = jungle_attack which = armor value = 0.5 }
		command = { type = swamp_attack which = armor value = 0.25 }
		command = { type = blizzard_defense which = armor value = 0.25 }
		command = { type = desert_defense which = armor value = 0.5 }
		command = { type = mountain_defense which = armor value = 0.25 }
		command = { type = hill_defense which = armor value = 0.25 }
		command = { type = forest_defense which = armor value = 0.25 }
		command = { type = jungle_defense which = armor value = 0.25 }
		command = { type = swamp_defense which = armor value = 0.25 }
		command = { type = blizzard_move which = armor value = 0.25 }
		command = { type = desert_move which = armor value = 0.5 }
		command = { type = mountain_move which = armor value = 0.25 }
		command = { type = hill_move which = armor value = 0.25 }
		command = { type = forest_move which = armor value = 0.25 }
		command = { type = jungle_move which = armor value = 0.25 }
		command = { type = swamp_move which = armor value = 0.25 }

		command = { type = blizzard_attack which = light_armor value = 0.25 }
		command = { type = snow_attack which = light_armor value = 0.25 }
		command = { type = frozen_attack which = light_armor value = 0.25 }
		command = { type = storm_attack which = light_armor value = 0.25 }
		command = { type = muddy_attack which = light_armor value = 0.25 }
		command = { type = desert_attack which = light_armor value = 0.5 }
		command = { type = mountain_attack which = light_armor value = 0.25 }
		command = { type = hill_attack which = light_armor value = 0.25 }
		command = { type = forest_attack which = light_armor value = 0.25 }
		command = { type = jungle_attack which = light_armor value = 0.5 }
		command = { type = swamp_attack which = light_armor value = 0.25 }
		command = { type = blizzard_defense which = light_armor value = 0.25 }
		command = { type = desert_defense which = light_armor value = 0.5 }
		command = { type = mountain_defense which = light_armor value = 0.25 }
		command = { type = hill_defense which = light_armor value = 0.25 }
		command = { type = forest_defense which = light_armor value = 0.25 }
		command = { type = jungle_defense which = light_armor value = 0.25 }
		command = { type = swamp_defense which = light_armor value = 0.25 }
		command = { type = blizzard_move which = light_armor value = 0.25 }
		command = { type = desert_move which = light_armor value = 0.5 }
		command = { type = mountain_move which = light_armor value = 0.25 }
		command = { type = hill_move which = light_armor value = 0.25 }
		command = { type = forest_move which = light_armor value = 0.25 }
		command = { type = jungle_move which = light_armor value = 0.25 }
		command = { type = swamp_move which = light_armor value = 0.25 }
 
		command = { type = blizzard_attack which = mechanized value = 0.25 }
		command = { type = desert_attack which = mechanized value = 0.25 }
		command = { type = mountain_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.25 }
		command = { type = swamp_attack which = mechanized value = 0.25 }
		command = { type = desert_defense which = mechanized value = 0.25 }
		command = { type = mountain_defense which = mechanized value = 0.25 }
		command = { type = jungle_defense which = mechanized value = 0.25 }
		command = { type = swamp_defense which = mechanized value = 0.25 }
		command = { type = blizzard_move which = mechanized value = 0.25 }
		command = { type = desert_move which = mechanized value = 0.25 }
		command = { type = mountain_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.25 }
		command = { type = swamp_move which = mechanized value = 0.25 }

		command = { type = blizzard_attack which = motorized value = 0.25 }
		command = { type = snow_attack which = motorized value = 0.25 }
		command = { type = storm_attack which = motorized value = 0.25 }
		command = { type = muddy_attack which = motorized value = 0.25 }
		command = { type = desert_attack which = motorized value = 0.5 }
		command = { type = mountain_attack which = motorized value = 0.5 }
		command = { type = hill_attack which = motorized value = 0.25 }
		command = { type = forest_attack which = motorized value = 0.25 }
		command = { type = jungle_attack which = motorized value = 0.75 }
		command = { type = swamp_attack which = motorized value = 0.75 }
		command = { type = blizzard_defense which = motorized value = 0.25 }
		command = { type = desert_defense which = motorized value = 0.5 }
		command = { type = mountain_defense which = motorized value = 0.5 }
		command = { type = hill_defense which = motorized value = 0.25 }
		command = { type = forest_defense which = motorized value = 0.25 }
		command = { type = jungle_defense which = motorized value = 0.75 }
		command = { type = swamp_defense which = motorized value = 0.75 }
		command = { type = blizzard_move which = motorized value = 0.25 }
		command = { type = snow_move which = motorized value = 0.25 }
		command = { type = storm_move which = motorized value = 0.25 }
		command = { type = muddy_move which = motorized value = 0.25 }
		command = { type = desert_move which = motorized value = 0.5 }
		command = { type = mountain_move which = motorized value = 0.5 }
		command = { type = hill_move which = motorized value = 0.25 }
		command = { type = forest_move which = motorized value = 0.25 }
		command = { type = jungle_move which = motorized value = 0.75 }
		command = { type = swamp_move which = motorized value = 0.75 }

		command = { type = blizzard_attack which = cavalry value = 0.25 }
		command = { type = snow_attack which = cavalry value = 0.25 }
		command = { type = storm_attack which = cavalry value = 0.25 }
		command = { type = muddy_attack which = cavalry value = 0.25 }
		command = { type = desert_attack which = cavalry value = 0.5 }
		command = { type = mountain_attack which = cavalry value = 0.5 }
		command = { type = hill_attack which = cavalry value = 0.25 }
		command = { type = forest_attack which = cavalry value = 0.25 }
		command = { type = jungle_attack which = cavalry value = 0.75 }
		command = { type = swamp_attack which = cavalry value = 0.75 }
		command = { type = blizzard_defense which = cavalry value = 0.25 }
		command = { type = desert_defense which = cavalry value = 0.5 }
		command = { type = mountain_defense which = cavalry value = 0.5 }
		command = { type = hill_defense which = cavalry value = 0.25 }
		command = { type = forest_defense which = cavalry value = 0.25 }
		command = { type = jungle_defense which = cavalry value = 0.75 }
		command = { type = swamp_defense which = cavalry value = 0.75 }
		command = { type = blizzard_move which = cavalry value = 0.25 }
		command = { type = snow_move which = cavalry value = 0.25 }
		command = { type = storm_move which = cavalry value = 0.25 }
		command = { type = muddy_move which = cavalry value = 0.25 }
		command = { type = desert_move which = cavalry value = 0.5 }
		command = { type = mountain_move which = cavalry value = 0.5 }
		command = { type = hill_move which = cavalry value = 0.25 }
		command = { type = forest_move which = cavalry value = 0.25 }
		command = { type = jungle_move which = cavalry value = 0.75 }
		command = { type = swamp_move which = cavalry value = 0.75 }
	}
}

# 1947 Light Armored Vehicle
application = {
	id = 2710
	name = TECH_APP_ARMOR_71_NAME
	desc = TECH_APP_ARMOR_71_DESC
	position = { x = 30 y = 355 }
	year = 1947

	# 1947 Light Armored Vehicle Program Management
	component = { id = 2711 name = TECH_CMP_ARMOR_71_1_NAME type = management difficulty = 5 } 
	# 1947 Light Armored Vehicle Chasis
	component = { id = 2712 name = TECH_CMP_ARMOR_71_2_NAME type = mechanics difficulty = 7 }
	# 1947 Light Armored Vehicle Equipment
	component = { id = 2713 name = TECH_CMP_ARMOR_71_3_NAME type = general_equipment difficulty = 7 }
	# 1947 Light Armored Vehicle Prototype
	component = { id = 2714 name = TECH_CMP_ARMOR_71_4_NAME type = technical_efficiency difficulty = 6 }
	# 1947 Light Armored Vehicle Production Line
	component = { id = 2715 name = TECH_CMP_ARMOR_71_5_NAME type = industrial_engineering difficulty = 5 }

	required = { 2700 2760 } #'44 Armoured Car AND '41 APCR Anti-Tank Round
	# Activated by: 1943 Electronics (7400)

	effects = {
		command = { type = new_model which = armored_car value = 5 } # '47 Armoured Car
		command = { type = scrap_model which = armored_car value = 4 } # '44 Armoured Car

		command = { type = task_efficiency which = anti_partisan_duty value = 0.01 }

		command = { type = army_detection which = us value = 2 }
		command = { type = army_detection which = them value = -1 }
		command = { type = surprise which = land value = 1 }

		command = { type = build_cost which = armor value = 0.3 }
		command = { type = build_cost which = light_armor value = 0.2 }
		command = { type = build_cost which = mechanized value = 0.3 }
		command = { type = build_cost which = motorized value = 0.3 }
		command = { type = build_cost which = cavalry value = 0.3 }

		command = { type = supply_consumption which = armor value = 0.08 }
		command = { type = supply_consumption which = light_armor value = 0.06 }
		command = { type = supply_consumption which = mechanized value = 0.08 }
		command = { type = supply_consumption which = motorized value = 0.08 }
		command = { type = supply_consumption which = cavalry value = 0.08 }

		command = { type = fuel_consumption which = armor value = 0.01 }
		command = { type = fuel_consumption which = light_armor value = 0.01 }
		command = { type = fuel_consumption which = mechanized value = 0.01 }
		command = { type = fuel_consumption which = motorized value = 0.01 }
		command = { type = fuel_consumption which = cavalry value = 0.01 }

		command = { type = manpower which = armor value = 0.04 }
		command = { type = manpower which = light_armor value = 0.03 }
		command = { type = manpower which = motorized value = 0.04 }
		command = { type = manpower which = mechanized value = 0.04 }
		command = { type = manpower which = cavalry value = 0.04 }

		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = motorized value = 0.25 }
		command = { type = max_organization which = cavalry value = 0.25 }

		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = motorized value = 0.25 }
		command = { type = morale which = cavalry value = 0.25 }

		command = { type = transport_weight which = armor value = 0.7 }
		command = { type = transport_weight which = light_armor value = 0.5 }
		command = { type = transport_weight which = mechanized value = 0.7 }
		command = { type = transport_weight which = motorized value = 0.7 }
		command = { type = transport_weight which = cavalry value = 0.7 }

		command = { type = blizzard_attack which = armor value = 0.75 }
		command = { type = snow_attack which = armor value = 0.75 }
		command = { type = frozen_attack which = armor value = 0.5 }
		command = { type = rain_attack which = armor value = 0.25 }
		command = { type = storm_attack which = armor value = 0.5 }
		command = { type = muddy_attack which = armor value = 0.5 }
		command = { type = desert_attack which = armor value = 1.0 }
		command = { type = mountain_attack which = armor value = 0.75 }
		command = { type = hill_attack which = armor value = 0.5 }
		command = { type = forest_attack which = armor value = 0.5 }
		command = { type = jungle_attack which = armor value = 0.75 }
		command = { type = swamp_attack which = armor value = 0.75 }
		command = { type = blizzard_defense which = armor value = 0.5 }
		command = { type = snow_defense which = armor value = 0.25 }
		command = { type = frozen_defense which = armor value = 0.25 }
		command = { type = rain_defense which = armor value = 0.25 }
		command = { type = storm_defense which = armor value = 0.25 }
		command = { type = muddy_defense which = armor value = 0.25 }
		command = { type = desert_defense which = armor value = 1.0 }
		command = { type = mountain_defense which = armor value = 0.75 }
		command = { type = hill_defense which = armor value = 0.5 }
		command = { type = forest_defense which = armor value = 0.5 }
		command = { type = jungle_defense which = armor value = 0.75 }
		command = { type = swamp_defense which = armor value = 0.75 }
		command = { type = blizzard_move which = armor value = 0.5 }
		command = { type = snow_move which = armor value = 0.25 }
		command = { type = frozen_move which = armor value = 0.25 }
		command = { type = rain_move which = armor value = 0.25 }
		command = { type = storm_move which = armor value = 0.25 }
		command = { type = muddy_move which = armor value = 0.25 }
		command = { type = desert_move which = armor value = 1.0 }
		command = { type = mountain_move which = armor value = 0.75 }
		command = { type = hill_move which = armor value = 0.5 }
		command = { type = forest_move which = armor value = 0.5 }
		command = { type = jungle_move which = armor value = 0.75 }
		command = { type = swamp_move which = armor value = 0.75 }

		command = { type = blizzard_attack which = light_armor value = 0.75 }
		command = { type = snow_attack which = light_armor value = 0.75 }
		command = { type = frozen_attack which = light_armor value = 0.5 }
		command = { type = rain_attack which = light_armor value = 0.25 }
		command = { type = storm_attack which = light_armor value = 0.5 }
		command = { type = muddy_attack which = light_armor value = 0.5 }
		command = { type = desert_attack which = light_armor value = 1.0 }
		command = { type = mountain_attack which = light_armor value = 0.75 }
		command = { type = hill_attack which = light_armor value = 0.5 }
		command = { type = forest_attack which = light_armor value = 0.5 }
		command = { type = jungle_attack which = light_armor value = 0.75 }
		command = { type = swamp_attack which = light_armor value = 0.75 }
		command = { type = blizzard_defense which = light_armor value = 0.5 }
		command = { type = snow_defense which = light_armor value = 0.25 }
		command = { type = frozen_defense which = light_armor value = 0.25 }
		command = { type = rain_defense which = light_armor value = 0.25 }
		command = { type = storm_defense which = light_armor value = 0.25 }
		command = { type = muddy_defense which = light_armor value = 0.25 }
		command = { type = desert_defense which = light_armor value = 1.0 }
		command = { type = mountain_defense which = light_armor value = 0.75 }
		command = { type = hill_defense which = light_armor value = 0.5 }
		command = { type = forest_defense which = light_armor value = 0.5 }
		command = { type = jungle_defense which = light_armor value = 0.75 }
		command = { type = swamp_defense which = light_armor value = 0.75 }
		command = { type = blizzard_move which = light_armor value = 0.5 }
		command = { type = snow_move which = light_armor value = 0.25 }
		command = { type = frozen_move which = light_armor value = 0.25 }
		command = { type = rain_move which = light_armor value = 0.25 }
		command = { type = storm_move which = light_armor value = 0.25 }
		command = { type = muddy_move which = light_armor value = 0.25 }
		command = { type = desert_move which = light_armor value = 1.0 }
		command = { type = mountain_move which = light_armor value = 0.75 }
		command = { type = hill_move which = light_armor value = 0.5 }
		command = { type = forest_move which = light_armor value = 0.5 }
		command = { type = jungle_move which = light_armor value = 0.75 }
		command = { type = swamp_move which = light_armor value = 0.75 }
 
		command = { type = blizzard_attack which = mechanized value = 0.5 }
		command = { type = snow_attack which = mechanized value = 0.25 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.25 }
		command = { type = muddy_attack which = mechanized value = 0.25 }
		command = { type = desert_attack which = mechanized value = 0.5 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.25 }
		command = { type = desert_defense which = mechanized value = 0.5 }
		command = { type = mountain_defense which = mechanized value = 0.5 }
		command = { type = hill_defense which = mechanized value = 0.25 }
		command = { type = forest_defense which = mechanized value = 0.25 }
		command = { type = jungle_defense which = mechanized value = 0.5 }
		command = { type = swamp_defense which = mechanized value = 0.5 }
		command = { type = blizzard_move which = mechanized value = 0.5 }
		command = { type = snow_move which = mechanized value = 0.25 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.25 }
		command = { type = muddy_move which = mechanized value = 0.25 }
		command = { type = desert_move which = mechanized value = 0.5 }
		command = { type = mountain_move which = mechanized value = 0.5 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.5 }
		command = { type = swamp_move which = mechanized value = 0.5 }

		command = { type = blizzard_attack which = motorized value = 0.5 }
		command = { type = snow_attack which = motorized value = 0.25 }
		command = { type = frozen_attack which = motorized value = 0.25 }
		command = { type = rain_attack which = motorized value = 0.25 }
		command = { type = storm_attack which = motorized value = 0.25 }
		command = { type = muddy_attack which = motorized value = 0.25 }
		command = { type = desert_attack which = motorized value = 0.5 }
		command = { type = mountain_attack which = motorized value = 0.5 }
		command = { type = hill_attack which = motorized value = 0.25 }
		command = { type = forest_attack which = motorized value = 0.25 }
		command = { type = jungle_attack which = motorized value = 0.5 }
		command = { type = swamp_attack which = motorized value = 0.5 }
		command = { type = blizzard_defense which = motorized value = 0.25 }
		command = { type = desert_defense which = motorized value = 0.5 }
		command = { type = mountain_defense which = motorized value = 0.5 }
		command = { type = hill_defense which = motorized value = 0.25 }
		command = { type = forest_defense which = motorized value = 0.25 }
		command = { type = jungle_defense which = motorized value = 0.5 }
		command = { type = swamp_defense which = motorized value = 0.5 }
		command = { type = blizzard_move which = motorized value = 0.5 }
		command = { type = snow_move which = motorized value = 0.25 }
		command = { type = frozen_move which = motorized value = 0.25 }
		command = { type = storm_move which = motorized value = 0.25 }
		command = { type = muddy_move which = motorized value = 0.25 }
		command = { type = desert_move which = motorized value = 0.5 }
		command = { type = mountain_move which = motorized value = 0.5 }
		command = { type = hill_move which = motorized value = 0.25 }
		command = { type = forest_move which = motorized value = 0.25 }
		command = { type = jungle_move which = motorized value = 0.5 }
		command = { type = swamp_move which = motorized value = 0.5 }

		command = { type = blizzard_attack which = cavalry value = 0.5 }
		command = { type = snow_attack which = cavalry value = 0.25 }
		command = { type = frozen_attack which = cavalry value = 0.25 }
		command = { type = rain_attack which = cavalry value = 0.25 }
		command = { type = storm_attack which = cavalry value = 0.25 }
		command = { type = muddy_attack which = cavalry value = 0.25 }
		command = { type = desert_attack which = cavalry value = 0.5 }
		command = { type = mountain_attack which = cavalry value = 0.5 }
		command = { type = hill_attack which = cavalry value = 0.25 }
		command = { type = forest_attack which = cavalry value = 0.25 }
		command = { type = jungle_attack which = cavalry value = 0.5 }
		command = { type = swamp_attack which = cavalry value = 0.5 }
		command = { type = blizzard_defense which = cavalry value = 0.25 }
		command = { type = desert_defense which = cavalry value = 0.5 }
		command = { type = mountain_defense which = cavalry value = 0.5 }
		command = { type = hill_defense which = cavalry value = 0.25 }
		command = { type = forest_defense which = cavalry value = 0.25 }
		command = { type = jungle_defense which = cavalry value = 0.5 }
		command = { type = swamp_defense which = cavalry value = 0.5 }
		command = { type = blizzard_move which = cavalry value = 0.5 }
		command = { type = snow_move which = cavalry value = 0.25 }
		command = { type = frozen_move which = cavalry value = 0.25 }
		command = { type = storm_move which = cavalry value = 0.25 }
		command = { type = muddy_move which = cavalry value = 0.25 }
		command = { type = desert_move which = cavalry value = 0.5 }
		command = { type = mountain_move which = cavalry value = 0.5 }
		command = { type = hill_move which = cavalry value = 0.25 }
		command = { type = forest_move which = cavalry value = 0.25 }
		command = { type = jungle_move which = cavalry value = 0.5 }
		command = { type = swamp_move which = cavalry value = 0.5 }

	}
}

 # 1950 Light Armored Vehicle
application = {
	id = 2720
	name = TECH_APP_ARMOR_72_NAME
	desc = TECH_APP_ARMOR_72_DESC
	position = { x = 35 y = 375 }
	year = 1950

	# 1950 Light Armored Vehicle Program Management
	component = { id = 2721 name = TECH_CMP_ARMOR_72_1_NAME type = management difficulty = 5 }
	# Light Light Armored Vehicle Chasis
	component = { id = 2722 name = TECH_CMP_ARMOR_72_2_NAME type = mechanics difficulty = 7 }
	# 1950 Light Armored Vehicle Equipment
	component = { id = 2723 name = TECH_CMP_ARMOR_72_3_NAME type = general_equipment difficulty = 7 }
	# 1950 Light Armored Vehicle Prototype
	component = { id = 2724 name = TECH_CMP_ARMOR_72_4_NAME type = technical_efficiency difficulty = 6 }
	# 1950 Light Armored Vehicle Production Line
	component = { id = 2725 name = TECH_CMP_ARMOR_72_5_NAME type = industrial_engineering difficulty = 5 }

	required = { 2710 2790 } #'47 Armoured Car AND '44 APDS Anti-Tank Round
	# Activated by: 1945 Electronics (7410)

	effects = {
		command = { type = new_model which = armored_car value = 6 } # '50 Armoured Car
		command = { type = scrap_model which = armored_car value = 5 } # '47 Armoured Car

		command = { type = task_efficiency which = anti_partisan_duty value = 0.01 }

		command = { type = army_detection which = us value = 2 }
		command = { type = army_detection which = them value = -1 }
		command = { type = surprise which = land value = 1 }

		command = { type = build_cost which = armor value = 0.3 }
		command = { type = build_cost which = light_armor value = 0.2 }
		command = { type = build_cost which = mechanized value = 0.3 }
		command = { type = build_cost which = motorized value = 0.3 }
		command = { type = build_cost which = cavalry value = 0.3 }

		command = { type = supply_consumption which = armor value = 0.08 }
		command = { type = supply_consumption which = light_armor value = 0.06 }
		command = { type = supply_consumption which = mechanized value = 0.08 }
		command = { type = supply_consumption which = motorized value = 0.08 }
		command = { type = supply_consumption which = cavalry value = 0.08 }

		command = { type = fuel_consumption which = armor value = 0.01 }
		command = { type = fuel_consumption which = light_armor value = 0.01 }
		command = { type = fuel_consumption which = mechanized value = 0.01 }
		command = { type = fuel_consumption which = motorized value = 0.01 }
		command = { type = fuel_consumption which = cavalry value = 0.01 }

		command = { type = manpower which = armor value = 0.04 }
		command = { type = manpower which = light_armor value = 0.03 }
		command = { type = manpower which = motorized value = 0.04 }
		command = { type = manpower which = mechanized value = 0.04 }
		command = { type = manpower which = cavalry value = 0.04 }

		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = motorized value = 0.25 }
		command = { type = max_organization which = cavalry value = 0.25 }

		command = { type = morale which = armor value = 0.25 }
		command = { type = morale which = light_armor value = 0.25 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = motorized value = 0.25 }
		command = { type = morale which = cavalry value = 0.25 }

		command = { type = transport_weight which = armor value = 0.7 }
		command = { type = transport_weight which = light_armor value = 0.5 }
		command = { type = transport_weight which = mechanized value = 0.7 }
		command = { type = transport_weight which = motorized value = 0.7 }
		command = { type = transport_weight which = cavalry value = 0.7 }

		command = { type = blizzard_attack which = armor value = 0.75 }
		command = { type = snow_attack which = armor value = 0.75 }
		command = { type = frozen_attack which = armor value = 0.5 }
		command = { type = rain_attack which = armor value = 0.25 }
		command = { type = storm_attack which = armor value = 0.5 }
		command = { type = muddy_attack which = armor value = 0.5 }
		command = { type = desert_attack which = armor value = 1.0 }
		command = { type = mountain_attack which = armor value = 0.75 }
		command = { type = hill_attack which = armor value = 0.5 }
		command = { type = forest_attack which = armor value = 0.5 }
		command = { type = jungle_attack which = armor value = 0.75 }
		command = { type = swamp_attack which = armor value = 0.75 }
		command = { type = blizzard_defense which = armor value = 0.5 }
		command = { type = snow_defense which = armor value = 0.25 }
		command = { type = frozen_defense which = armor value = 0.25 }
		command = { type = rain_defense which = armor value = 0.25 }
		command = { type = storm_defense which = armor value = 0.25 }
		command = { type = muddy_defense which = armor value = 0.25 }
		command = { type = desert_defense which = armor value = 1.0 }
		command = { type = mountain_defense which = armor value = 0.75 }
		command = { type = hill_defense which = armor value = 0.5 }
		command = { type = forest_defense which = armor value = 0.5 }
		command = { type = jungle_defense which = armor value = 0.75 }
		command = { type = swamp_defense which = armor value = 0.75 }
		command = { type = blizzard_move which = armor value = 0.5 }
		command = { type = snow_move which = armor value = 0.25 }
		command = { type = frozen_move which = armor value = 0.25 }
		command = { type = rain_move which = armor value = 0.25 }
		command = { type = storm_move which = armor value = 0.25 }
		command = { type = muddy_move which = armor value = 0.25 }
		command = { type = desert_move which = armor value = 1.0 }
		command = { type = mountain_move which = armor value = 0.75 }
		command = { type = hill_move which = armor value = 0.5 }
		command = { type = forest_move which = armor value = 0.5 }
		command = { type = jungle_move which = armor value = 0.75 }
		command = { type = swamp_move which = armor value = 0.75 }

		command = { type = blizzard_attack which = light_armor value = 0.75 }
		command = { type = snow_attack which = light_armor value = 0.75 }
		command = { type = frozen_attack which = light_armor value = 0.5 }
		command = { type = rain_attack which = light_armor value = 0.25 }
		command = { type = storm_attack which = light_armor value = 0.5 }
		command = { type = muddy_attack which = light_armor value = 0.5 }
		command = { type = desert_attack which = light_armor value = 1.0 }
		command = { type = mountain_attack which = light_armor value = 0.75 }
		command = { type = hill_attack which = light_armor value = 0.5 }
		command = { type = forest_attack which = light_armor value = 0.5 }
		command = { type = jungle_attack which = light_armor value = 0.75 }
		command = { type = swamp_attack which = light_armor value = 0.75 }
		command = { type = blizzard_defense which = light_armor value = 0.5 }
		command = { type = snow_defense which = light_armor value = 0.25 }
		command = { type = frozen_defense which = light_armor value = 0.25 }
		command = { type = rain_defense which = light_armor value = 0.25 }
		command = { type = storm_defense which = light_armor value = 0.25 }
		command = { type = muddy_defense which = light_armor value = 0.25 }
		command = { type = desert_defense which = light_armor value = 1.0 }
		command = { type = mountain_defense which = light_armor value = 0.75 }
		command = { type = hill_defense which = light_armor value = 0.5 }
		command = { type = forest_defense which = light_armor value = 0.5 }
		command = { type = jungle_defense which = light_armor value = 0.75 }
		command = { type = swamp_defense which = light_armor value = 0.75 }
		command = { type = blizzard_move which = light_armor value = 0.5 }
		command = { type = snow_move which = light_armor value = 0.25 }
		command = { type = frozen_move which = light_armor value = 0.25 }
		command = { type = rain_move which = light_armor value = 0.25 }
		command = { type = storm_move which = light_armor value = 0.25 }
		command = { type = muddy_move which = light_armor value = 0.25 }
		command = { type = desert_move which = light_armor value = 1.0 }
		command = { type = mountain_move which = light_armor value = 0.75 }
		command = { type = hill_move which = light_armor value = 0.5 }
		command = { type = forest_move which = light_armor value = 0.5 }
		command = { type = jungle_move which = light_armor value = 0.75 }
		command = { type = swamp_move which = light_armor value = 0.75 }
 
		command = { type = blizzard_attack which = mechanized value = 0.5 }
		command = { type = snow_attack which = mechanized value = 0.25 }
		command = { type = frozen_attack which = mechanized value = 0.25 }
		command = { type = rain_attack which = mechanized value = 0.25 }
		command = { type = storm_attack which = mechanized value = 0.25 }
		command = { type = muddy_attack which = mechanized value = 0.25 }
		command = { type = desert_attack which = mechanized value = 0.5 }
		command = { type = mountain_attack which = mechanized value = 0.5 }
		command = { type = hill_attack which = mechanized value = 0.25 }
		command = { type = forest_attack which = mechanized value = 0.25 }
		command = { type = jungle_attack which = mechanized value = 0.5 }
		command = { type = swamp_attack which = mechanized value = 0.5 }
		command = { type = blizzard_defense which = mechanized value = 0.25 }
		command = { type = desert_defense which = mechanized value = 0.5 }
		command = { type = mountain_defense which = mechanized value = 0.5 }
		command = { type = hill_defense which = mechanized value = 0.25 }
		command = { type = forest_defense which = mechanized value = 0.25 }
		command = { type = jungle_defense which = mechanized value = 0.5 }
		command = { type = swamp_defense which = mechanized value = 0.5 }
		command = { type = blizzard_move which = mechanized value = 0.5 }
		command = { type = snow_move which = mechanized value = 0.25 }
		command = { type = frozen_move which = mechanized value = 0.25 }
		command = { type = storm_move which = mechanized value = 0.25 }
		command = { type = muddy_move which = mechanized value = 0.25 }
		command = { type = desert_move which = mechanized value = 0.5 }
		command = { type = mountain_move which = mechanized value = 0.5 }
		command = { type = hill_move which = mechanized value = 0.25 }
		command = { type = forest_move which = mechanized value = 0.25 }
		command = { type = jungle_move which = mechanized value = 0.5 }
		command = { type = swamp_move which = mechanized value = 0.5 }

		command = { type = blizzard_attack which = motorized value = 0.5 }
		command = { type = snow_attack which = motorized value = 0.25 }
		command = { type = frozen_attack which = motorized value = 0.25 }
		command = { type = rain_attack which = motorized value = 0.25 }
		command = { type = storm_attack which = motorized value = 0.25 }
		command = { type = muddy_attack which = motorized value = 0.25 }
		command = { type = desert_attack which = motorized value = 0.5 }
		command = { type = mountain_attack which = motorized value = 0.5 }
		command = { type = hill_attack which = motorized value = 0.25 }
		command = { type = forest_attack which = motorized value = 0.25 }
		command = { type = jungle_attack which = motorized value = 0.5 }
		command = { type = swamp_attack which = motorized value = 0.5 }
		command = { type = blizzard_defense which = motorized value = 0.25 }
		command = { type = desert_defense which = motorized value = 0.5 }
		command = { type = mountain_defense which = motorized value = 0.5 }
		command = { type = hill_defense which = motorized value = 0.25 }
		command = { type = forest_defense which = motorized value = 0.25 }
		command = { type = jungle_defense which = motorized value = 0.5 }
		command = { type = swamp_defense which = motorized value = 0.5 }
		command = { type = blizzard_move which = motorized value = 0.5 }
		command = { type = snow_move which = motorized value = 0.25 }
		command = { type = frozen_move which = motorized value = 0.25 }
		command = { type = storm_move which = motorized value = 0.25 }
		command = { type = muddy_move which = motorized value = 0.25 }
		command = { type = desert_move which = motorized value = 0.5 }
		command = { type = mountain_move which = motorized value = 0.5 }
		command = { type = hill_move which = motorized value = 0.25 }
		command = { type = forest_move which = motorized value = 0.25 }
		command = { type = jungle_move which = motorized value = 0.5 }
		command = { type = swamp_move which = motorized value = 0.5 }

		command = { type = blizzard_attack which = cavalry value = 0.5 }
		command = { type = snow_attack which = cavalry value = 0.25 }
		command = { type = frozen_attack which = cavalry value = 0.25 }
		command = { type = rain_attack which = cavalry value = 0.25 }
		command = { type = storm_attack which = cavalry value = 0.25 }
		command = { type = muddy_attack which = cavalry value = 0.25 }
		command = { type = desert_attack which = cavalry value = 0.5 }
		command = { type = mountain_attack which = cavalry value = 0.5 }
		command = { type = hill_attack which = cavalry value = 0.25 }
		command = { type = forest_attack which = cavalry value = 0.25 }
		command = { type = jungle_attack which = cavalry value = 0.5 }
		command = { type = swamp_attack which = cavalry value = 0.5 }
		command = { type = blizzard_defense which = cavalry value = 0.25 }
		command = { type = desert_defense which = cavalry value = 0.5 }
		command = { type = mountain_defense which = cavalry value = 0.5 }
		command = { type = hill_defense which = cavalry value = 0.25 }
		command = { type = forest_defense which = cavalry value = 0.25 }
		command = { type = jungle_defense which = cavalry value = 0.5 }
		command = { type = swamp_defense which = cavalry value = 0.5 }
		command = { type = blizzard_move which = cavalry value = 0.5 }
		command = { type = snow_move which = cavalry value = 0.25 }
		command = { type = frozen_move which = cavalry value = 0.25 }
		command = { type = storm_move which = cavalry value = 0.25 }
		command = { type = muddy_move which = cavalry value = 0.25 }
		command = { type = desert_move which = cavalry value = 0.5 }
		command = { type = mountain_move which = cavalry value = 0.5 }
		command = { type = hill_move which = cavalry value = 0.25 }
		command = { type = forest_move which = cavalry value = 0.25 }
		command = { type = jungle_move which = cavalry value = 0.5 }
		command = { type = swamp_move which = cavalry value = 0.5 }
	}
}

# ##############################################################################
# # Anti-Tank Artillery - 2730-2810 ############################################
# ##############################################################################

# 1935 Anti-Tank Artillery
application = {
	id = 2730
	name = TECH_APP_ARMOR_73_NAME
	desc = TECH_APP_ARMOR_73_DESC
	position = { x = 455 y = 255 }
	year = 1935

	# Anti-Tank Gun 37mm / 40mm / 45mm / 47mm
	component = { id = 2731 name = TECH_CMP_ARMOR_73_1_NAME type = artillery difficulty = 4 double_time = yes }
	# 37-47mm Gun Carriage
	component = { id = 2732 name = TECH_CMP_ARMOR_73_2_NAME type = general_equipment difficulty = 3 double_time = yes }
	# 37-47mm AP Ammo
	component = { id = 2733 name = TECH_CMP_ARMOR_73_3_NAME type = artillery difficulty = 3 double_time = yes }
	# 37-47mm Anti-Tank Gun Prototype
	component = { id = 2734 name = TECH_CMP_ARMOR_73_4_NAME type = technical_efficiency difficulty = 3 double_time = yes }
	# 37-47mm Anti-Tank Gun Production Line
	component = { id = 2735 name = TECH_CMP_ARMOR_73_5_NAME type = industrial_engineering difficulty = 3 double_time = yes }

	required = { 2910 } # '30 Anti-Aircraft
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = activate_unit_type which = anti_tank }
		command = { type = new_model which = anti_tank value = 0 } # '35 Anti-Tank Gun

		command = { type = build_cost which = infantry value = 0.4 }
		command = { type = build_cost which = cavalry value = 0.2 }
		command = { type = build_cost which = motorized value = 0.4 }
		command = { type = build_cost which = mechanized value = 0.4 }
		command = { type = build_cost which = marine value = 0.2 }
		command = { type = build_cost which = bergsjaeger value = 0.2 }
		command = { type = build_cost which = militia value = 0.3 }

		command = { type = supply_consumption which = infantry value = 0.06 }
		command = { type = supply_consumption which = cavalry value = 0.03 }
		command = { type = supply_consumption which = motorized value = 0.06 }
		command = { type = supply_consumption which = mechanized value = 0.06 }
		command = { type = supply_consumption which = marine value = 0.03 }
		command = { type = supply_consumption which = bergsjaeger value = 0.03 }
		command = { type = supply_consumption which = militia value = 0.03 }

		command = { type = fuel_consumption which = motorized value = 0.01 }
		command = { type = fuel_consumption which = mechanized value = 0.01 }

		command = { type = manpower which = infantry value = 0.03 }
		command = { type = manpower which = cavalry value = 0.01 }
		command = { type = manpower which = motorized value = 0.03 }
		command = { type = manpower which = mechanized value = 0.03 }
		command = { type = manpower which = marine value = 0.01 }
		command = { type = manpower which = bergsjaeger value = 0.01 }
		command = { type = manpower which = militia value = 0.01 }

		command = { type = max_organization which = infantry value = 0.25 }
		command = { type = max_organization which = cavalry value = 0.125 }
		command = { type = max_organization which = motorized value = 0.25 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = marine value = 0.125 }
		command = { type = max_organization which = bergsjaeger value = 0.125 }
		command = { type = max_organization which = militia value = 0.125 }

		command = { type = morale which = infantry value = 0.125 }
		command = { type = morale which = motorized value = 0.125 }
		command = { type = morale which = mechanized value = 0.125 }

		command = { type = transport_weight which = infantry value = 0.06 }
		command = { type = transport_weight which = cavalry value = 0.03 }
		command = { type = transport_weight which = motorized value = 0.06 }
		command = { type = transport_weight which = mechanized value = 0.05 }
		command = { type = transport_weight which = marine value = 0.02 }
		command = { type = transport_weight which = bergsjaeger value = 0.01 }
		command = { type = transport_weight which = militia value = 0.03 }
	}
}

# 1940 Anti-Tank Artillery
application = {
	id = 2750
	name = TECH_APP_ARMOR_75_NAME
	desc = TECH_APP_ARMOR_75_DESC
	position = { x = 460 y = 275 }
	year = 1940
	# Anti-Tank Gun 50mm / 57mm
	component = { id = 2751 name = TECH_CMP_ARMOR_75_1_NAME type = artillery difficulty = 4 }
	# 50-57mm Gun Carriage
	component = { id = 2752 name = TECH_CMP_ARMOR_75_2_NAME type = general_equipment difficulty = 3 }
	# 50-57mm APCBC Ammo
	component = { id = 2753 name = TECH_CMP_ARMOR_75_3_NAME type = artillery difficulty = 3 }
	# 50-57mm Anti-Tank Gun Prototype
	component = { id = 2754 name = TECH_CMP_ARMOR_75_4_NAME type = technical_efficiency difficulty = 3 }
	# 50-57mm Anti-Tank Gun Production Line
	component = { id = 2755 name = TECH_CMP_ARMOR_75_5_NAME type = industrial_engineering difficulty = 3 }

	required = { 2730 } # '35 Anti-Tank Gun
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = new_model which = anti_tank value = 2 } # '40 Anti-Tank Gun
		command = { type = scrap_model which = anti_tank value = 0 } # '35 Anti-Tank Gun

		command = { type = build_cost which = infantry value = 0.4 }
		command = { type = build_cost which = cavalry value = 0.2 }
		command = { type = build_cost which = motorized value = 0.4 }
		command = { type = build_cost which = mechanized value = 0.4 }
		command = { type = build_cost which = marine value = 0.2 }
		command = { type = build_cost which = bergsjaeger value = 0.2 }
		command = { type = build_cost which = militia value = 0.3 }

		command = { type = supply_consumption which = infantry value = 0.06 }
		command = { type = supply_consumption which = cavalry value = 0.03 }
		command = { type = supply_consumption which = motorized value = 0.06 }
		command = { type = supply_consumption which = mechanized value = 0.06 }
		command = { type = supply_consumption which = marine value = 0.03 }
		command = { type = supply_consumption which = bergsjaeger value = 0.03 }
		command = { type = supply_consumption which = militia value = 0.03 }

		command = { type = fuel_consumption which = motorized value = 0.01 }
		command = { type = fuel_consumption which = mechanized value = 0.01 }

		command = { type = manpower which = infantry value = 0.03 }
		command = { type = manpower which = cavalry value = 0.01 }
		command = { type = manpower which = motorized value = 0.03 }
		command = { type = manpower which = mechanized value = 0.03 }
		command = { type = manpower which = marine value = 0.01 }
		command = { type = manpower which = bergsjaeger value = 0.01 }
		command = { type = manpower which = militia value = 0.01 }

		command = { type = max_organization which = infantry value = 0.25 }
		command = { type = max_organization which = cavalry value = 0.125 }
		command = { type = max_organization which = motorized value = 0.25 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = marine value = 0.125 }
		command = { type = max_organization which = bergsjaeger value = 0.125 }
		command = { type = max_organization which = militia value = 0.125 }

		command = { type = morale which = infantry value = 0.125 }
		command = { type = morale which = motorized value = 0.125 }
		command = { type = morale which = mechanized value = 0.125 }

		command = { type = transport_weight which = infantry value = 0.06 }
		command = { type = transport_weight which = cavalry value = 0.03 }
		command = { type = transport_weight which = motorized value = 0.06 }
		command = { type = transport_weight which = mechanized value = 0.05 }
		command = { type = transport_weight which = marine value = 0.02 }
		command = { type = transport_weight which = bergsjaeger value = 0.01 }
		command = { type = transport_weight which = militia value = 0.03 }
	}
}

# 1941 APCR Anti-Tank Round
application = {
	id = 2760
	name = TECH_APP_ARMOR_76_NAME
	desc = TECH_APP_ARMOR_76_DESC
	position = { x = 475 y = 295 }
	year = 1941

	# APCR Concept
	component = { id = 2761 name = TECH_CMP_ARMOR_76_1_NAME type = artillery difficulty = 4 }
	# Advanced Tungsten Alloys
	component = { id = 2762 name = TECH_CMP_ARMOR_76_2_NAME type = chemistry difficulty = 5 }
	# APCR Round Design
	component = { id = 2763 name = TECH_CMP_ARMOR_76_3_NAME type = artillery difficulty = 3 }
	# APCR Round Evaluation & Testing
	component = { id = 2764 name = TECH_CMP_ARMOR_76_4_NAME type = technical_efficiency difficulty = 4 }
	# 50+mm APCR Round
	component = { id = 2765 name = TECH_CMP_ARMOR_76_5_NAME type = artillery difficulty = 4 }

	required = { 2750 } # '40 Anti-Tank Gun
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = new_model which = anti_tank value = 3 } # '40 Anti-Tank Gun (APCR)
		command = { type = new_model which = anti_tank value = 1 } # '35 Anti-Tank Gun (APCR)
		command = { type = scrap_model which = anti_tank value = 2 } # '40 Anti-Tank Gun
		command = { type = scrap_model which = anti_tank value = 0 } # '35 Anti-Tank Gun

		command = { type = build_cost which = infantry value = 0.1 }
		command = { type = build_cost which = cavalry value = 0.1 }
		command = { type = build_cost which = motorized value = 0.1 }
		command = { type = build_cost which = mechanized value = 0.1 }
		command = { type = build_cost which = marine value = 0.1 }
		command = { type = build_cost which = bergsjaeger value = 0.1 }
		command = { type = build_cost which = militia value = 0.1 }

		command = { type = supply_consumption which = infantry value = 0.06 }
		command = { type = supply_consumption which = cavalry value = 0.03 }
		command = { type = supply_consumption which = motorized value = 0.06 }
		command = { type = supply_consumption which = mechanized value = 0.06 }
		command = { type = supply_consumption which = marine value = 0.03 }
		command = { type = supply_consumption which = bergsjaeger value = 0.03 }
		command = { type = supply_consumption which = militia value = 0.03 }

		command = { type = max_organization which = infantry value = 0.125 }
		command = { type = max_organization which = cavalry value = 0.125 }
		command = { type = max_organization which = motorized value = 0.125 }
		command = { type = max_organization which = mechanized value = 0.125 }
		command = { type = max_organization which = armor value = 0.125 }
		command = { type = max_organization which = light_armor value = 0.125 }
		command = { type = max_organization which = paratrooper value = 0.125 }
		command = { type = max_organization which = marine value = 0.125 } 
		command = { type = max_organization which = bergsjaeger value = 0.125 }
	}
}

# 1942 Anti-Tank Artillery
application = {
	id = 2770
	name = TECH_APP_ARMOR_77_NAME
	desc = TECH_APP_ARMOR_77_DESC
	position = { x = 455 y = 315 }
	year = 1942

	# Anti-Tank Gun 75mm / 76.2mm / 77mm / 85mm
	component = { id = 2771 name = TECH_CMP_ARMOR_77_1_NAME type = artillery difficulty = 5 }
	# 75-85mm Gun Carriage
	component = { id = 2772 name = TECH_CMP_ARMOR_77_2_NAME type = general_equipment difficulty = 4 }
	# 75-85mm APCR Round
	component = { id = 2773 name = TECH_CMP_ARMOR_77_3_NAME type = artillery difficulty = 4 }
	# 75-85mm Anti-Tank Gun Prototype
	component = { id = 2774 name = TECH_CMP_ARMOR_77_4_NAME type = technical_efficiency difficulty = 4 }
	# 75-85mm Anti-Tank Gun Production Line
	component = { id = 2775 name = TECH_CMP_ARMOR_77_5_NAME type = industrial_engineering difficulty = 4 }

	required = { 2760 } # '41 APCR Ammo 
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = new_model which = anti_tank value = 4 } # '42 Anti-Tank Gun
		command = { type = scrap_model which = anti_tank value = 3 } # '40 Anti-Tank Gun (APCR)
		command = { type = scrap_model which = anti_tank value = 1 } # '35 Anti-Tank Gun (APCR)

		command = { type = build_cost which = infantry value = 0.5 }
		command = { type = build_cost which = cavalry value = 0.2 }
		command = { type = build_cost which = motorized value = 0.4 }
		command = { type = build_cost which = mechanized value = 0.4 }
		command = { type = build_cost which = armor value = 0.1 }
		command = { type = build_cost which = light_armor value = 0.1 }
		command = { type = build_cost which = paratrooper value = 0.7 }
		command = { type = build_cost which = marine value = 0.2 }
		command = { type = build_cost which = bergsjaeger value = 0.2 }
		command = { type = build_cost which = garrison value = 0.1 }
		command = { type = build_cost which = militia value = 0.3 }

		command = { type = supply_consumption which = infantry value = 0.04 }
		command = { type = supply_consumption which = cavalry value = 0.02 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.04 }
		command = { type = supply_consumption which = armor value = 0.06 }
		command = { type = supply_consumption which = light_armor value = 0.06 }
		command = { type = supply_consumption which = paratrooper value = 0.17 }
		command = { type = supply_consumption which = marine value = 0.02 }
		command = { type = supply_consumption which = bergsjaeger value = 0.02 }
		command = { type = supply_consumption which = garrison value = 0.01 }
		command = { type = supply_consumption which = militia value = 0.02 }

		command = { type = fuel_consumption which = infantry value = 0.02 }
		command = { type = fuel_consumption which = cavalry value = 0.01 }
		command = { type = fuel_consumption which = motorized value = 0.02 }
		command = { type = fuel_consumption which = mechanized value = 0.02 }

		command = { type = manpower which = infantry value = 0.02 }
		command = { type = manpower which = cavalry value = 0.01 }
		command = { type = manpower which = motorized value = 0.02 }
		command = { type = manpower which = mechanized value = 0.02 }
		command = { type = manpower which = paratrooper value = 0.08 }
		command = { type = manpower which = marine value = 0.01 }
		command = { type = manpower which = bergsjaeger value = 0.01 }
		command = { type = manpower which = garrison value = 0.01 }
		command = { type = manpower which = militia value = 0.01 }

		command = { type = max_organization which = infantry value = 0.25 }
		command = { type = max_organization which = cavalry value = 0.125 }
		command = { type = max_organization which = motorized value = 0.25 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = armor value = 0.125 }
		command = { type = max_organization which = light_armor value = 0.125 }
		command = { type = max_organization which = paratrooper value = 0.25 }
		command = { type = max_organization which = marine value = 0.125 }
		command = { type = max_organization which = bergsjaeger value = 0.125 }
		command = { type = max_organization which = garrison value = 0.125 }
		command = { type = max_organization which = militia value = 0.125 }

		command = { type = morale which = infantry value = 0.125 }
		command = { type = morale which = motorized value = 0.125 }
		command = { type = morale which = mechanized value = 0.125 }
		command = { type = morale which = armor value = 0.125 }
		command = { type = morale which = light_armor value = 0.125 }
		command = { type = morale which = paratrooper value = 0.125 }

		command = { type = transport_weight which = infantry value = 0.05 }
		command = { type = transport_weight which = cavalry value = 0.03 }
		command = { type = transport_weight which = motorized value = 0.05 }
		command = { type = transport_weight which = mechanized value = 0.05 }
		command = { type = transport_weight which = paratrooper value = 1.0 }
		command = { type = transport_weight which = marine value = 0.02 }
		command = { type = transport_weight which = bergsjaeger value = 0.01 }
		command = { type = transport_weight which = garrison value = 0.01 }
		command = { type = transport_weight which = militia value = 0.02 }

		command = { type = blizzard_attack which = infantry value = -0.75 } # 1%
		command = { type = snow_attack which = infantry value = -0.5 }
		command = { type = frozen_attack which = infantry value = -0.25 }
		command = { type = rain_attack which = infantry value = -0.25 }
		command = { type = storm_attack which = infantry value = -0.5 }
		command = { type = muddy_attack which = infantry value = -0.5 }
		command = { type = desert_attack which = infantry value = -0.25 }
		command = { type = mountain_attack which = infantry value = -0.5 }
		command = { type = hill_attack which = infantry value = -0.25 }
		command = { type = forest_attack which = infantry value = -0.25 }
		command = { type = jungle_attack which = infantry value = -0.25 }
		command = { type = swamp_attack which = infantry value = -0.25 }
		command = { type = blizzard_defense which = infantry value = -0.5 }
		command = { type = snow_defense which = infantry value = -0.25 }
		command = { type = frozen_defense which = infantry value = -0.25 }
		command = { type = storm_defense which = infantry value = -0.25 }
		command = { type = muddy_defense which = infantry value = -0.25 }
		command = { type = desert_defense which = infantry value = -0.25 }
		command = { type = mountain_defense which = infantry value = -0.5 }
		command = { type = hill_defense which = infantry value = -0.25 }
		command = { type = forest_defense which = infantry value = -0.25 }
		command = { type = jungle_defense which = infantry value = -0.5 }
		command = { type = swamp_defense which = infantry value = -0.25 }
		command = { type = blizzard_move which = infantry value = -0.75 }
		command = { type = snow_move which = infantry value = -0.5 }
		command = { type = frozen_move which = infantry value = -0.25 }
		command = { type = rain_move which = infantry value = -0.25 }
		command = { type = storm_move which = infantry value = -0.25 }
		command = { type = muddy_move which = infantry value = -0.25 }
		command = { type = desert_move which = infantry value = -0.25 }
		command = { type = mountain_move which = infantry value = -0.5 }
		command = { type = hill_move which = infantry value = -0.25 }
		command = { type = forest_move which = infantry value = -0.25 }
		command = { type = jungle_move which = infantry value = -0.5 }
		command = { type = swamp_move which = infantry value = -0.5 }

		command = { type = blizzard_attack which = cavalry value = -1.0 } # 1%
		command = { type = snow_attack which = cavalry value = -0.75 }
		command = { type = frozen_attack which = cavalry value = -0.25 }
		command = { type = rain_attack which = cavalry value = -0.25 }
		command = { type = storm_attack which = cavalry value = -0.5 }
		command = { type = muddy_attack which = cavalry value = -0.5 }
		command = { type = desert_attack which = cavalry value = -0.25 }
		command = { type = mountain_attack which = cavalry value = -0.75 }
		command = { type = hill_attack which = cavalry value = -0.25 }
		command = { type = forest_attack which = cavalry value = -0.25 }
		command = { type = jungle_attack which = cavalry value = -0.5 }
		command = { type = swamp_attack which = cavalry value = -0.5 }
		command = { type = blizzard_defense which = cavalry value = -0.5 }
		command = { type = snow_defense which = cavalry value = -0.25 }
		command = { type = frozen_defense which = cavalry value = -0.25 }
		command = { type = storm_defense which = cavalry value = -0.25 }
		command = { type = muddy_defense which = cavalry value = -0.25 }
		command = { type = desert_defense which = cavalry value = -0.25 }
		command = { type = mountain_defense which = cavalry value = -0.75 }
		command = { type = hill_defense which = cavalry value = -0.25 }
		command = { type = forest_defense which = cavalry value = -0.25 }
		command = { type = jungle_defense which = cavalry value = -0.75 }
		command = { type = swamp_defense which = cavalry value = -0.25 }
		command = { type = blizzard_move which = cavalry value = -1.0 }
		command = { type = snow_move which = cavalry value = -0.5 }
		command = { type = frozen_move which = cavalry value = -0.25 }
		command = { type = rain_move which = cavalry value = -0.25 }
		command = { type = storm_move which = cavalry value = -0.5 }
		command = { type = muddy_move which = cavalry value = -0.5 }
		command = { type = desert_move which = cavalry value = -0.25 }
		command = { type = mountain_move which = cavalry value = -0.75 }
		command = { type = hill_move which = cavalry value = -0.25 }
		command = { type = forest_move which = cavalry value = -0.25 }
		command = { type = jungle_move which = cavalry value = -0.75 }
		command = { type = swamp_move which = cavalry value = -0.75 }

		command = { type = blizzard_attack which = motorized value = -1.0 } # 1%
		command = { type = snow_attack which = motorized value = -0.75 }
		command = { type = frozen_attack which = motorized value = -0.25 }
		command = { type = rain_attack which = motorized value = -0.25 }
		command = { type = storm_attack which = motorized value = -0.5 }
		command = { type = muddy_attack which = motorized value = -0.5 }
		command = { type = desert_attack which = motorized value = -0.25 }
		command = { type = mountain_attack which = motorized value = -0.75 }
		command = { type = hill_attack which = motorized value = -0.25 }
		command = { type = forest_attack which = motorized value = -0.25 }
		command = { type = jungle_attack which = motorized value = -0.5 }
		command = { type = swamp_attack which = motorized value = -0.5 }
		command = { type = blizzard_defense which = motorized value = -0.5 }
		command = { type = snow_defense which = motorized value = -0.25 }
		command = { type = frozen_defense which = motorized value = -0.25 }
		command = { type = storm_defense which = motorized value = -0.25 }
		command = { type = muddy_defense which = motorized value = -0.25 }
		command = { type = desert_defense which = motorized value = -0.25 }
		command = { type = mountain_defense which = motorized value = -0.75 }
		command = { type = hill_defense which = motorized value = -0.25 }
		command = { type = forest_defense which = motorized value = -0.25 }
		command = { type = jungle_defense which = motorized value = -0.75 }
		command = { type = swamp_defense which = motorized value = -0.25 }
		command = { type = blizzard_move which = motorized value = -1.0 }
		command = { type = snow_move which = motorized value = -0.5 }
		command = { type = frozen_move which = motorized value = -0.25 }
		command = { type = rain_move which = motorized value = -0.25 }
		command = { type = storm_move which = motorized value = -0.5 }
		command = { type = muddy_move which = motorized value = -0.5 }
		command = { type = desert_move which = motorized value = -0.25 }
		command = { type = mountain_move which = motorized value = -0.75 }
		command = { type = hill_move which = motorized value = -0.25 }
		command = { type = forest_move which = motorized value = -0.25 }
		command = { type = jungle_move which = motorized value = -0.75 }
		command = { type = swamp_move which = motorized value = -1.0 }

		command = { type = blizzard_attack which = mechanized value = -1.0 } # 1%
		command = { type = snow_attack which = mechanized value = -0.75 }
		command = { type = frozen_attack which = mechanized value = -0.25 }
		command = { type = rain_attack which = mechanized value = -0.25 }
		command = { type = storm_attack which = mechanized value = -0.5 }
		command = { type = muddy_attack which = mechanized value = -0.5 }
		command = { type = desert_attack which = mechanized value = -0.25 }
		command = { type = mountain_attack which = mechanized value = -0.75 }
		command = { type = hill_attack which = mechanized value = -0.25 }
		command = { type = forest_attack which = mechanized value = -0.25 }
		command = { type = jungle_attack which = mechanized value = -0.5 }
		command = { type = swamp_attack which = mechanized value = -0.5 }
		command = { type = blizzard_defense which = mechanized value = -0.5 }
		command = { type = snow_defense which = mechanized value = -0.25 }
		command = { type = frozen_defense which = mechanized value = -0.25 }
		command = { type = storm_defense which = mechanized value = -0.25 }
		command = { type = muddy_defense which = mechanized value = -0.25 }
		command = { type = desert_defense which = mechanized value = -0.25 }
		command = { type = mountain_defense which = mechanized value = -0.75 }
		command = { type = hill_defense which = mechanized value = -0.25 }
		command = { type = forest_defense which = mechanized value = -0.25 }
		command = { type = jungle_defense which = mechanized value = -0.75 }
		command = { type = swamp_defense which = mechanized value = -0.25 }
		command = { type = blizzard_move which = mechanized value = -1.0 }
		command = { type = snow_move which = mechanized value = -0.5 }
		command = { type = frozen_move which = mechanized value = -0.25 }
		command = { type = rain_move which = mechanized value = -0.25 }
		command = { type = storm_move which = mechanized value = -0.5 }
		command = { type = muddy_move which = mechanized value = -0.5 }
		command = { type = desert_move which = mechanized value = -0.25 }
		command = { type = mountain_move which = mechanized value = -0.75 }
		command = { type = hill_move which = mechanized value = -0.25 }
		command = { type = forest_move which = mechanized value = -0.25 }
		command = { type = jungle_move which = mechanized value = -0.75 }
		command = { type = swamp_move which = mechanized value = -1.0 }

	}
}

# 1943 Anti-Tank Artillery
application = {
	id = 2780
	name = TECH_APP_ARMOR_78_NAME
	desc = TECH_APP_ARMOR_79_DESC
	position = { x = 460 y = 335 }
	year = 1943

	# Anti-Tank Gun 88mm / 90mm / 100mm 
	component = { id = 2781 name = TECH_CMP_ARMOR_78_1_NAME type = artillery difficulty = 5 }
	# 88-100mm Gun Carriage
	component = { id = 2782 name = TECH_CMP_ARMOR_78_2_NAME type = general_equipment difficulty = 4 }
	# 88-100mm APCR Round
	component = { id = 2783 name = TECH_CMP_ARMOR_78_3_NAME type = artillery difficulty = 5 }
	# 88-100mm Anti-Tank Gun Prototype
	component = { id = 2784 name = TECH_CMP_ARMOR_78_4_NAME type = technical_efficiency difficulty = 4 }
	# 88-100mm Anti-Tank Gun Production Line
	component = { id = 2785 name = TECH_CMP_ARMOR_78_5_NAME type = industrial_engineering difficulty = 4 }

	required = { 2770 } # '42 Anti-Tank Gun
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = new_model which = anti_tank value = 6 } # '43 Anti-Tank Gun
		command = { type = scrap_model which = anti_tank value = 4 } # '42 Anti-Tank Gun

		command = { type = build_cost which = infantry value = 0.9 }
		command = { type = build_cost which = cavalry value = 0.4 }
		command = { type = build_cost which = motorized value = 0.7 }
		command = { type = build_cost which = mechanized value = 0.7 }
		command = { type = build_cost which = marine value = 0.4 }
		command = { type = build_cost which = bergsjaeger value = 0.4 }
		command = { type = build_cost which = garrison value = 0.2 }
		command = { type = build_cost which = militia value = 0.5 }

		command = { type = supply_consumption which = infantry value = 0.16 }
		command = { type = supply_consumption which = cavalry value = 0.08 }
		command = { type = supply_consumption which = motorized value = 0.16 }
		command = { type = supply_consumption which = mechanized value = 0.16 }
		command = { type = supply_consumption which = marine value = 0.08 }
		command = { type = supply_consumption which = bergsjaeger value = 0.08 }
		command = { type = supply_consumption which = garrison value = 0.02 }
		command = { type = supply_consumption which = militia value = 0.08 }

		command = { type = fuel_consumption which = infantry value = 0.02 }
		command = { type = fuel_consumption which = cavalry value = 0.01 }
		command = { type = fuel_consumption which = motorized value = 0.02 }
		command = { type = fuel_consumption which = mechanized value = 0.02 }

		command = { type = manpower which = infantry value = 0.08 }
		command = { type = manpower which = cavalry value = 0.04 }
		command = { type = manpower which = motorized value = 0.08 }
		command = { type = manpower which = mechanized value = 0.08 }
		command = { type = manpower which = marine value = 0.04 }
		command = { type = manpower which = bergsjaeger value = 0.04 }
		command = { type = manpower which = garrison value = 0.01 }
		command = { type = manpower which = militia value = 0.04 }

		command = { type = max_organization which = infantry value = 0.25 }
		command = { type = max_organization which = cavalry value = 0.125 }
		command = { type = max_organization which = motorized value = 0.25 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = marine value = 0.125 }
		command = { type = max_organization which = bergsjaeger value = 0.125 }
		command = { type = max_organization which = garrison value = 0.125 }
		command = { type = max_organization which = militia value = 0.125 }

		command = { type = morale which = infantry value = 0.125 }
		command = { type = morale which = motorized value = 0.125 }
		command = { type = morale which = mechanized value = 0.125 }

		command = { type = transport_weight which = infantry value = 1.5 }
		command = { type = transport_weight which = cavalry value = 0.7 }
		command = { type = transport_weight which = motorized value = 1.5 }
		command = { type = transport_weight which = mechanized value = 1.5 }
		command = { type = transport_weight which = marine value = 0.6 }
		command = { type = transport_weight which = bergsjaeger value = 0.6 }
		command = { type = transport_weight which = garrison value = 0.1 }
		command = { type = transport_weight which = militia value = 0.6 }

		command = { type = blizzard_attack which = infantry value = -0.75 } # 1%
		command = { type = snow_attack which = infantry value = -0.5 }
		command = { type = frozen_attack which = infantry value = -0.25 }
		command = { type = rain_attack which = infantry value = -0.25 }
		command = { type = storm_attack which = infantry value = -0.5 }
		command = { type = muddy_attack which = infantry value = -0.5 }
		command = { type = desert_attack which = infantry value = -0.25 }
		command = { type = mountain_attack which = infantry value = -0.5 }
		command = { type = hill_attack which = infantry value = -0.25 }
		command = { type = forest_attack which = infantry value = -0.25 }
		command = { type = jungle_attack which = infantry value = -0.25 }
		command = { type = swamp_attack which = infantry value = -0.25 }
		command = { type = blizzard_defense which = infantry value = -0.5 }
		command = { type = snow_defense which = infantry value = -0.25 }
		command = { type = frozen_defense which = infantry value = -0.25 }
		command = { type = storm_defense which = infantry value = -0.25 }
		command = { type = muddy_defense which = infantry value = -0.25 }
		command = { type = desert_defense which = infantry value = -0.25 }
		command = { type = mountain_defense which = infantry value = -0.5 }
		command = { type = hill_defense which = infantry value = -0.25 }
		command = { type = forest_defense which = infantry value = -0.25 }
		command = { type = jungle_defense which = infantry value = -0.5 }
		command = { type = swamp_defense which = infantry value = -0.25 }
		command = { type = blizzard_move which = infantry value = -0.75 }
		command = { type = snow_move which = infantry value = -0.5 }
		command = { type = frozen_move which = infantry value = -0.25 }
		command = { type = rain_move which = infantry value = -0.25 }
		command = { type = storm_move which = infantry value = -0.25 }
		command = { type = muddy_move which = infantry value = -0.25 }
		command = { type = desert_move which = infantry value = -0.25 }
		command = { type = mountain_move which = infantry value = -0.5 }
		command = { type = hill_move which = infantry value = -0.25 }
		command = { type = forest_move which = infantry value = -0.25 }
		command = { type = jungle_move which = infantry value = -0.5 }
		command = { type = swamp_move which = infantry value = -0.5 }

		command = { type = blizzard_attack which = cavalry value = -1.0 } # 1%
		command = { type = snow_attack which = cavalry value = -0.75 }
		command = { type = frozen_attack which = cavalry value = -0.25 }
		command = { type = rain_attack which = cavalry value = -0.25 }
		command = { type = storm_attack which = cavalry value = -0.5 }
		command = { type = muddy_attack which = cavalry value = -0.5 }
		command = { type = desert_attack which = cavalry value = -0.25 }
		command = { type = mountain_attack which = cavalry value = -0.75 }
		command = { type = hill_attack which = cavalry value = -0.25 }
		command = { type = forest_attack which = cavalry value = -0.25 }
		command = { type = jungle_attack which = cavalry value = -0.5 }
		command = { type = swamp_attack which = cavalry value = -0.5 }
		command = { type = blizzard_defense which = cavalry value = -0.5 }
		command = { type = snow_defense which = cavalry value = -0.25 }
		command = { type = frozen_defense which = cavalry value = -0.25 }
		command = { type = storm_defense which = cavalry value = -0.25 }
		command = { type = muddy_defense which = cavalry value = -0.25 }
		command = { type = desert_defense which = cavalry value = -0.25 }
		command = { type = mountain_defense which = cavalry value = -0.75 }
		command = { type = hill_defense which = cavalry value = -0.25 }
		command = { type = forest_defense which = cavalry value = -0.25 }
		command = { type = jungle_defense which = cavalry value = -0.75 }
		command = { type = swamp_defense which = cavalry value = -0.25 }
		command = { type = blizzard_move which = cavalry value = -1.0 }
		command = { type = snow_move which = cavalry value = -0.5 }
		command = { type = frozen_move which = cavalry value = -0.25 }
		command = { type = rain_move which = cavalry value = -0.25 }
		command = { type = storm_move which = cavalry value = -0.5 }
		command = { type = muddy_move which = cavalry value = -0.5 }
		command = { type = desert_move which = cavalry value = -0.25 }
		command = { type = mountain_move which = cavalry value = -0.75 }
		command = { type = hill_move which = cavalry value = -0.25 }
		command = { type = forest_move which = cavalry value = -0.25 }
		command = { type = jungle_move which = cavalry value = -0.75 }
		command = { type = swamp_move which = cavalry value = -0.75 }

		command = { type = blizzard_attack which = motorized value = -1.0 } # 1%
		command = { type = snow_attack which = motorized value = -0.75 }
		command = { type = frozen_attack which = motorized value = -0.25 }
		command = { type = rain_attack which = motorized value = -0.25 }
		command = { type = storm_attack which = motorized value = -0.5 }
		command = { type = muddy_attack which = motorized value = -0.5 }
		command = { type = desert_attack which = motorized value = -0.25 }
		command = { type = mountain_attack which = motorized value = -0.75 }
		command = { type = hill_attack which = motorized value = -0.25 }
		command = { type = forest_attack which = motorized value = -0.25 }
		command = { type = jungle_attack which = motorized value = -0.5 }
		command = { type = swamp_attack which = motorized value = -0.5 }
		command = { type = blizzard_defense which = motorized value = -0.5 }
		command = { type = snow_defense which = motorized value = -0.25 }
		command = { type = frozen_defense which = motorized value = -0.25 }
		command = { type = storm_defense which = motorized value = -0.25 }
		command = { type = muddy_defense which = motorized value = -0.25 }
		command = { type = desert_defense which = motorized value = -0.25 }
		command = { type = mountain_defense which = motorized value = -0.75 }
		command = { type = hill_defense which = motorized value = -0.25 }
		command = { type = forest_defense which = motorized value = -0.25 }
		command = { type = jungle_defense which = motorized value = -0.75 }
		command = { type = swamp_defense which = motorized value = -0.25 }
		command = { type = blizzard_move which = motorized value = -1.0 }
		command = { type = snow_move which = motorized value = -0.5 }
		command = { type = frozen_move which = motorized value = -0.25 }
		command = { type = rain_move which = motorized value = -0.25 }
		command = { type = storm_move which = motorized value = -0.5 }
		command = { type = muddy_move which = motorized value = -0.5 }
		command = { type = desert_move which = motorized value = -0.25 }
		command = { type = mountain_move which = motorized value = -0.75 }
		command = { type = hill_move which = motorized value = -0.25 }
		command = { type = forest_move which = motorized value = -0.25 }
		command = { type = jungle_move which = motorized value = -0.75 }
		command = { type = swamp_move which = motorized value = -1.0 }

		command = { type = blizzard_attack which = mechanized value = -1.0 } # 1%
		command = { type = snow_attack which = mechanized value = -0.75 }
		command = { type = frozen_attack which = mechanized value = -0.25 }
		command = { type = rain_attack which = mechanized value = -0.25 }
		command = { type = storm_attack which = mechanized value = -0.5 }
		command = { type = muddy_attack which = mechanized value = -0.5 }
		command = { type = desert_attack which = mechanized value = -0.25 }
		command = { type = mountain_attack which = mechanized value = -0.75 }
		command = { type = hill_attack which = mechanized value = -0.25 }
		command = { type = forest_attack which = mechanized value = -0.25 }
		command = { type = jungle_attack which = mechanized value = -0.5 }
		command = { type = swamp_attack which = mechanized value = -0.5 }
		command = { type = blizzard_defense which = mechanized value = -0.5 }
		command = { type = snow_defense which = mechanized value = -0.25 }
		command = { type = frozen_defense which = mechanized value = -0.25 }
		command = { type = storm_defense which = mechanized value = -0.25 }
		command = { type = muddy_defense which = mechanized value = -0.25 }
		command = { type = desert_defense which = mechanized value = -0.25 }
		command = { type = mountain_defense which = mechanized value = -0.75 }
		command = { type = hill_defense which = mechanized value = -0.25 }
		command = { type = forest_defense which = mechanized value = -0.25 }
		command = { type = jungle_defense which = mechanized value = -0.75 }
		command = { type = swamp_defense which = mechanized value = -0.25 }
		command = { type = blizzard_move which = mechanized value = -1.0 }
		command = { type = snow_move which = mechanized value = -0.5 }
		command = { type = frozen_move which = mechanized value = -0.25 }
		command = { type = rain_move which = mechanized value = -0.25 }
		command = { type = storm_move which = mechanized value = -0.5 }
		command = { type = muddy_move which = mechanized value = -0.5 }
		command = { type = desert_move which = mechanized value = -0.25 }
		command = { type = mountain_move which = mechanized value = -0.75 }
		command = { type = hill_move which = mechanized value = -0.25 }
		command = { type = forest_move which = mechanized value = -0.25 }
		command = { type = jungle_move which = mechanized value = -0.75 }
		command = { type = swamp_move which = mechanized value = -1.0 }
	}
}

# 1944 APDS Anti-Tank Round
application = {
	id = 2790
	name = TECH_APP_ARMOR_79_NAME
	desc = TECH_APP_ARMOR_79_DESC
	position = { x = 475 y = 355 }
	year = 1944

	# APDS Concept
	component = { id = 2791 name = TECH_CMP_ARMOR_79_1_NAME type = artillery difficulty = 5 }
	# Advanced Tungsten Alloys
	component = { id = 2792 name = TECH_CMP_ARMOR_79_2_NAME type = chemistry difficulty = 6 }
	# APDS Round Design
	component = { id = 2793 name = TECH_CMP_ARMOR_79_3_NAME type = artillery difficulty = 4 }
	# APDS Round Evaluation & Testing
	component = { id = 2794 name = TECH_CMP_ARMOR_79_4_NAME type = technical_efficiency difficulty = 5 }
	# 50-85mm APDS Round
	component = { id = 2795 name = TECH_CMP_ARMOR_79_5_NAME type = artillery difficulty = 5 }

	required = { 2770 } # 1942 Anti-Tank Artillery
	# Activated by: Semi-Industrial Economy (5220)

	effects = {
		command = { type = new_model which = anti_tank value = 5 } # '42 Anti-Tank Gun (APDS)

		command = { type = max_organization which = infantry value = 0.125 }
		command = { type = max_organization which = cavalry value = 0.125 }
		command = { type = max_organization which = motorized value = 0.125 }
		command = { type = max_organization which = mechanized value = 0.125 }
		command = { type = max_organization which = armor value = 0.125 }
		command = { type = max_organization which = light_armor value = 0.125 }
		command = { type = max_organization which = paratrooper value = 0.25 }
		command = { type = max_organization which = marine value = 0.125 } 
		command = { type = max_organization which = bergsjaeger value = 0.125 }

		command = { type = build_cost which = infantry value = -0.6 }
		command = { type = build_cost which = cavalry value = -0.3 }
		command = { type = build_cost which = motorized value = -0.5 }
		command = { type = build_cost which = mechanized value = -0.5 }
		command = { type = build_cost which = armor value = 0.1 }
		command = { type = build_cost which = light_armor value = 0.1 }
		command = { type = build_cost which = paratrooper value = 0.4 }
		command = { type = build_cost which = marine value = -0.3 }
		command = { type = build_cost which = bergsjaeger value = -0.3 }

		command = { type = supply_consumption which = infantry value = -0.08 }
		command = { type = supply_consumption which = cavalry value = -0.04 }
		command = { type = supply_consumption which = motorized value = -0.08 }
		command = { type = supply_consumption which = mechanized value = -0.08 }
		command = { type = supply_consumption which = armor value = 0.1 }
		command = { type = supply_consumption which = light_armor value = 0.07 }
		command = { type = supply_consumption which = paratrooper value = 0.09 }
		command = { type = supply_consumption which = marine value = -0.04 } 
		command = { type = supply_consumption which = bergsjaeger value = -0.04 }

		command = { type = manpower which = infantry value = -0.04 }
		command = { type = manpower which = cavalry value = -0.02 }
		command = { type = manpower which = motorized value = -0.04 }
		command = { type = manpower which = mechanized value = -0.04 }
		command = { type = manpower which = paratrooper value = 0.04 }
		command = { type = manpower which = marine value = -0.02 }
		command = { type = manpower which = bergsjaeger value = -0.02 }

		command = { type = morale which = infantry value = 0.125 }
		command = { type = morale which = motorized value = 0.125 }
		command = { type = morale which = mechanized value = 0.125 }
		command = { type = morale which = armor value = 0.125 }
		command = { type = morale which = light_armor value = 0.125 }
		command = { type = morale which = paratrooper value = 0.25 }

		command = { type = transport_weight which = infantry value = -0.6 }
		command = { type = transport_weight which = cavalry value = -0.3 }
		command = { type = transport_weight which = motorized value = -0.6 }
		command = { type = transport_weight which = mechanized value = -0.6 }
		command = { type = transport_weight which = armor value = 0.1 }
		command = { type = transport_weight which = light_armor value = 0.1 }
		command = { type = transport_weight which = paratrooper value = 0.6 }
		command = { type = transport_weight which = marine value = -0.2 }
		command = { type = transport_weight which = bergsjaeger value = -0.2 }

	}
}

# 1945 Anti-Tank Artillery
application = {
	id = 2800
	name = TECH_APP_ARMOR_80_NAME
	desc = TECH_APP_ARMOR_80_DESC
	position = { x = 470 y = 375 }
	year = 1945

	# Anti-Tank Gun 128mm / 130mm 
	component = { id = 2801 name = TECH_CMP_ARMOR_80_1_NAME type = artillery difficulty = 6 }
	# 128-130mm Gun Carriage
	component = { id = 2802 name = TECH_CMP_ARMOR_80_2_NAME type = general_equipment difficulty = 5 }
	# 128-130mm APCR Round
	component = { id = 2803 name = TECH_CMP_ARMOR_80_3_NAME type = artillery difficulty = 6 }
	# 128-130mm Anti-Tank Gun Prototype
	component = { id = 2804 name = TECH_CMP_ARMOR_80_4_NAME type = technical_efficiency difficulty = 5 }
	# 128-130mm Anti-Tank Gun Production Line
	component = { id = 2805 name = TECH_CMP_ARMOR_80_5_NAME type = industrial_engineering difficulty = 5 }

	required = { 2780 } # '43 Anti-Tank Gun
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = new_model which = anti_tank value = 7 } # '45 Anti-Tank Gun
		command = { type = scrap_model which = anti_tank value = 6 } # '43 Anti-Tank Gun
		command = { type = scrap_model which = anti_tank value = 5 } # '42 Anti-Tank Gun (APDS)

		command = { type = build_cost which = infantry value = 1.4 }
		command = { type = build_cost which = cavalry value = 0.5 }
		command = { type = build_cost which = motorized value = 1.2 }
		command = { type = build_cost which = mechanized value = 1.2 }
		command = { type = build_cost which = marine value = 0.5 }
		command = { type = build_cost which = bergsjaeger value = 0.5 }
		command = { type = build_cost which = garrison value = 0.3 }
		command = { type = build_cost which = militia value = 0.9 }

		command = { type = supply_consumption which = infantry value = 0.24 }
		command = { type = supply_consumption which = cavalry value = 0.12 }
		command = { type = supply_consumption which = motorized value = 0.24 }
		command = { type = supply_consumption which = mechanized value = 0.24 }
		command = { type = supply_consumption which = marine value = 0.12 }
		command = { type = supply_consumption which = bergsjaeger value = 0.12 }
		command = { type = supply_consumption which = garrison value = 0.03 }
		command = { type = supply_consumption which = militia value = 0.12 }

		command = { type = fuel_consumption which = infantry value = 0.02 }
		command = { type = fuel_consumption which = cavalry value = 0.01 }
		command = { type = fuel_consumption which = motorized value = 0.02 }
		command = { type = fuel_consumption which = mechanized value = 0.02 }

		command = { type = manpower which = infantry value = 0.07 }
		command = { type = manpower which = cavalry value = 0.03 }
		command = { type = manpower which = motorized value = 0.07 }
		command = { type = manpower which = mechanized value = 0.07 }
		command = { type = manpower which = marine value = 0.03 }
		command = { type = manpower which = bergsjaeger value = 0.03 }
		command = { type = manpower which = garrison value = 0.01 }
		command = { type = manpower which = militia value = 0.03 }

		command = { type = max_organization which = infantry value = 0.25 }
		command = { type = max_organization which = cavalry value = 0.125 }
		command = { type = max_organization which = motorized value = 0.25 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = marine value = 0.125 }
		command = { type = max_organization which = bergsjaeger value = 0.125 }
		command = { type = max_organization which = garrison value = 0.125 }
		command = { type = max_organization which = militia value = 0.125 }

		command = { type = morale which = infantry value = 0.125 }
		command = { type = morale which = motorized value = 0.125 }
		command = { type = morale which = mechanized value = 0.125 }

		command = { type = transport_weight which = infantry value = 2.1 }
		command = { type = transport_weight which = cavalry value = 1.1 }
		command = { type = transport_weight which = motorized value = 2.1 }
		command = { type = transport_weight which = mechanized value = 2.1 }
		command = { type = transport_weight which = marine value = 1.0 }
		command = { type = transport_weight which = bergsjaeger value = 1.0 }
		command = { type = transport_weight which = garrison value = 0.2 }
		command = { type = transport_weight which = militia value = 1.0 }

		command = { type = blizzard_attack which = infantry value = -0.75 } # 1%
		command = { type = snow_attack which = infantry value = -0.5 }
		command = { type = frozen_attack which = infantry value = -0.25 }
		command = { type = rain_attack which = infantry value = -0.25 }
		command = { type = storm_attack which = infantry value = -0.5 }
		command = { type = muddy_attack which = infantry value = -0.5 }
		command = { type = desert_attack which = infantry value = -0.25 }
		command = { type = mountain_attack which = infantry value = -0.5 }
		command = { type = hill_attack which = infantry value = -0.25 }
		command = { type = forest_attack which = infantry value = -0.25 }
		command = { type = jungle_attack which = infantry value = -0.25 }
		command = { type = swamp_attack which = infantry value = -0.25 }
		command = { type = blizzard_defense which = infantry value = -0.5 }
		command = { type = snow_defense which = infantry value = -0.25 }
		command = { type = frozen_defense which = infantry value = -0.25 }
		command = { type = storm_defense which = infantry value = -0.25 }
		command = { type = muddy_defense which = infantry value = -0.25 }
		command = { type = desert_defense which = infantry value = -0.25 }
		command = { type = mountain_defense which = infantry value = -0.5 }
		command = { type = hill_defense which = infantry value = -0.25 }
		command = { type = forest_defense which = infantry value = -0.25 }
		command = { type = jungle_defense which = infantry value = -0.5 }
		command = { type = swamp_defense which = infantry value = -0.25 }
		command = { type = blizzard_move which = infantry value = -0.75 }
		command = { type = snow_move which = infantry value = -0.5 }
		command = { type = frozen_move which = infantry value = -0.25 }
		command = { type = rain_move which = infantry value = -0.25 }
		command = { type = storm_move which = infantry value = -0.25 }
		command = { type = muddy_move which = infantry value = -0.25 }
		command = { type = desert_move which = infantry value = -0.25 }
		command = { type = mountain_move which = infantry value = -0.5 }
		command = { type = hill_move which = infantry value = -0.25 }
		command = { type = forest_move which = infantry value = -0.25 }
		command = { type = jungle_move which = infantry value = -0.5 }
		command = { type = swamp_move which = infantry value = -0.5 }

		command = { type = blizzard_attack which = cavalry value = -1.0 } # 1%
		command = { type = snow_attack which = cavalry value = -0.75 }
		command = { type = frozen_attack which = cavalry value = -0.25 }
		command = { type = rain_attack which = cavalry value = -0.25 }
		command = { type = storm_attack which = cavalry value = -0.5 }
		command = { type = muddy_attack which = cavalry value = -0.5 }
		command = { type = desert_attack which = cavalry value = -0.25 }
		command = { type = mountain_attack which = cavalry value = -0.75 }
		command = { type = hill_attack which = cavalry value = -0.25 }
		command = { type = forest_attack which = cavalry value = -0.25 }
		command = { type = jungle_attack which = cavalry value = -0.5 }
		command = { type = swamp_attack which = cavalry value = -0.5 }
		command = { type = blizzard_defense which = cavalry value = -0.5 }
		command = { type = snow_defense which = cavalry value = -0.25 }
		command = { type = frozen_defense which = cavalry value = -0.25 }
		command = { type = storm_defense which = cavalry value = -0.25 }
		command = { type = muddy_defense which = cavalry value = -0.25 }
		command = { type = desert_defense which = cavalry value = -0.25 }
		command = { type = mountain_defense which = cavalry value = -0.75 }
		command = { type = hill_defense which = cavalry value = -0.25 }
		command = { type = forest_defense which = cavalry value = -0.25 }
		command = { type = jungle_defense which = cavalry value = -0.75 }
		command = { type = swamp_defense which = cavalry value = -0.25 }
		command = { type = blizzard_move which = cavalry value = -1.0 }
		command = { type = snow_move which = cavalry value = -0.5 }
		command = { type = frozen_move which = cavalry value = -0.25 }
		command = { type = rain_move which = cavalry value = -0.25 }
		command = { type = storm_move which = cavalry value = -0.5 }
		command = { type = muddy_move which = cavalry value = -0.5 }
		command = { type = desert_move which = cavalry value = -0.25 }
		command = { type = mountain_move which = cavalry value = -0.75 }
		command = { type = hill_move which = cavalry value = -0.25 }
		command = { type = forest_move which = cavalry value = -0.25 }
		command = { type = jungle_move which = cavalry value = -0.75 }
		command = { type = swamp_move which = cavalry value = -0.75 }

		command = { type = blizzard_attack which = motorized value = -1.0 } # 1%
		command = { type = snow_attack which = motorized value = -0.75 }
		command = { type = frozen_attack which = motorized value = -0.25 }
		command = { type = rain_attack which = motorized value = -0.25 }
		command = { type = storm_attack which = motorized value = -0.5 }
		command = { type = muddy_attack which = motorized value = -0.5 }
		command = { type = desert_attack which = motorized value = -0.25 }
		command = { type = mountain_attack which = motorized value = -0.75 }
		command = { type = hill_attack which = motorized value = -0.25 }
		command = { type = forest_attack which = motorized value = -0.25 }
		command = { type = jungle_attack which = motorized value = -0.5 }
		command = { type = swamp_attack which = motorized value = -0.5 }
		command = { type = blizzard_defense which = motorized value = -0.5 }
		command = { type = snow_defense which = motorized value = -0.25 }
		command = { type = frozen_defense which = motorized value = -0.25 }
		command = { type = storm_defense which = motorized value = -0.25 }
		command = { type = muddy_defense which = motorized value = -0.25 }
		command = { type = desert_defense which = motorized value = -0.25 }
		command = { type = mountain_defense which = motorized value = -0.75 }
		command = { type = hill_defense which = motorized value = -0.25 }
		command = { type = forest_defense which = motorized value = -0.25 }
		command = { type = jungle_defense which = motorized value = -0.75 }
		command = { type = swamp_defense which = motorized value = -0.25 }
		command = { type = blizzard_move which = motorized value = -1.0 }
		command = { type = snow_move which = motorized value = -0.5 }
		command = { type = frozen_move which = motorized value = -0.25 }
		command = { type = rain_move which = motorized value = -0.25 }
		command = { type = storm_move which = motorized value = -0.5 }
		command = { type = muddy_move which = motorized value = -0.5 }
		command = { type = desert_move which = motorized value = -0.25 }
		command = { type = mountain_move which = motorized value = -0.75 }
		command = { type = hill_move which = motorized value = -0.25 }
		command = { type = forest_move which = motorized value = -0.25 }
		command = { type = jungle_move which = motorized value = -0.75 }
		command = { type = swamp_move which = motorized value = -1.0 }

		command = { type = blizzard_attack which = mechanized value = -1.0 } # 1%
		command = { type = snow_attack which = mechanized value = -0.75 }
		command = { type = frozen_attack which = mechanized value = -0.25 }
		command = { type = rain_attack which = mechanized value = -0.25 }
		command = { type = storm_attack which = mechanized value = -0.5 }
		command = { type = muddy_attack which = mechanized value = -0.5 }
		command = { type = desert_attack which = mechanized value = -0.25 }
		command = { type = mountain_attack which = mechanized value = -0.75 }
		command = { type = hill_attack which = mechanized value = -0.25 }
		command = { type = forest_attack which = mechanized value = -0.25 }
		command = { type = jungle_attack which = mechanized value = -0.5 }
		command = { type = swamp_attack which = mechanized value = -0.5 }
		command = { type = blizzard_defense which = mechanized value = -0.5 }
		command = { type = snow_defense which = mechanized value = -0.25 }
		command = { type = frozen_defense which = mechanized value = -0.25 }
		command = { type = storm_defense which = mechanized value = -0.25 }
		command = { type = muddy_defense which = mechanized value = -0.25 }
		command = { type = desert_defense which = mechanized value = -0.25 }
		command = { type = mountain_defense which = mechanized value = -0.75 }
		command = { type = hill_defense which = mechanized value = -0.25 }
		command = { type = forest_defense which = mechanized value = -0.25 }
		command = { type = jungle_defense which = mechanized value = -0.75 }
		command = { type = swamp_defense which = mechanized value = -0.25 }
		command = { type = blizzard_move which = mechanized value = -1.0 }
		command = { type = snow_move which = mechanized value = -0.5 }
		command = { type = frozen_move which = mechanized value = -0.25 }
		command = { type = rain_move which = mechanized value = -0.25 }
		command = { type = storm_move which = mechanized value = -0.5 }
		command = { type = muddy_move which = mechanized value = -0.5 }
		command = { type = desert_move which = mechanized value = -0.25 }
		command = { type = mountain_move which = mechanized value = -0.75 }
		command = { type = hill_move which = mechanized value = -0.25 }
		command = { type = forest_move which = mechanized value = -0.25 }
		command = { type = jungle_move which = mechanized value = -0.75 }
		command = { type = swamp_move which = mechanized value = -1.0 }
	}
}

# 1946 APDS Anti-Tank Round
application = {
	id = 2810
	name = TECH_APP_ARMOR_81_NAME
	desc = TECH_APP_ARMOR_81_DESC
	position = { x = 475 y = 395 }
	year = 1946

	# Developed APDS Design
	component = { id = 2811 name = TECH_CMP_ARMOR_81_1_NAME type = artillery difficulty = 6 }
	# Advanced Tungsten Alloys
	component = { id = 2812 name = TECH_CMP_ARMOR_81_2_NAME type = chemistry difficulty = 7 }
	# APDS Round Design
	component = { id = 2813 name = TECH_CMP_ARMOR_81_3_NAME type = artillery difficulty = 5 }
	# APDS Round Evaluation & Testing
	component = { id = 2814 name = TECH_CMP_ARMOR_81_4_NAME type = technical_efficiency difficulty = 6 }
	# 88-100mm APDS Round
	component = { id = 2815 name = TECH_CMP_ARMOR_81_5_NAME type = artillery difficulty = 6 }

	required = { 2780 2790 } # 43 Anti-Tank Artillery AND 1945 Anti-Tank Artillery
	# Activated by: Semi-Industrial Economy (5220)

	effects = {
		command = { type = new_model which = anti_tank value = 8 } # '45 Anti-Tank Gun (APDS)
		command = { type = scrap_model which = anti_tank value = 7 } # '45 Anti-Tank Gun

		command = { type = max_organization which = infantry value = 0.125 }
		command = { type = max_organization which = cavalry value = 0.125 }
		command = { type = max_organization which = motorized value = 0.125 }
		command = { type = max_organization which = mechanized value = 0.125 }
		command = { type = max_organization which = armor value = 0.125 }
		command = { type = max_organization which = light_armor value = 0.125 }
		command = { type = max_organization which = paratrooper value = 0.25 }
		command = { type = max_organization which = marine value = 0.125 } 
		command = { type = max_organization which = bergsjaeger value = 0.125 }

		command = { type = build_cost which = infantry value = -0.6 }
		command = { type = build_cost which = cavalry value = -0.3 }
		command = { type = build_cost which = motorized value = -0.5 }
		command = { type = build_cost which = mechanized value = -0.5 }
		command = { type = build_cost which = armor value = 0.1 }
		command = { type = build_cost which = light_armor value = 0.1 }
		command = { type = build_cost which = paratrooper value = 0.4 }
		command = { type = build_cost which = marine value = -0.3 }
		command = { type = build_cost which = bergsjaeger value = -0.3 }

		command = { type = supply_consumption which = infantry value = -0.08 }
		command = { type = supply_consumption which = cavalry value = -0.04 }
		command = { type = supply_consumption which = motorized value = -0.08 }
		command = { type = supply_consumption which = mechanized value = -0.08 }
		command = { type = supply_consumption which = armor value = 0.1 }
		command = { type = supply_consumption which = light_armor value = 0.07 }
		command = { type = supply_consumption which = paratrooper value = 0.09 }
		command = { type = supply_consumption which = marine value = -0.04 } 
		command = { type = supply_consumption which = bergsjaeger value = -0.04 }

		command = { type = manpower which = infantry value = -0.04 }
		command = { type = manpower which = cavalry value = -0.02 }
		command = { type = manpower which = motorized value = -0.04 }
		command = { type = manpower which = mechanized value = -0.04 }
		command = { type = manpower which = paratrooper value = 0.04 }
		command = { type = manpower which = marine value = -0.02 }
		command = { type = manpower which = bergsjaeger value = -0.02 }

		command = { type = morale which = infantry value = 0.125 }
		command = { type = morale which = motorized value = 0.125 }
		command = { type = morale which = mechanized value = 0.125 }
		command = { type = morale which = armor value = 0.125 }
		command = { type = morale which = light_armor value = 0.125 }
		command = { type = morale which = paratrooper value = 0.25 }

		command = { type = transport_weight which = infantry value = -0.6 }
		command = { type = transport_weight which = cavalry value = -0.3 }
		command = { type = transport_weight which = motorized value = -0.6 }
		command = { type = transport_weight which = mechanized value = -0.6 }
		command = { type = transport_weight which = armor value = 0.1 }
		command = { type = transport_weight which = light_armor value = 0.1 }
		command = { type = transport_weight which = paratrooper value = 0.6 }
		command = { type = transport_weight which = marine value = -0.2 }
		command = { type = transport_weight which = bergsjaeger value = -0.2 }

	}
}

# ##############################################################################
# # Heavy Field Artillery - 2820-2860 ##########################################
# ##############################################################################

# 1934 Medium and Heavy Artillery
application = {
	id = 2820
	name = TECH_APP_ARMOR_82_NAME
	desc = TECH_APP_ARMOR_82_DESC
	position = { x = 15 y = 403 }
	year = 1934

	# 1934 Field Artillery Gun 100+mm
	component = { id = 2821 name = TECH_CMP_ARMOR_82_1_NAME type = artillery difficulty = 4 double_time = yes }
	# 1934 Field Artillery Gun 150+mm
	component = { id = 2822 name = TECH_CMP_ARMOR_82_2_NAME type = artillery difficulty = 6 double_time = yes }
	# 1934 Forward Observer Group
	component = { id = 2823 name = TECH_CMP_ARMOR_82_3_NAME type = artillery difficulty = 3 double_time = yes }
	# 1934 Artillery Prototypes
	component = { id = 2824 name = TECH_CMP_ARMOR_82_4_NAME type = technical_efficiency difficulty = 4 double_time = yes }
	# 1934 Artillery Production Lines
	component = { id = 2825 name = TECH_CMP_ARMOR_82_5_NAME type = industrial_engineering difficulty = 5 double_time = yes }

	required = { } 
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = activate which = 6500 } # 1934 Firepower
		command = { type = activate which = 6510 } # 1936 Firepower
		command = { type = activate which = 6530 } # 1940 Firepower
		command = { type = activate which = 6550 } # 1944 Firepower
		command = { type = activate which = 6570 } # 1948 Firepower

		command = { type = activate_unit_type which = artillery }

		command = { type = new_model which = artillery value = 1 } # '34 Artillery
		command = { type = new_model which = b_u4 value = 1 } # '34 Towed Artillery
		command = { type = new_model which = b_u5 value = 1 } # '34 VH Artillery
		command = { type = new_model which = b_u6 value = 1 } # '34 LT Artillery

		command = { type = scrap_model which = artillery value = 0 } # '30 Artillery
		command = { type = scrap_model which = b_u4 value = 0 } # '30 Towed Artillery
		command = { type = scrap_model which = b_u5 value = 0 } # '30 VH Artillery
		command = { type = scrap_model which = b_u6 value = 0 } # '30 LT Artillery

		command = { type = build_cost which = infantry value = 0.3 }
		command = { type = build_cost which = cavalry value = 0.1 }
		command = { type = build_cost which = motorized value = 0.2 }
		command = { type = build_cost which = mechanized value = 0.2 }
		command = { type = build_cost which = armor value = 0.1 }
		command = { type = build_cost which = light_armor value = 0.1 }
		command = { type = build_cost which = hq value = 0.4 }
		command = { type = build_cost which = marine value = 0.1 }
		command = { type = build_cost which = bergsjaeger value = 0.1 }
		command = { type = build_cost which = militia value = 0.1 }

		command = { type = supply_consumption which = infantry value = 0.04 }
		command = { type = supply_consumption which = cavalry value = 0.02 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.04 }
		command = { type = supply_consumption which = armor value = 0.02 }
		command = { type = supply_consumption which = light_armor value = 0.02 }
		command = { type = supply_consumption which = hq value = 0.08 }
		command = { type = supply_consumption which = marine value = 0.02 }
		command = { type = supply_consumption which = bergsjaeger value = 0.02 }
		command = { type = supply_consumption which = militia value = 0.02 }

		command = { type = fuel_consumption which = motorized value = 0.01 }
		command = { type = fuel_consumption which = mechanized value = 0.01 }
		command = { type = fuel_consumption which = armor value = 0.01 }
		command = { type = fuel_consumption which = light_armor value = 0.01 }
		command = { type = fuel_consumption which = hq value = 0.01 }

		command = { type = manpower which = infantry value = 0.02 }
		command = { type = manpower which = cavalry value = 0.01 }
		command = { type = manpower which = motorized value = 0.02 }
		command = { type = manpower which = mechanized value = 0.02 }
		command = { type = manpower which = armor value = 0.01 }
		command = { type = manpower which = light_armor value = 0.01 }
		command = { type = manpower which = hq value = 0.04 }
		command = { type = manpower which = marine value = 0.01 }
		command = { type = manpower which = bergsjaeger value = 0.01 }
		command = { type = manpower which = militia value = 0.01 }

		command = { type = max_organization which = infantry value = 0.25 }
		command = { type = max_organization which = cavalry value = 0.125 }
		command = { type = max_organization which = motorized value = 0.25 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = armor value = 0.125 }
		command = { type = max_organization which = light_armor value = 0.125 }
		command = { type = max_organization which = hq value = 0.5 }
		command = { type = max_organization which = marine value = 0.125 }
		command = { type = max_organization which = bergsjaeger value = 0.125 }
		command = { type = max_organization which = militia value = 0.125 }

		command = { type = morale which = infantry value = 0.25 }
		command = { type = morale which = cavalry value = 0.125 }
		command = { type = morale which = motorized value = 0.25 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = armor value = 0.125 }
		command = { type = morale which = light_armor value = 0.125 }
		command = { type = morale which = hq value = 0.5 }
		command = { type = morale which = marine value = 0.125 }
		command = { type = morale which = bergsjaeger value = 0.125 }
		command = { type = morale which = militia value = 0.125 }

		command = { type = transport_weight which = infantry value = 0.4 }
		command = { type = transport_weight which = cavalry value = 0.2 }
		command = { type = transport_weight which = motorized value = 0.5 }
		command = { type = transport_weight which = mechanized value = 0.5 }
		command = { type = transport_weight which = armor value = 0.3 }
		command = { type = transport_weight which = light_armor value = 0.3 }
		command = { type = transport_weight which = hq value = 0.9 }
		command = { type = transport_weight which = marine value = 0.2 }
		command = { type = transport_weight which = bergsjaeger value = 0.2 }
		command = { type = transport_weight which = militia value = 0.2 }
	}
}

# 1938 Medium and Heavy Artillery
application = {
	id = 2830
	name = TECH_APP_ARMOR_83_NAME
	desc = TECH_APP_ARMOR_83_DESC
	position = { x = 20 y = 423 }
	year = 1938

	# 1938 Field Artillery Gun 100+mm
	component = { id = 2831 name = TECH_CMP_ARMOR_83_1_NAME type = artillery difficulty = 5 }
	# 1938 Field Artillery Gun 150+mm
	component = { id = 2832 name = TECH_CMP_ARMOR_83_2_NAME type = artillery difficulty = 7 }
	# 1938 Forward Observer Group
	component = { id = 2833 name = TECH_CMP_ARMOR_83_3_NAME type = artillery difficulty = 3 }
	# 1938 Artillery Prototypes
	component = { id = 2834 name = TECH_CMP_ARMOR_83_4_NAME type = technical_efficiency difficulty = 5 }
	# 1938 Artillery Production Lines
	component = { id = 2835 name = TECH_CMP_ARMOR_83_5_NAME type = industrial_engineering difficulty = 6 }

	required = { 2820 } # '34 Artillery
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = activate_unit_type which = rocket_artillery }
		command = { type = new_model which = rocket_artillery value = 0 } # '38 Rocket Artillery

		command = { type = new_model which = artillery value = 2 } # '38 Artillery
		command = { type = new_model which = b_u4 value = 2 } # '38 Towed Artillery
		command = { type = new_model which = b_u5 value = 2 } # '38 VH Artillery
		command = { type = new_model which = b_u6 value = 2 } # '38 LT Artillery

		command = { type = scrap_model which = artillery value = 1 } # '35 Artillery
		command = { type = scrap_model which = b_u4 value = 1 } # '35 Towed Artillery
		command = { type = scrap_model which = b_u5 value = 1 } # '35 VH Artillery
		command = { type = scrap_model which = b_u6 value = 1 } # '35 LT Artillery

		command = { type = build_cost which = infantry value = 0.3 }
		command = { type = build_cost which = cavalry value = 0.1 }
		command = { type = build_cost which = motorized value = 0.2 }
		command = { type = build_cost which = mechanized value = 0.2 }
		command = { type = build_cost which = armor value = 0.1 }
		command = { type = build_cost which = light_armor value = 0.1 }
		command = { type = build_cost which = hq value = 0.4 }
		command = { type = build_cost which = marine value = 0.1 }
		command = { type = build_cost which = bergsjaeger value = 0.1 }
		command = { type = build_cost which = militia value = 0.1 }

		command = { type = supply_consumption which = infantry value = 0.04 }
		command = { type = supply_consumption which = cavalry value = 0.02 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.04 }
		command = { type = supply_consumption which = armor value = 0.02 }
		command = { type = supply_consumption which = light_armor value = 0.01 }
		command = { type = supply_consumption which = hq value = 0.08 }
		command = { type = supply_consumption which = marine value = 0.02 }
		command = { type = supply_consumption which = bergsjaeger value = 0.02 }
		command = { type = supply_consumption which = militia value = 0.02 }

		command = { type = fuel_consumption which = motorized value = 0.01 }
		command = { type = fuel_consumption which = mechanized value = 0.01 }
		command = { type = fuel_consumption which = armor value = 0.01 }
		command = { type = fuel_consumption which = light_armor value = 0.01 }
		command = { type = fuel_consumption which = hq value = 0.01 }

		command = { type = manpower which = infantry value = 0.02 }
		command = { type = manpower which = cavalry value = 0.01 }
		command = { type = manpower which = motorized value = 0.02 }
		command = { type = manpower which = mechanized value = 0.02 }
		command = { type = manpower which = armor value = 0.01 }
		command = { type = manpower which = light_armor value = 0.01 }
		command = { type = manpower which = hq value = 0.04 }
		command = { type = manpower which = marine value = 0.01 }
		command = { type = manpower which = bergsjaeger value = 0.01 }
		command = { type = manpower which = militia value = 0.01 }

		command = { type = max_organization which = infantry value = 0.25 }
		command = { type = max_organization which = cavalry value = 0.125 }
		command = { type = max_organization which = motorized value = 0.25 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = armor value = 0.125 }
		command = { type = max_organization which = light_armor value = 0.125 }
		command = { type = max_organization which = hq value = 0.5 }
		command = { type = max_organization which = marine value = 0.125 }
		command = { type = max_organization which = bergsjaeger value = 0.125 }
		command = { type = max_organization which = militia value = 0.125 }

		command = { type = morale which = infantry value = 0.25 }
		command = { type = morale which = cavalry value = 0.125 }
		command = { type = morale which = motorized value = 0.25 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = armor value = 0.125 }
		command = { type = morale which = light_armor value = 0.125 }
		command = { type = morale which = hq value = 0.5 }
		command = { type = morale which = marine value = 0.125 }
		command = { type = morale which = bergsjaeger value = 0.125 }
		command = { type = morale which = militia value = 0.125 }

		command = { type = transport_weight which = infantry value = 0.4 }
		command = { type = transport_weight which = cavalry value = 0.2 }
		command = { type = transport_weight which = motorized value = 0.5 }
		command = { type = transport_weight which = mechanized value = 0.5 }
		command = { type = transport_weight which = armor value = 0.3 }
		command = { type = transport_weight which = light_armor value = 0.2 }
		command = { type = transport_weight which = hq value = 0.9 }
		command = { type = transport_weight which = marine value = 0.2 }
		command = { type = transport_weight which = bergsjaeger value = 0.2 }
		command = { type = transport_weight which = militia value = 0.2 }
	}
}

# 1942 Medium and Heavy Artillery
application = {
	id = 2840
	name = TECH_APP_ARMOR_84_NAME
	desc = TECH_APP_ARMOR_84_DESC
	position = { x = 25 y = 443 }
	year = 1942

	# 1942 Field Artillery Gun 100+mm
	component = { id = 2841 name = TECH_CMP_ARMOR_84_1_NAME type = artillery difficulty = 6 }
	# 1942 Field Artillery Gun 150+mm
	component = { id = 2842 name = TECH_CMP_ARMOR_84_2_NAME type = artillery difficulty = 8 }
	# 1942 Forward Observer Group
	component = { id = 2843 name = TECH_CMP_ARMOR_84_3_NAME type = artillery difficulty = 4 }
	# 1942 Artillery Prototypes
	component = { id = 2844 name = TECH_CMP_ARMOR_84_4_NAME type = technical_efficiency difficulty = 6 }
	# 1942 Artillery Production Lines
	component = { id = 2845 name = TECH_CMP_ARMOR_84_5_NAME type = industrial_engineering difficulty = 7 }

	required = { 2830 } # '38 Artillery 
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = new_model which = artillery value = 3 } # '42 Artillery
		command = { type = new_model which = b_u4 value = 3 } # '42 Towed Artillery
		command = { type = new_model which = b_u5 value = 3 } # '42 VH Artillery
		command = { type = new_model which = b_u6 value = 3 } # '42 LT Artillery

		command = { type = scrap_model which = artillery value = 2 } # '38 Artillery
		command = { type = scrap_model which = b_u4 value = 2 } # '38 Towed Artillery
		command = { type = scrap_model which = b_u5 value = 2 } # '38 VH Artillery
		command = { type = scrap_model which = b_u6 value = 2 } # '38 LT Artillery

		command = { type = build_cost which = infantry value = 0.3 }
		command = { type = build_cost which = cavalry value = 0.1 }
		command = { type = build_cost which = motorized value = 0.2 }
		command = { type = build_cost which = mechanized value = 0.2 }
		command = { type = build_cost which = armor value = 0.1 }
		command = { type = build_cost which = light_armor value = 0.1 }
		command = { type = build_cost which = hq value = 0.4 }
		command = { type = build_cost which = marine value = 0.1 }
		command = { type = build_cost which = bergsjaeger value = 0.1 }
		command = { type = build_cost which = militia value = 0.1 }

		command = { type = supply_consumption which = infantry value = 0.04 }
		command = { type = supply_consumption which = cavalry value = 0.02 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.04 }
		command = { type = supply_consumption which = armor value = 0.02 }
		command = { type = supply_consumption which = light_armor value = 0.02 }
		command = { type = supply_consumption which = hq value = 0.08 }
		command = { type = supply_consumption which = marine value = 0.02 }
		command = { type = supply_consumption which = bergsjaeger value = 0.02 }
		command = { type = supply_consumption which = militia value = 0.02 }

		command = { type = fuel_consumption which = motorized value = 0.01 }
		command = { type = fuel_consumption which = mechanized value = 0.01 }
		command = { type = fuel_consumption which = armor value = 0.01 }
		command = { type = fuel_consumption which = light_armor value = 0.01 }
		command = { type = fuel_consumption which = hq value = 0.01 }

		command = { type = manpower which = infantry value = 0.02 }
		command = { type = manpower which = cavalry value = 0.01 }
		command = { type = manpower which = motorized value = 0.02 }
		command = { type = manpower which = mechanized value = 0.02 }
		command = { type = manpower which = armor value = 0.01 }
		command = { type = manpower which = light_armor value = 0.01 }
		command = { type = manpower which = hq value = 0.04 }
		command = { type = manpower which = marine value = 0.01 }
		command = { type = manpower which = bergsjaeger value = 0.01 }
		command = { type = manpower which = militia value = 0.01 }

		command = { type = max_organization which = infantry value = 0.25 }
		command = { type = max_organization which = cavalry value = 0.125 }
		command = { type = max_organization which = motorized value = 0.25 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = armor value = 0.125 }
		command = { type = max_organization which = light_armor value = 0.125 }
		command = { type = max_organization which = hq value = 0.5 }
		command = { type = max_organization which = marine value = 0.125 }
		command = { type = max_organization which = bergsjaeger value = 0.125 }
		command = { type = max_organization which = militia value = 0.125 }

		command = { type = morale which = infantry value = 0.25 }
		command = { type = morale which = cavalry value = 0.125 }
		command = { type = morale which = motorized value = 0.25 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = armor value = 0.125 }
		command = { type = morale which = light_armor value = 0.125 }
		command = { type = morale which = hq value = 0.5 }
		command = { type = morale which = marine value = 0.125 }
		command = { type = morale which = bergsjaeger value = 0.125 }
		command = { type = morale which = militia value = 0.125 }

		command = { type = transport_weight which = infantry value = 0.4 }
		command = { type = transport_weight which = cavalry value = 0.2 }
		command = { type = transport_weight which = motorized value = 0.5 }
		command = { type = transport_weight which = mechanized value = 0.5 }
		command = { type = transport_weight which = armor value = 0.3 }
		command = { type = transport_weight which = light_armor value = 0.3 }
		command = { type = transport_weight which = hq value = 0.9 }
		command = { type = transport_weight which = marine value = 0.2 }
		command = { type = transport_weight which = bergsjaeger value = 0.2 }
		command = { type = transport_weight which = militia value = 0.2 }
	}
}

# 1946 Medium and Heavy Artillery
application = {
	id = 2850
	name = TECH_APP_ARMOR_85_NAME
	desc = TECH_APP_ARMOR_85_DESC
	position = { x = 30 y = 463 }
	year = 1946

	# 1946 Field Artillery Gun 150+mm
	component = { id = 2851 name = TECH_CMP_ARMOR_85_1_NAME type = artillery difficulty = 7 }
	# 1946 Field Artillery Gun 170+mm
	component = { id = 2852 name = TECH_CMP_ARMOR_85_2_NAME type = artillery difficulty = 9 }
	# 1946 Forward Observer Group
	component = { id = 2853 name = TECH_CMP_ARMOR_85_3_NAME type = artillery difficulty = 4 }
	# 1946 Artillery Prototypes
	component = { id = 2854 name = TECH_CMP_ARMOR_85_4_NAME type = technical_efficiency difficulty = 7 }
	# 1946 Artillery Production Lines
	component = { id = 2855 name = TECH_CMP_ARMOR_85_5_NAME type = industrial_engineering difficulty = 8 }

	required = { 2840 } # '42 Artillery
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = new_model which = artillery value = 4 } # '46 Artillery
		command = { type = new_model which = b_u4 value = 4 } # '46 Towed Artillery
		command = { type = new_model which = b_u5 value = 4 } # '46 VH Artillery
		command = { type = new_model which = b_u6 value = 4 } # '46 LT Artillery

		command = { type = scrap_model which = artillery value = 3 } # '42 Artillery
		command = { type = scrap_model which = b_u4 value = 3 } # '42 Towed Artillery
		command = { type = scrap_model which = b_u5 value = 3 } # '42 VH Artillery
		command = { type = scrap_model which = b_u6 value = 3 } # '42 LT Artillery

		command = { type = build_cost which = infantry value = 0.3 }
		command = { type = build_cost which = cavalry value = 0.1 }
		command = { type = build_cost which = motorized value = 0.2 }
		command = { type = build_cost which = mechanized value = 0.2 }
		command = { type = build_cost which = armor value = 0.1 }
		command = { type = build_cost which = light_armor value = 0.1 }
		command = { type = build_cost which = hq value = 0.4 }
		command = { type = build_cost which = marine value = 0.1 }
		command = { type = build_cost which = bergsjaeger value = 0.1 }
		command = { type = build_cost which = militia value = 0.1 }

		command = { type = supply_consumption which = infantry value = 0.04 }
		command = { type = supply_consumption which = cavalry value = 0.02 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.04 }
		command = { type = supply_consumption which = armor value = 0.02 }
		command = { type = supply_consumption which = light_armor value = 0.01 }
		command = { type = supply_consumption which = hq value = 0.08 }
		command = { type = supply_consumption which = marine value = 0.02 }
		command = { type = supply_consumption which = bergsjaeger value = 0.02 }
		command = { type = supply_consumption which = militia value = 0.02 }

		command = { type = fuel_consumption which = motorized value = 0.01 }
		command = { type = fuel_consumption which = mechanized value = 0.01 }
		command = { type = fuel_consumption which = armor value = 0.01 }
		command = { type = fuel_consumption which = light_armor value = 0.01 }
		command = { type = fuel_consumption which = hq value = 0.01 }

		command = { type = manpower which = infantry value = 0.02 }
		command = { type = manpower which = cavalry value = 0.01 }
		command = { type = manpower which = motorized value = 0.02 }
		command = { type = manpower which = mechanized value = 0.02 }
		command = { type = manpower which = armor value = 0.01 }
		command = { type = manpower which = light_armor value = 0.01 }
		command = { type = manpower which = hq value = 0.04 }
		command = { type = manpower which = marine value = 0.01 }
		command = { type = manpower which = bergsjaeger value = 0.01 }
		command = { type = manpower which = militia value = 0.01 }

		command = { type = max_organization which = infantry value = 0.25 }
		command = { type = max_organization which = cavalry value = 0.125 }
		command = { type = max_organization which = motorized value = 0.25 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = armor value = 0.125 }
		command = { type = max_organization which = light_armor value = 0.125 }
		command = { type = max_organization which = hq value = 0.5 }
		command = { type = max_organization which = marine value = 0.125 }
		command = { type = max_organization which = bergsjaeger value = 0.125 }
		command = { type = max_organization which = militia value = 0.125 }

		command = { type = morale which = infantry value = 0.25 }
		command = { type = morale which = cavalry value = 0.125 }
		command = { type = morale which = motorized value = 0.25 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = armor value = 0.125 }
		command = { type = morale which = light_armor value = 0.125 }
		command = { type = morale which = hq value = 0.5 }
		command = { type = morale which = marine value = 0.125 }
		command = { type = morale which = bergsjaeger value = 0.125 }
		command = { type = morale which = militia value = 0.125 }

		command = { type = transport_weight which = infantry value = 0.4 }
		command = { type = transport_weight which = cavalry value = 0.2 }
		command = { type = transport_weight which = motorized value = 0.5 }
		command = { type = transport_weight which = mechanized value = 0.5 }
		command = { type = transport_weight which = armor value = 0.3 }
		command = { type = transport_weight which = light_armor value = 0.2 }
		command = { type = transport_weight which = hq value = 0.9 }
		command = { type = transport_weight which = marine value = 0.2 }
		command = { type = transport_weight which = bergsjaeger value = 0.2 }
		command = { type = transport_weight which = militia value = 0.2 }

		command = { type = blizzard_attack which = hq value = -1.0 } # -1%
		command = { type = snow_attack which = hq value = -0.75 }
		command = { type = frozen_attack which = hq value = -0.25 }
		command = { type = rain_attack which = hq value = -0.25 }
		command = { type = storm_attack which = hq value = -0.5 }
		command = { type = muddy_attack which = hq value = -0.5 }
		command = { type = desert_attack which = hq value = -0.25 }
		command = { type = mountain_attack which = hq value = -0.75 }
		command = { type = hill_attack which = hq value = -0.25 }
		command = { type = forest_attack which = hq value = -0.25 }
		command = { type = jungle_attack which = hq value = -0.5 }
		command = { type = swamp_attack which = hq value = -0.5 }
		command = { type = blizzard_defense which = hq value = -0.5 }
		command = { type = snow_defense which = hq value = -0.25 }
		command = { type = frozen_defense which = hq value = -0.25 }
		command = { type = storm_defense which = hq value = -0.25 }
		command = { type = muddy_defense which = hq value = -0.25 }
		command = { type = desert_defense which = hq value = -0.25 }
		command = { type = mountain_defense which = hq value = -0.75 }
		command = { type = hill_defense which = hq value = -0.25 }
		command = { type = forest_defense which = hq value = -0.25 }
		command = { type = jungle_defense which = hq value = -0.75 }
		command = { type = swamp_defense which = hq value = -0.25 }
		command = { type = blizzard_move which = hq value = -1.0 }
		command = { type = snow_move which = hq value = -0.5 }
		command = { type = frozen_move which = hq value = -0.25 }
		command = { type = rain_move which = hq value = -0.25 }
		command = { type = storm_move which = hq value = -0.5 }
		command = { type = muddy_move which = hq value = -0.5 }
		command = { type = desert_move which = hq value = -0.25 }
		command = { type = mountain_move which = hq value = -0.75 }
		command = { type = hill_move which = hq value = -0.25 }
		command = { type = forest_move which = hq value = -0.25 }
		command = { type = jungle_move which = hq value = -0.75 }
		command = { type = swamp_move which = hq value = -0.75 }
	}
}

# 1950 Medium and Heavy Artillery
application = {
	id = 2860
	name = TECH_APP_ARMOR_86_NAME
	desc = TECH_APP_ARMOR_86_DESC
	position = { x = 35 y = 483 }
	year = 1950

	# 1950 Field Artillery Gun 150+mm
	component = { id = 2861 name = TECH_CMP_ARMOR_86_1_NAME type = artillery difficulty = 8 }
	# 1950 Field Artillery Gun 170+mm
	component = { id = 2862 name = TECH_CMP_ARMOR_86_2_NAME type = artillery difficulty = 10 }
	# 1950 Forward Observer Group
	component = { id = 2863 name = TECH_CMP_ARMOR_86_3_NAME type = artillery difficulty = 5 }
	# 1950 Artillery Prototypes
	component = { id = 2864 name = TECH_CMP_ARMOR_86_4_NAME type = technical_efficiency difficulty = 8 }
	# 1950 Artillery Production Lines
	component = { id = 2865 name = TECH_CMP_ARMOR_86_5_NAME type = industrial_engineering difficulty = 9 }

	required = { 2850 } # '46 Artillery
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = new_model which = artillery value = 5 } # '50 Artillery
		command = { type = new_model which = b_u4 value = 5 } # '50 Towed Artillery
		command = { type = new_model which = b_u5 value = 5 } # '50 VH Artillery
		command = { type = new_model which = b_u6 value = 5 } # '50 LT Artillery

		command = { type = scrap_model which = artillery value = 4 } # '46 Artillery
		command = { type = scrap_model which = b_u4 value = 4 } # '46 Towed Artillery
		command = { type = scrap_model which = b_u5 value = 4 } # '46 VH Artillery
		command = { type = scrap_model which = b_u6 value = 4 } # '46 LT Artillery

		command = { type = build_cost which = infantry value = 0.3 }
		command = { type = build_cost which = cavalry value = 0.1 }
		command = { type = build_cost which = motorized value = 0.2 }
		command = { type = build_cost which = mechanized value = 0.2 }
		command = { type = build_cost which = armor value = 0.1 }
		command = { type = build_cost which = light_armor value = 0.1 }
		command = { type = build_cost which = hq value = 0.4 }
		command = { type = build_cost which = marine value = 0.1 }
		command = { type = build_cost which = bergsjaeger value = 0.1 }
		command = { type = build_cost which = militia value = 0.1 }

		command = { type = supply_consumption which = infantry value = 0.04 }
		command = { type = supply_consumption which = cavalry value = 0.02 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.04 }
		command = { type = supply_consumption which = armor value = 0.02 }
		command = { type = supply_consumption which = light_armor value = 0.02 }
		command = { type = supply_consumption which = hq value = 0.08 }
		command = { type = supply_consumption which = marine value = 0.02 }
		command = { type = supply_consumption which = bergsjaeger value = 0.02 }
		command = { type = supply_consumption which = militia value = 0.02 }

		command = { type = fuel_consumption which = motorized value = 0.01 }
		command = { type = fuel_consumption which = mechanized value = 0.01 }
		command = { type = fuel_consumption which = armor value = 0.01 }
		command = { type = fuel_consumption which = light_armor value = 0.01 }
		command = { type = fuel_consumption which = hq value = 0.01 }

		command = { type = manpower which = infantry value = 0.02 }
		command = { type = manpower which = cavalry value = 0.01 }
		command = { type = manpower which = motorized value = 0.02 }
		command = { type = manpower which = mechanized value = 0.02 }
		command = { type = manpower which = armor value = 0.01 }
		command = { type = manpower which = light_armor value = 0.01 }
		command = { type = manpower which = hq value = 0.04 }
		command = { type = manpower which = marine value = 0.01 }
		command = { type = manpower which = bergsjaeger value = 0.01 }
		command = { type = manpower which = militia value = 0.01 }

		command = { type = max_organization which = infantry value = 0.25 }
		command = { type = max_organization which = cavalry value = 0.125 }
		command = { type = max_organization which = motorized value = 0.25 }
		command = { type = max_organization which = mechanized value = 0.25 }
		command = { type = max_organization which = armor value = 0.125 }
		command = { type = max_organization which = light_armor value = 0.125 }
		command = { type = max_organization which = hq value = 0.5 }
		command = { type = max_organization which = marine value = 0.125 }
		command = { type = max_organization which = bergsjaeger value = 0.125 }
		command = { type = max_organization which = militia value = 0.125 }

		command = { type = morale which = infantry value = 0.25 }
		command = { type = morale which = cavalry value = 0.125 }
		command = { type = morale which = motorized value = 0.25 }
		command = { type = morale which = mechanized value = 0.25 }
		command = { type = morale which = armor value = 0.125 }
		command = { type = morale which = light_armor value = 0.125 }
		command = { type = morale which = hq value = 0.5 }
		command = { type = morale which = marine value = 0.125 }
		command = { type = morale which = bergsjaeger value = 0.125 }
		command = { type = morale which = militia value = 0.125 }

		command = { type = transport_weight which = infantry value = 0.4 }
		command = { type = transport_weight which = cavalry value = 0.2 }
		command = { type = transport_weight which = motorized value = 0.5 }
		command = { type = transport_weight which = mechanized value = 0.5 }
		command = { type = transport_weight which = armor value = 0.3 }
		command = { type = transport_weight which = light_armor value = 0.2 }
		command = { type = transport_weight which = hq value = 0.9 }
		command = { type = transport_weight which = marine value = 0.2 }
		command = { type = transport_weight which = bergsjaeger value = 0.2 }
		command = { type = transport_weight which = militia value = 0.2 }

		command = { type = blizzard_attack which = hq value = -1.0 } # -1%
		command = { type = snow_attack which = hq value = -0.75 }
		command = { type = frozen_attack which = hq value = -0.25 }
		command = { type = rain_attack which = hq value = -0.25 }
		command = { type = storm_attack which = hq value = -0.5 }
		command = { type = muddy_attack which = hq value = -0.5 }
		command = { type = desert_attack which = hq value = -0.25 }
		command = { type = mountain_attack which = hq value = -0.75 }
		command = { type = hill_attack which = hq value = -0.25 }
		command = { type = forest_attack which = hq value = -0.25 }
		command = { type = jungle_attack which = hq value = -0.5 }
		command = { type = swamp_attack which = hq value = -0.5 }
		command = { type = blizzard_defense which = hq value = -0.5 }
		command = { type = snow_defense which = hq value = -0.25 }
		command = { type = frozen_defense which = hq value = -0.25 }
		command = { type = storm_defense which = hq value = -0.25 }
		command = { type = muddy_defense which = hq value = -0.25 }
		command = { type = desert_defense which = hq value = -0.25 }
		command = { type = mountain_defense which = hq value = -0.75 }
		command = { type = hill_defense which = hq value = -0.25 }
		command = { type = forest_defense which = hq value = -0.25 }
		command = { type = jungle_defense which = hq value = -0.75 }
		command = { type = swamp_defense which = hq value = -0.25 }
		command = { type = blizzard_move which = hq value = -1.0 }
		command = { type = snow_move which = hq value = -0.5 }
		command = { type = frozen_move which = hq value = -0.25 }
		command = { type = rain_move which = hq value = -0.25 }
		command = { type = storm_move which = hq value = -0.5 }
		command = { type = muddy_move which = hq value = -0.5 }
		command = { type = desert_move which = hq value = -0.25 }
		command = { type = mountain_move which = hq value = -0.75 }
		command = { type = hill_move which = hq value = -0.25 }
		command = { type = forest_move which = hq value = -0.25 }
		command = { type = jungle_move which = hq value = -0.75 }
		command = { type = swamp_move which = hq value = -0.75 }
	}
}

# ##############################################################################
# # Rocket Artillery - 2870-2900 ###############################################
# ##############################################################################

# 1940 Rocket Artillery
application = {
	id = 2870
	name = TECH_APP_ARMOR_87_NAME
	desc = TECH_APP_ARMOR_87_DESC
	position = { x = 160 y = 423 }
	year = 1940

	# Rocket Artillery Program
	component = { id = 2871 name = TECH_CMP_ARMOR_87_1_NAME type = artillery difficulty = 4 double_time = yes }
	# 130-210mm Rocket
	component = { id = 2872 name = TECH_CMP_ARMOR_87_2_NAME type = rocketry difficulty = 5 double_time = yes }
	# 1940 Observation Group
	component = { id = 2873 name = TECH_CMP_ARMOR_87_3_NAME type = general_equipment difficulty = 3 double_time = yes }
	# 1940 Rocket Artillery Prototypes
	component = { id = 2874 name = TECH_CMP_ARMOR_87_4_NAME type = technical_efficiency difficulty = 4 double_time = yes }
	# 130-210mm Rocket Artillery Production Line
	component = { id = 2875 name = TECH_CMP_ARMOR_87_5_NAME type = industrial_engineering difficulty = 3 double_time = yes }

	required = { 2830 7010 } # '38 Artillery AND '36 Rocket Test
	# Activated by: 1940 Firepower (6530)

	effects = {
		command = { type = new_model which = rocket_artillery value = 1 } # '40 Rocket Artillery
		command = { type = scrap_model which = rocket_artillery value = 0 } # '38 Rocket Artillery

		command = { type = build_cost which = infantry value = -0.3 }
		command = { type = build_cost which = cavalry value = -0.1 }
		command = { type = build_cost which = motorized value = -0.2 }
		command = { type = build_cost which = mechanized value = -0.2 }
		command = { type = build_cost which = armor value = -0.1 }
		command = { type = build_cost which = light_armor value = -0.1 }
		command = { type = build_cost which = bergsjaeger value = -0.1 }
		command = { type = build_cost which = hq value = -0.5 }
		command = { type = build_cost which = militia value = -0.1 }
		command = { type = build_cost which = b_u4 value = -0.2 } # Towed Artillery
		command = { type = build_cost which = b_u6 value = -0.1 } # Lt Artillery

		command = { type = fuel_consumption which = motorized value = -0.03 }
		command = { type = fuel_consumption which = mechanized value = -0.03 }
		command = { type = fuel_consumption which = armor value = -0.01 }
		command = { type = fuel_consumption which = light_armor value = -0.01 }
		command = { type = fuel_consumption which = hq value = -0.06 }
		command = { type = fuel_consumption which = b_u4 value = -0.01 } # Towed Artillery

		command = { type = max_organization which = infantry value = 0.375 }
		command = { type = max_organization which = cavalry value = 0.18 }
		command = { type = max_organization which = motorized value = 0.375 }
		command = { type = max_organization which = mechanized value = 0.375 }
		command = { type = max_organization which = armor value = 0.18 }
		command = { type = max_organization which = light_armor value = 0.18 }
		command = { type = max_organization which = bergsjaeger value = 0.18 }
		command = { type = max_organization which = hq value = 0.75 }
		command = { type = max_organization which = militia value = 0.18 }
		command = { type = max_organization which = b_u4 value = 0.375 } # Towed Artillery
		command = { type = max_organization which = b_u6 value = 0.18 } # LT Artillery

		command = { type = morale which = infantry value = 0.375 }
		command = { type = morale which = cavalry value = 0.18 }
		command = { type = morale which = bergsjaeger value = 0.18 }
		command = { type = morale which = militia value = 0.18 }

		command = { type = transport_weight which = motorized value = -0.3 }
		command = { type = transport_weight which = mechanized value = -0.3 }
		command = { type = transport_weight which = armor value = -0.1 }
		command = { type = transport_weight which = light_armor value = -0.1 }
		command = { type = transport_weight which = hq value = -0.6 }
		command = { type = transport_weight which = b_u4 value = -0.1 }
	}
}

# 1943 Rocket Artillery
application = {
	id = 2880
	name = TECH_APP_ARMOR_88_NAME
	desc = TECH_APP_ARMOR_88_DESC
	position = { x = 165 y = 443 }
	year = 1943

	# 300+mm Rocket Launcher
	component = { id = 2881 name = TECH_CMP_ARMOR_88_1_NAME type = artillery difficulty = 4 }
	# 300+mm Rocket
	component = { id = 2882 name = TECH_CMP_ARMOR_88_2_NAME type = rocketry difficulty = 6 }
	# 1943 Observation Group
	component = { id = 2883 name = TECH_CMP_ARMOR_88_3_NAME type = general_equipment difficulty = 4 }
	# 1943 Rocket Artilley Protoptypes
	component = { id = 2884 name = TECH_CMP_ARMOR_88_4_NAME type = technical_efficiency difficulty = 4 }
	# 300+mm Rocket Artillery Production Line
	component = { id = 2885 name = TECH_CMP_ARMOR_88_5_NAME type = industrial_engineering difficulty = 3 }

	required = { 2870 7010 } # '40 Rocket Artillery AND '36 Rocket Test
	# Activated by: 1940 Firepower (6530)

	effects = {
		command = { type = new_model which = rocket_artillery value = 2 } # '43 Rocket Artillery
		command = { type = scrap_model which = rocket_artillery value = 1 } # '40 Rocket Artillery

		command = { type = build_cost which = infantry value = -0.3 }
		command = { type = build_cost which = cavalry value = -0.1 }
		command = { type = build_cost which = motorized value = -0.2 }
		command = { type = build_cost which = mechanized value = -0.2 }
		command = { type = build_cost which = armor value = -0.1 }
		command = { type = build_cost which = light_armor value = -0.1 }
		command = { type = build_cost which = bergsjaeger value = -0.1 }
		command = { type = build_cost which = hq value = -0.5 }
		command = { type = build_cost which = militia value = -0.1 }
		command = { type = build_cost which = b_u4 value = -0.2 } # Towed Artillery
		command = { type = build_cost which = b_u6 value = -0.1 } # Lt Artillery

		command = { type = fuel_consumption which = motorized value = -0.03 }
		command = { type = fuel_consumption which = mechanized value = -0.03 }
		command = { type = fuel_consumption which = armor value = -0.01 }
		command = { type = fuel_consumption which = light_armor value = -0.01 }
		command = { type = fuel_consumption which = hq value = -0.06 }
		command = { type = fuel_consumption which = b_u4 value = -0.01 } # Towed Artillery

		command = { type = max_organization which = infantry value = 0.375 }
		command = { type = max_organization which = cavalry value = 0.18 }
		command = { type = max_organization which = motorized value = 0.375 }
		command = { type = max_organization which = mechanized value = 0.375 }
		command = { type = max_organization which = armor value = 0.18 }
		command = { type = max_organization which = light_armor value = 0.18 }
		command = { type = max_organization which = bergsjaeger value = 0.18 }
		command = { type = max_organization which = hq value = 0.75 }
		command = { type = max_organization which = militia value = 0.18 }
		command = { type = max_organization which = b_u4 value = 0.375 } # Towed Artillery
		command = { type = max_organization which = b_u6 value = 0.18 } # LT Artillery

		command = { type = morale which = infantry value = 0.375 }
		command = { type = morale which = cavalry value = 0.18 }
		command = { type = morale which = bergsjaeger value = 0.18 }
		command = { type = morale which = militia value = 0.18 }

		command = { type = transport_weight which = motorized value = -0.3 }
		command = { type = transport_weight which = mechanized value = -0.3 }
		command = { type = transport_weight which = armor value = -0.1 }
		command = { type = transport_weight which = light_armor value = -0.1 }
		command = { type = transport_weight which = hq value = -0.6 }
		command = { type = transport_weight which = b_u4 value = -0.1 }
	}
}

# 1946 Rocket Artillery
application = {
	id = 2890
	name = TECH_APP_ARMOR_89_NAME
	desc = TECH_APP_ARMOR_89_DESC
	position = { x = 170 y = 463 }
	year = 1946

	# 350+mm Rocket Launcher
	component = { id = 2891 name = TECH_CMP_ARMOR_89_1_NAME type = artillery difficulty = 5 }
	# 350+mm Rocket
	component = { id = 2892 name = TECH_CMP_ARMOR_89_2_NAME type = rocketry difficulty = 6 }
	# 1946 Observation Group
	component = { id = 2893 name = TECH_CMP_ARMOR_89_3_NAME type = general_equipment difficulty = 5 }
	# 1946 Rocket Artilley Prototypes
	component = { id = 2894 name = TECH_CMP_ARMOR_89_4_NAME type = technical_efficiency difficulty = 5 }
	# 350+mm Rocket Artillery Production Line
	component = { id = 2895 name = TECH_CMP_ARMOR_89_5_NAME type = industrial_engineering difficulty = 4 }

	required = { 2880 7010 } # '43 Rocket Artillery AND '36 Rocket Test
	# Activated by: 1940 Firepower (6530)

	effects = {
		command = { type = new_model which = rocket_artillery value = 3 } # '46 Rocket Artillery
		command = { type = scrap_model which = rocket_artillery value = 2 } # '43 Rocket Artillery

		command = { type = build_cost which = infantry value = -0.3 }
		command = { type = build_cost which = cavalry value = -0.1 }
		command = { type = build_cost which = motorized value = -0.2 }
		command = { type = build_cost which = mechanized value = -0.2 }
		command = { type = build_cost which = armor value = -0.1 }
		command = { type = build_cost which = light_armor value = -0.1 }
		command = { type = build_cost which = bergsjaeger value = -0.1 }
		command = { type = build_cost which = hq value = -0.5 }
		command = { type = build_cost which = militia value = -0.1 }
		command = { type = build_cost which = b_u4 value = -0.2 } # Towed Artillery
		command = { type = build_cost which = b_u6 value = -0.1 } # Lt Artillery

		command = { type = fuel_consumption which = motorized value = -0.03 }
		command = { type = fuel_consumption which = mechanized value = -0.03 }
		command = { type = fuel_consumption which = armor value = -0.01 }
		command = { type = fuel_consumption which = light_armor value = -0.01 }
		command = { type = fuel_consumption which = hq value = -0.06 }
		command = { type = fuel_consumption which = b_u4 value = -0.01 } # Towed Artillery

		command = { type = max_organization which = infantry value = 0.375 }
		command = { type = max_organization which = cavalry value = 0.18 }
		command = { type = max_organization which = motorized value = 0.375 }
		command = { type = max_organization which = mechanized value = 0.375 }
		command = { type = max_organization which = armor value = 0.18 }
		command = { type = max_organization which = light_armor value = 0.18 }
		command = { type = max_organization which = bergsjaeger value = 0.18 }
		command = { type = max_organization which = hq value = 0.75 }
		command = { type = max_organization which = militia value = 0.18 }
		command = { type = max_organization which = b_u4 value = 0.375 } # Towed Artillery
		command = { type = max_organization which = b_u6 value = 0.18 } # LT Artillery

		command = { type = morale which = infantry value = 0.375 }
		command = { type = morale which = cavalry value = 0.18 }
		command = { type = morale which = bergsjaeger value = 0.18 }
		command = { type = morale which = militia value = 0.18 }

		command = { type = transport_weight which = motorized value = -0.3 }
		command = { type = transport_weight which = mechanized value = -0.3 }
		command = { type = transport_weight which = armor value = -0.1 }
		command = { type = transport_weight which = light_armor value = -0.1 }
		command = { type = transport_weight which = hq value = -0.6 }
		command = { type = transport_weight which = b_u4 value = -0.1 }
	}
}

# 1949 Rocket Artillery
application = {
	id = 2900
	name = TECH_APP_ARMOR_90_NAME
	desc = TECH_APP_ARMOR_90_DESC
	position = { x = 175 y = 483 }
	year = 1949

	# 400+mm Rocket Launcher
	component = { id = 2901 name = TECH_CMP_ARMOR_90_1_NAME type = artillery difficulty = 5 }
	# 400+mm Rocket
	component = { id = 2902 name = TECH_CMP_ARMOR_90_2_NAME type = rocketry difficulty = 7 }
	# 1949 Observation Group
	component = { id = 2903 name = TECH_CMP_ARMOR_90_3_NAME type = general_equipment difficulty = 5 }
	# 1949 Rocket Artilley Prototypes
	component = { id = 2904 name = TECH_CMP_ARMOR_90_4_NAME type = technical_efficiency difficulty = 5 }
	# 400+mm Rocket Artillery Production Line
	component = { id = 2905 name = TECH_CMP_ARMOR_90_5_NAME type = industrial_engineering difficulty = 4 }

	required = { 2890 7010 } # '46 Rocket Artillery AND '36 Rocket Test
	# Activated by: 1940 Firepower (6530)

	effects = {
		command = { type = new_model which = rocket_artillery value = 4 } # '49 Rocket Artillery
		command = { type = scrap_model which = rocket_artillery value = 3 } # '46 Rocket Artillery

		command = { type = build_cost which = infantry value = -0.3 }
		command = { type = build_cost which = cavalry value = -0.1 }
		command = { type = build_cost which = motorized value = -0.2 }
		command = { type = build_cost which = mechanized value = -0.2 }
		command = { type = build_cost which = armor value = -0.1 }
		command = { type = build_cost which = light_armor value = -0.1 }
		command = { type = build_cost which = bergsjaeger value = -0.1 }
		command = { type = build_cost which = hq value = -0.5 }
		command = { type = build_cost which = militia value = -0.1 }
		command = { type = build_cost which = b_u4 value = -0.2 } # Towed Artillery
		command = { type = build_cost which = b_u6 value = -0.1 } # Lt Artillery

		command = { type = fuel_consumption which = motorized value = -0.03 }
		command = { type = fuel_consumption which = mechanized value = -0.03 }
		command = { type = fuel_consumption which = armor value = -0.01 }
		command = { type = fuel_consumption which = light_armor value = -0.01 }
		command = { type = fuel_consumption which = hq value = -0.06 }
		command = { type = fuel_consumption which = b_u4 value = -0.01 } # Towed Artillery

		command = { type = max_organization which = infantry value = 0.375 }
		command = { type = max_organization which = cavalry value = 0.18 }
		command = { type = max_organization which = motorized value = 0.375 }
		command = { type = max_organization which = mechanized value = 0.375 }
		command = { type = max_organization which = armor value = 0.18 }
		command = { type = max_organization which = light_armor value = 0.18 }
		command = { type = max_organization which = bergsjaeger value = 0.18 }
		command = { type = max_organization which = hq value = 0.75 }
		command = { type = max_organization which = militia value = 0.18 }
		command = { type = max_organization which = b_u4 value = 0.375 } # Towed Artillery
		command = { type = max_organization which = b_u6 value = 0.18 } # LT Artillery

		command = { type = morale which = infantry value = 0.375 }
		command = { type = morale which = cavalry value = 0.18 }
		command = { type = morale which = bergsjaeger value = 0.18 }
		command = { type = morale which = militia value = 0.18 }

		command = { type = transport_weight which = motorized value = -0.3 }
		command = { type = transport_weight which = mechanized value = -0.3 }
		command = { type = transport_weight which = armor value = -0.1 }
		command = { type = transport_weight which = light_armor value = -0.1 }
		command = { type = transport_weight which = hq value = -0.6 }
		command = { type = transport_weight which = b_u4 value = -0.1 }
	}
}

# ##############################################################################
# # Anti-Aircraft Artillery - 2910-2940 ########################################
# ##############################################################################

# 1932 Anti-Aircraft Artillery
application = {
	id = 2910
	name = TECH_APP_ARMOR_91_NAME
	desc = TECH_APP_ARMOR_91_DESC
	position = { x = 320 y = 423 }
	year = 1932

	# 20-28mm Anti-Aircraft Gun
	component = { id = 2911 name = TECH_CMP_ARMOR_91_1_NAME type = artillery difficulty = 4 double_time = yes }
	# 75-80mm Anti-Aircraft Gun
	component = { id = 2912 name = TECH_CMP_ARMOR_91_2_NAME type = artillery difficulty = 6 double_time = yes }
	# 1932 Observation Group
	component = { id = 2913 name = TECH_CMP_ARMOR_91_3_NAME type = general_equipment difficulty = 3 double_time = yes }
	# 1932 Anti-Aircraft Gun Prototypes
	component = { id = 2914 name = TECH_CMP_ARMOR_91_4_NAME type = technical_efficiency difficulty = 5 double_time = yes }
	# 1932 Anti-Aircraft Gun Production Lines
	component = { id = 2915 name = TECH_CMP_ARMOR_91_5_NAME type = industrial_engineering difficulty = 5 double_time = yes }

	required = { } 
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = new_model which = anti_air value = 1 } # '32 Anti-Aircraft
		command = { type = scrap_model which = anti_air value = 0 } # '32 Anti-Aircraft

		command = { type = build_cost which = infantry value = 0.2 }
		command = { type = build_cost which = motorized value = 0.2 }
		command = { type = build_cost which = mechanized value = 0.2 }
		command = { type = build_cost which = hq value = 0.3 }

		command = { type = supply_consumption which = infantry value = 0.04 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.04 }
		command = { type = supply_consumption which = hq value = 0.09 }

		command = { type = fuel_consumption which = motorized value = 0.01 }
		command = { type = fuel_consumption which = mechanized value = 0.01 }
		command = { type = fuel_consumption which = hq value = 0.02 }

		command = { type = manpower which = infantry value = 0.02 }
		command = { type = manpower which = motorized value = 0.02 }
		command = { type = manpower which = mechanized value = 0.02 }
		command = { type = manpower which = hq value = 0.05 }

		command = { type = max_organization which = infantry value = 0.125 }
		command = { type = max_organization which = motorized value = 0.125 }
		command = { type = max_organization which = mechanized value = 0.125 }
		command = { type = max_organization which = hq value = 0.25 }

		command = { type = morale which = infantry value = 0.125 }
		command = { type = morale which = motorized value = 0.125 }
		command = { type = morale which = mechanized value = 0.125 }
		command = { type = morale which = hq value = 0.25 }

		command = { type = transport_weight which = infantry value = 0.4 }
		command = { type = transport_weight which = motorized value = 0.4 }
		command = { type = transport_weight which = mechanized value = 0.4 }
		command = { type = transport_weight which = hq value = 1.1 }
	}
}

# 1937 Anti-Aircraft Artillery
application = {
	id = 2920
	name = TECH_APP_ARMOR_92_NAME
	desc = TECH_APP_ARMOR_92_DESC
	position = { x = 325 y = 443 }
	year = 1937

	# 37-40mm Anti-Aircraft Gun
	component = { id = 2921 name = TECH_CMP_ARMOR_92_1_NAME type = artillery difficulty = 5}
	# 88-100mm Anti-Aircraft Gun
	component = { id = 2922 name = TECH_CMP_ARMOR_92_2_NAME type = artillery difficulty = 7}
	# Variable Time Fuse
	component = { id = 2923 name = TECH_CMP_ARMOR_92_3_NAME type = general_equipment difficulty = 4 }
	# 1937 Anti-Aircraft Gun Prototypes
	component = { id = 2924 name = TECH_CMP_ARMOR_92_4_NAME type = technical_efficiency difficulty = 6}
	# 1937 Anti-Aircraft Gun Production Lines
	component = { id = 2925 name = TECH_CMP_ARMOR_92_5_NAME type = industrial_engineering difficulty = 6 }

	required = { 2910 } # '32 Anti-Aircraft
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = activate which = 3170 } # Anti-Aircraft Light Cruiser

		command = { type = new_model which = anti_air value = 2 } # '37 Anti-Aircraft
		command = { type = scrap_model which = anti_air value = 1 } # '32 Anti-Aircraft

		command = { type = AA_batteries value = 20 }
		command = { type = building_prod_mod which = flak value = 5 }

		command = { type = build_cost which = infantry value = 0.2 }
		command = { type = build_cost which = motorized value = 0.2 }
		command = { type = build_cost which = mechanized value = 0.2 }
		command = { type = build_cost which = hq value = 0.3 }

		command = { type = supply_consumption which = infantry value = 0.04 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.04 }
		command = { type = supply_consumption which = hq value = 0.09 }

		command = { type = fuel_consumption which = motorized value = 0.01 }
		command = { type = fuel_consumption which = mechanized value = 0.01 }
		command = { type = fuel_consumption which = hq value = 0.02 }

		command = { type = manpower which = infantry value = 0.02 }
		command = { type = manpower which = motorized value = 0.02 }
		command = { type = manpower which = mechanized value = 0.02 }
		command = { type = manpower which = hq value = 0.05 }

		command = { type = max_organization which = infantry value = 0.125 }
		command = { type = max_organization which = motorized value = 0.125 }
		command = { type = max_organization which = mechanized value = 0.125 }
		command = { type = max_organization which = hq value = 0.25 }

		command = { type = morale which = infantry value = 0.125 }
		command = { type = morale which = motorized value = 0.125 }
		command = { type = morale which = mechanized value = 0.125 }
		command = { type = morale which = hq value = 0.25 }

		command = { type = transport_weight which = infantry value = 0.4 }
		command = { type = transport_weight which = motorized value = 0.4 }
		command = { type = transport_weight which = mechanized value = 0.4 }
		command = { type = transport_weight which = hq value = 1.1 }
	}
}

# 1942 Anti-Aircraft Artillery
application = {
	id = 2930
	name = TECH_APP_ARMOR_93_NAME
	desc = TECH_APP_ARMOR_93_DESC
	position = { x = 330 y = 463 }
	year = 1942

	# 37-40 Anti-Aircraft Gun (Twin Mount )
	component = { id = 2931 name = TECH_CMP_ARMOR_93_1_NAME type = artillery difficulty = 6 }
	# 105-128mm Anti-Aircraft Gun
	component = { id = 2932 name = TECH_CMP_ARMOR_93_2_NAME type = artillery difficulty = 8 }
	# Radar Proximity Fuse
	component = { id = 2933 name = TECH_CMP_ARMOR_93_3_NAME type = general_equipment difficulty = 5 }
	# 1942 Anti-Aircraft Gun Prototypes
	component = { id = 2934 name = TECH_CMP_ARMOR_93_4_NAME type = technical_efficiency difficulty = 7 }
	# 1942 Anti-Aircraft Gun Production Lines
	component = { id = 2935 name = TECH_CMP_ARMOR_93_5_NAME type = industrial_engineering difficulty = 7 }

	required = { 2920 } # '37 Anti-Aircraft
	# Activated by: 1939 Electronics (5510)

	effects = {
		command = { type = new_model which = anti_air value = 3 } # '42 Anti-Aircraft
		command = { type = scrap_model which = anti_air value = 2 } # '37 Anti-Aircraft

		command = { type = new_model which = naval_sa_l value = 14 } # Heavy DP Secondary Battery
		command = { type = new_model which = naval_sa_l value = 11 } # DP Secondary Battery

		command = { type = AA_batteries value = 20 }
		command = { type = building_prod_mod which = flak value = 5 }

		command = { type = build_cost which = infantry value = 0.2 }
		command = { type = build_cost which = cavalry value = 0.2 }
		command = { type = build_cost which = motorized value = 0.2 }
		command = { type = build_cost which = mechanized value = 0.2 }
		command = { type = build_cost which = armor value = 0.1 }
		command = { type = build_cost which = light_armor value = 0.1 }
		command = { type = build_cost which = bergsjaeger value = 0.2 }
		command = { type = build_cost which = hq value = 0.3 }
		command = { type = build_cost which = militia value = 0.2 }

		command = { type = supply_consumption which = infantry value = 0.04 }
		command = { type = supply_consumption which = cavalry value = 0.02 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.04 }
		command = { type = supply_consumption which = armor value = 0.04 }
		command = { type = supply_consumption which = light_armor value = 0.03 }
		command = { type = supply_consumption which = bergsjaeger value = 0.02 }
		command = { type = supply_consumption which = hq value = 0.09 }
		command = { type = supply_consumption which = militia value = 0.02 }

		command = { type = fuel_consumption which = motorized value = 0.01 }
		command = { type = fuel_consumption which = mechanized value = 0.01 }
		command = { type = fuel_consumption which = armor value = 0.01 }
		command = { type = fuel_consumption which = light_armor value = 0.01 }
		command = { type = fuel_consumption which = hq value = 0.02 }

		command = { type = manpower which = infantry value = 0.02 }
		command = { type = manpower which = cavalry value = 0.01 }
		command = { type = manpower which = motorized value = 0.02 }
		command = { type = manpower which = mechanized value = 0.02 }
		command = { type = manpower which = armor value = 0.02 }
		command = { type = manpower which = light_armor value = 0.01 }
		command = { type = manpower which = bergsjaeger value = 0.01 }
		command = { type = manpower which = hq value = 0.05 }
		command = { type = manpower which = militia value = 0.01 }

		command = { type = max_organization which = infantry value = 0.125 }
		command = { type = max_organization which = cavalry value = 0.125 }
		command = { type = max_organization which = motorized value = 0.125 }
		command = { type = max_organization which = mechanized value = 0.125 }
		command = { type = max_organization which = armor value = 0.125 }
		command = { type = max_organization which = light_armor value = 0.125 }
		command = { type = max_organization which = bergsjaeger value = 0.125 }
		command = { type = max_organization which = hq value = 0.125 }
		command = { type = max_organization which = militia value = 0.125 }

		command = { type = morale which = infantry value = 0.125 }
		command = { type = morale which = cavalry value = 0.125 }
		command = { type = morale which = motorized value = 0.125 }
		command = { type = morale which = mechanized value = 0.125 }
		command = { type = morale which = armor value = 0.125 }
		command = { type = morale which = light_armor value = 0.125 }
		command = { type = morale which = bergsjaeger value = 0.125 }
		command = { type = morale which = hq value = 0.125 }
		command = { type = morale which = militia value = 0.125 }

		command = { type = transport_weight which = infantry value = 0.4 }
		command = { type = transport_weight which = cavalry value = 0.2 }
		command = { type = transport_weight which = motorized value = 0.4 }
		command = { type = transport_weight which = mechanized value = 0.4 }
		command = { type = transport_weight which = armor value = 0.4 }
		command = { type = transport_weight which = light_armor value = 0.3 }
		command = { type = transport_weight which = bergsjaeger value = 0.2 }
		command = { type = transport_weight which = hq value = 1.1 }
		command = { type = transport_weight which = militia value = 0.2 }
	}
}

# 1947 Anti-Aircraft Artillery
application = {
	id = 2940
	name = TECH_APP_ARMOR_94_NAME
	desc = TECH_APP_ARMOR_94_DESC
	position = { x = 335 y = 483 }
	year = 1947

	# 50-57mm Anti-Aircraft Gun
	component = { id = 2941 name = TECH_CMP_ARMOR_94_1_NAME type = artillery difficulty = 7}
	# 105-128mm Anti-Aircraft Gun
	component = { id = 2942 name = TECH_CMP_ARMOR_94_2_NAME type = artillery difficulty = 9}
	# Radar Proximity Fuse
	component = { id = 2943 name = TECH_CMP_ARMOR_94_3_NAME type = general_equipment difficulty = 6 }
	# 1947 Anti-Aircraft Gun Prototypes
	component = { id = 2944 name = TECH_CMP_ARMOR_94_4_NAME type = technical_efficiency difficulty = 8}
	# 1947 Anti-Aircraft Gun Production Lines
	component = { id = 2945 name = TECH_CMP_ARMOR_94_5_NAME type = industrial_engineering difficulty = 8}

	required = { 2930 } # '42 Anti-Aircraft
	# Activated by: 1943 Electronics (7400)

	effects = {

		command = { type = new_model which = anti_air value = 4 } # '47 Anti-Aircraft
		command = { type = scrap_model which = anti_air value = 3 } # '42 Anti-Aircraft

		command = { type = AA_batteries value = 20 }
		command = { type = building_prod_mod which = flak value = 5 }

		command = { type = build_cost which = infantry value = 0.2 }
		command = { type = build_cost which = cavalry value = 0.2 }
		command = { type = build_cost which = motorized value = 0.2 }
		command = { type = build_cost which = mechanized value = 0.2 }
		command = { type = build_cost which = armor value = 0.1 }
		command = { type = build_cost which = light_armor value = 0.1 }
		command = { type = build_cost which = bergsjaeger value = 0.2 }
		command = { type = build_cost which = hq value = 0.3 }
		command = { type = build_cost which = militia value = 0.2 }

		command = { type = supply_consumption which = infantry value = 0.04 }
		command = { type = supply_consumption which = cavalry value = 0.02 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.04 }
		command = { type = supply_consumption which = armor value = 0.04 }
		command = { type = supply_consumption which = light_armor value = 0.03 }
		command = { type = supply_consumption which = bergsjaeger value = 0.02 }
		command = { type = supply_consumption which = hq value = 0.09 }
		command = { type = supply_consumption which = militia value = 0.02 }

		command = { type = fuel_consumption which = motorized value = 0.01 }
		command = { type = fuel_consumption which = mechanized value = 0.01 }
		command = { type = fuel_consumption which = armor value = 0.01 }
		command = { type = fuel_consumption which = light_armor value = 0.01 }
		command = { type = fuel_consumption which = hq value = 0.02 }

		command = { type = manpower which = infantry value = 0.02 }
		command = { type = manpower which = cavalry value = 0.01 }
		command = { type = manpower which = motorized value = 0.02 }
		command = { type = manpower which = mechanized value = 0.02 }
		command = { type = manpower which = armor value = 0.02 }
		command = { type = manpower which = light_armor value = 0.01 }
		command = { type = manpower which = bergsjaeger value = 0.01 }
		command = { type = manpower which = hq value = 0.05 }
		command = { type = manpower which = militia value = 0.01 }

		command = { type = max_organization which = infantry value = 0.125 }
		command = { type = max_organization which = cavalry value = 0.125 }
		command = { type = max_organization which = motorized value = 0.125 }
		command = { type = max_organization which = mechanized value = 0.125 }
		command = { type = max_organization which = armor value = 0.125 }
		command = { type = max_organization which = light_armor value = 0.125 }
		command = { type = max_organization which = bergsjaeger value = 0.125 }
		command = { type = max_organization which = hq value = 0.125 }
		command = { type = max_organization which = militia value = 0.125 }

		command = { type = morale which = infantry value = 0.125 }
		command = { type = morale which = cavalry value = 0.125 }
		command = { type = morale which = motorized value = 0.125 }
		command = { type = morale which = mechanized value = 0.125 }
		command = { type = morale which = armor value = 0.125 }
		command = { type = morale which = light_armor value = 0.125 }
		command = { type = morale which = bergsjaeger value = 0.125 }
		command = { type = morale which = hq value = 0.125 }
		command = { type = morale which = militia value = 0.125 }

		command = { type = transport_weight which = infantry value = 0.4 }
		command = { type = transport_weight which = cavalry value = 0.2 }
		command = { type = transport_weight which = motorized value = 0.4 }
		command = { type = transport_weight which = mechanized value = 0.4 }
		command = { type = transport_weight which = armor value = 0.4 }
		command = { type = transport_weight which = light_armor value = 0.3 }
		command = { type = transport_weight which = bergsjaeger value = 0.2 }
		command = { type = transport_weight which = hq value = 1.1 }
		command = { type = transport_weight which = militia value = 0.2 }
	}
}

# ##############################################################################
# # Air Defense - 2950-2980 ####################################################
# ##############################################################################

# 1933 Air Defense System
application = {
	id = 2950
	name = TECH_APP_ARMOR_95_NAME
	desc = TECH_APP_ARMOR_95_DESC
	position = { x = 455 y = 423 }
	year = 1933

	# Point Air Defense System Design
	component = { id = 2951 name = TECH_CMP_ARMOR_95_1_NAME type = large_unit_focus difficulty = 7 double_time = yes }
	# Point Air Defense Employment
	component = { id = 2952 name = TECH_CMP_ARMOR_95_2_NAME type = centralized_execution difficulty = 4 double_time = yes }
	# Searchlight-Gun Coordination
	component = { id = 2953 name = TECH_CMP_ARMOR_95_3_NAME type = training difficulty = 5 double_time = yes }
	# Observer Network
	component = { id = 2954 name = TECH_CMP_ARMOR_95_4_NAME type = nuclear_physics difficulty = 2 double_time = yes }
	# 1933 Centralized Air Defense Command
	component = { id = 2955 name = TECH_CMP_ARMOR_95_5_NAME type = centralized_execution difficulty = 4 double_time = yes }

	required = { 2910 } # '32 Anti-Aircraft
	# Activated by: 1930 Electronics (5660)

	effects = {
		command = { type = allow_building which = flak }
		command = { type = AA_batteries value = 30 }
	}
}

# 1938 Air Defense System
application = {
	id = 2960
	name = TECH_APP_ARMOR_96_NAME
	desc = TECH_APP_ARMOR_96_DESC
	position = { x = 460 y = 443 }
	year = 1938

	# Chain Air Defense System Design
	component = { id = 2961 name = TECH_CMP_ARMOR_96_1_NAME type = large_unit_focus difficulty = 10 }
	# Chain Air Defense Employment
	component = { id = 2962 name = TECH_CMP_ARMOR_96_2_NAME type = centralized_execution difficulty = 5 }
	# 1938 Ground Controlled Intercept
	component = { id = 2963 name = TECH_CMP_ARMOR_96_3_NAME type = aircraft_testing difficulty = 6 }
	# Decimetric Early Warning Radar Integration
	component = { id = 2964 name = TECH_CMP_ARMOR_96_4_NAME type = nuclear_physics difficulty = 3 }
	# 1939 Centralized Air Defense Command
	component = { id = 2965 name = TECH_CMP_ARMOR_96_5_NAME type = centralized_execution difficulty = 5 }

	required = { 2920 2950 } # '37 Anti-Aircraft AND '30 Air Defense
	# Activated by: 1937 Electronics (5500)

	effects = {
		command = { type = AA_batteries value = 30 }
		command = { type = building_prod_mod which = flak value = 5 }
		command = { type = radar_eff value = 10 }
	}
}

# 1943 Air Defense System
application = {
	id = 2970
	name = TECH_APP_ARMOR_97_NAME
	desc = TECH_APP_ARMOR_97_DESC
	position = { x = 465 y = 463 }
	year = 1943

	# Area Air Defense System Design
	component = { id = 2971 name = TECH_CMP_ARMOR_97_1_NAME type = large_unit_focus difficulty = 12 }
	# Area Air Defense Employment
	component = { id = 2972 name = TECH_CMP_ARMOR_97_2_NAME type = centralized_execution difficulty = 6 }
	# 1943 Ground Controlled Intercept
	component = { id = 2973 name = TECH_CMP_ARMOR_97_3_NAME type = aircraft_testing difficulty = 7 }
	# Centimetric Tracking Radar Integration
	component = { id = 2974 name = TECH_CMP_ARMOR_97_4_NAME type = nuclear_physics difficulty = 4 }
	# 1943 Centralized Air Defense Command
	component = { id = 2975 name = TECH_CMP_ARMOR_97_5_NAME type = centralized_execution difficulty = 6 }

	required = { 2930 2960 } # '42 Anti-Aircraft AND '38 Air Defense
	# Activated by: 1941 Electronics (5520)

	effects = {
		command = { type = AA_batteries value = 30 }
		command = { type = building_prod_mod which = flak value = 5 }
		command = { type = building_prod_mod which = radar_station value = 5 }
		command = { type = radar_eff value = 10 }
	}
}

# 1948 Air Defense System
application = {
	id = 2980
	name = TECH_APP_ARMOR_98_NAME
	desc = TECH_APP_ARMOR_98_DESC
	position = { x = 470 y = 483 }
	year = 1948

	# National Air Defense System Design
	component = { id = 2981 name = TECH_CMP_ARMOR_98_1_NAME type = large_unit_focus difficulty = 14 }
	# National Air Defense Employment
	component = { id = 2982 name = TECH_CMP_ARMOR_98_2_NAME type = centralized_execution difficulty = 7 }
	# 1948 Ground Controlled Intercept
	component = { id = 2983 name = TECH_CMP_ARMOR_98_3_NAME type = aircraft_testing difficulty = 8 }
	# 1948 Centimetric Fire Control Radar Integration
	component = { id = 2984 name = TECH_CMP_ARMOR_98_4_NAME type = nuclear_physics difficulty = 5 }
	# 1948 Centralized Air Defense Command
	component = { id = 2985 name = TECH_CMP_ARMOR_98_5_NAME type = centralized_execution difficulty = 7 }

	required = { 2940 2970 } # '47 Anti-Aircraft AND '43 Air Defense 
	# Activated by: 1945 Electronics (7410)

	effects = {
		command = { type = AA_batteries value = 30 }
		command = { type = building_prod_mod which = flak value = 5 }
		command = { type = building_prod_mod which = radar_station value = 5 }
		command = { type = radar_eff value = 10 }
	}
}
}
