#####################################
#	 INDUSTRIAL TECHNOLOGY	    #
#####################################
#
# This file has been modified for
#
#    CORE for Hearts of Iron 2
#
# Basic proposal and design by McNaughton
#
# Additional design, coding and Doomsday expansion by baylox
#
# Revised for version 0.40 by Historyman & dec152000
# Revised for version 0.41 by Historyman
# Revised for version 0.50 by Historyman & dec152000
# Revised for version 0.60 by Historyman & dec152000
# Revised for version 0.70 by dec152000
#
# id ranges used for this revision:
#	5010 - 5120 	: 1935 - 1945 Light and Heavy Industry
#	5130 - 5200 	: Great Depression and Recovery
#	5210 - 5290 	: Economic Base, Agricultural level and Labor Reforms
#	5300 - 5400 	: 1940 - 1946 Small and Heavy Arms
#	5410 - 5480 	: 1940 - 1946 Automotive and Shipbuilding
#	5500 - 5660 	: Electronics, Cryptography and Radar
#	5690			: No Depression (listed with Great Depression)
#	5700 - 5820 	: 1950s Agriculture, 1948 - 1951 Light and Heavy Industry, 1949 - 1952 Small Arms, Heavy Arms, Automotive and Shipbuilding (listed with appropriate other techs)
#	5830 - 5840 	: Subsistence & Pre-Industrial Economies (listed with other economic bases)
#	5850 - 5890 	: War casualty effects
#	5900 - 5910 	: Quantity First, Quality First
#	5920 - 5930 	: Military/Economic Recovery Program (listed with Great Depression)
#	5940			: Reliability First
#	5950			: Isolated Country (listed with Great Depression)
#	5960 - 5970 	: Major/Minor/No Depression (listed with Great Depression)
#	5990			: External recovery (listed with Military & Economic Recovery)
#	9999			: Fake (non-existent) TechID to prevent research of certain techs
#
#	13000 - 13110	: Synthetic Materials techs
#
#####################################

technology = {
	id = 5
	category = industry
	name = TECH_INDUSTRY_NAME #Localized name
	desc = TECH_INDUSTRY_DESC #Localized description

	label = { tag = TECH_CAT_IND1	position = { x = 20 y = 0 }}
	label = { tag = TECH_CAT_IND2	position = { x = 320 y = 75 }}
	label = { tag = TECH_CAT_IND3	position = { x = 165 y = 179 }}
	label = { tag = TECH_CAT_IND4	position = { x = 20 y = 97 }}
	label = { tag = TECH_CAT_IND5	position = { x = 490 y = 75 }}
	label = { tag = TECH_CAT_IND6	position = { x = 550 y = 290 }}
	label = { tag = TECH_CAT_IND8	position = { x = 20 y = 429 }}	

# ###################################################################
# # Light/Heavy Industry & Industrial Assembly ######################
# ###################################################################

application = { # 1934 Light Industry
	id = 5010
	name = TECH_APP_INDUSTRY_1_NAME
	desc = TECH_APP_INDUSTRY_1_DESC

	position = { x = 10 y = 110 }
	year = 1934

	component = { # 
		id = 5011
		name = TECH_CMP_INDUSTRY_1_1_NAME
		type = general_equipment
		difficulty = 3
	}
	component = { # 
		id = 5012
		name = TECH_CMP_INDUSTRY_1_2_NAME
		type = general_equipment
		difficulty = 3
	}
	component = { # 
		id = 5013
		name = TECH_CMP_INDUSTRY_1_3_NAME
		type = industrial_engineering
		difficulty = 3
	}
	component = { # 
		id = 5014
		name = TECH_CMP_INDUSTRY_1_4_NAME
		type = industrial_engineering
		difficulty = 3
	}
	component = { # 
		id = 5015
		name = TECH_CMP_INDUSTRY_1_5_NAME
		type = management
		difficulty = 3
	}

	required = { 5210 } # Agricultural Economy
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = industrial_modifier which = total value = 1 }
		command = { type = building_prod_mod which = infrastructure value = 1 }
		command = { type = building_prod_mod which = land_fort value = 1 }
		command = { type = building_prod_mod which = coastal_fort value = 1 }
		command = { type = building_prod_mod which = air_base value = 1 }
		command = { type = building_prod_mod which = flak value = 1 }
		
	}
}

application = { # 1935 Heavy Industry
	id = 5070
	name = TECH_APP_INDUSTRY_7_NAME
	desc = TECH_APP_INDUSTRY_7_DESC

	position = { x = 27 y = 130 }
	year = 1936

	component = { # ComponentOne
		id = 5071
		name = TECH_CMP_INDUSTRY_7_1_NAME
		type = industrial_engineering
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5072
		name = TECH_CMP_INDUSTRY_7_2_NAME
		type = industrial_engineering
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5073
		name = TECH_CMP_INDUSTRY_7_3_NAME
		type = chemistry
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5074
		name = TECH_CMP_INDUSTRY_7_4_NAME
		type = industrial_engineering
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5075
		name = TECH_CMP_INDUSTRY_7_5_NAME
		type = management
		difficulty = 5
	}

	required = { 5010 } # 1934 Light Industry 
	# Activated by: # Fully Industrialized Economy (5230) OR Event

	effects = {
		command = { type = activate which = 5080 } # 1937 Heavy Industry
		command = { type = industrial_modifier which = total value = 5 }
		command = { type = building_prod_mod which = ic value = 3 }
		command = { type = building_prod_mod which = infrastructure value = 3 }
		command = { type = building_prod_mod which = land_fort value = 3 }
		command = { type = building_prod_mod which = coastal_fort value = 3 }
		command = { type = building_prod_mod which = flak value = 3 }
		command = { type = building_prod_mod which = air_base value = 3 }
		command = { type = building_prod_mod which = naval_base value = 3 }
	}
}

application = { # 1936 Light Industry
	id = 5020
	name = TECH_APP_INDUSTRY_2_NAME
	desc = TECH_APP_INDUSTRY_2_DESC

	position = { x = 10 y = 150 }
	year = 1936

	component = { # ComponentOne
		id = 5021
		name = TECH_CMP_INDUSTRY_2_1_NAME
		type = general_equipment
		difficulty = 3
	}
	component = { # ComponentTwo
		id = 5022
		name = TECH_CMP_INDUSTRY_2_2_NAME
		type = general_equipment
		difficulty = 3
	}
	component = { # ComponentThree
		id = 5023
		name = TECH_CMP_INDUSTRY_2_3_NAME
		type = industrial_engineering
		difficulty = 3
	}
	component = { # ComponentFour
		id = 5024
		name = TECH_CMP_INDUSTRY_2_4_NAME
		type = industrial_engineering
		difficulty = 3
	}
	component = { # ComponentFive
		id = 5025
		name = TECH_CMP_INDUSTRY_2_5_NAME
		type = management
		difficulty = 3
	}

	required = { 5010 } # 1934 Light Industry
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = industrial_modifier which = total value = 2 }
		command = { type = building_prod_mod which = infrastructure value = 2 }
		command = { type = building_prod_mod which = land_fort value = 2 }
		command = { type = building_prod_mod which = coastal_fort value = 2 }
		command = { type = building_prod_mod which = air_base value = 2 }
		command = { type = building_prod_mod which = flak value = 2 }
	}
}

application = { # 1937 Heavy Industry
	id = 5080
	name = TECH_APP_INDUSTRY_8_NAME
	desc = TECH_APP_INDUSTRY_8_DESC

	position = { x = 27 y = 170 }
	year = 1937

	component = { # ComponentOne
		id = 5081
		name = TECH_CMP_INDUSTRY_8_1_NAME
		type = industrial_engineering
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5082
		name = TECH_CMP_INDUSTRY_8_2_NAME
		type = industrial_engineering
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5083
		name = TECH_CMP_INDUSTRY_8_3_NAME
		type = chemistry
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5084
		name = TECH_CMP_INDUSTRY_8_4_NAME
		type = industrial_engineering
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5085
		name = TECH_CMP_INDUSTRY_8_5_NAME
		type = management
		difficulty = 5
	}

	required = { 5020 5070 } # 1936 Light Industry AND 1935 Heavy Industry
	# Activated by: # Fully Industrialized Economy (5230) OR Event

	effects = {
		command = { type = industrial_modifier which = total value = 5 }
		command = { type = activate which = 2010 } # Postwar Tank Design
		command = { type = building_prod_mod which = ic value = 3 }
		command = { type = building_prod_mod which = infrastructure value = 3 }
		command = { type = building_prod_mod which = land_fort value = 3 }
		command = { type = building_prod_mod which = coastal_fort value = 3 }
		command = { type = building_prod_mod which = flak value = 3 }
		command = { type = building_prod_mod which = air_base value = 3 }
		command = { type = building_prod_mod which = naval_base value = 3 }
	}
}

application = { # 1938 Light Industry
	id = 5030
	name = TECH_APP_INDUSTRY_3_NAME
	desc = TECH_APP_INDUSTRY_3_DESC

	position = { x = 10 y = 190 }
	year = 1938

	component = { # ComponentOne
		id = 5031
		name = TECH_CMP_INDUSTRY_3_1_NAME
		type = general_equipment
		difficulty = 3
	}
	component = { # ComponentTwo
		id = 5032
		name = TECH_CMP_INDUSTRY_3_2_NAME
		type = general_equipment
		difficulty = 3
	}
	component = { # ComponentThree
		id = 5033
		name = TECH_CMP_INDUSTRY_3_3_NAME
		type = industrial_engineering
		difficulty = 3
	}
	component = { # ComponentFour
		id = 5034
		name = TECH_CMP_INDUSTRY_3_4_NAME
		type = industrial_engineering
		difficulty = 3
	}
	component = { # ComponentFive
		id = 5035
		name = TECH_CMP_INDUSTRY_3_5_NAME
		type = management
		difficulty = 3
	}

	required = { 5020 } # 1937 Light Industry
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = industrial_modifier which = total value = 2 }
		command = { type = building_prod_mod which = infrastructure value = 2 }
		command = { type = building_prod_mod which = land_fort value = 2 }
		command = { type = building_prod_mod which = coastal_fort value = 2 }
		command = { type = building_prod_mod which = air_base value = 2 }
		command = { type = building_prod_mod which = flak value = 2 }
	}
}

application = { # 1939 Heavy Industry
	id = 5090
	name = TECH_APP_INDUSTRY_9_NAME
	desc = TECH_APP_INDUSTRY_9_DESC

	position = { x = 27 y = 210 }
	year = 1939

	component = { # ComponentOne
		id = 5091
		name = TECH_CMP_INDUSTRY_9_1_NAME
		type = industrial_engineering
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5092
		name = TECH_CMP_INDUSTRY_9_2_NAME
		type = industrial_engineering
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5093
		name = TECH_CMP_INDUSTRY_9_3_NAME
		type = chemistry
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5094
		name = TECH_CMP_INDUSTRY_9_4_NAME
		type = industrial_engineering
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5095
		name = TECH_CMP_INDUSTRY_9_5_NAME
		type = management
		difficulty = 5
	}

	required = { 5030 5220 } # 1938 Light Industry AND Semi-Industrialised Economy
	OR_required = { 5080 5160 5190 5950 5990 } # 1937 Heavy Industry OR 1937 Military Recovery OR 1938 Economic Recovery OR Isolated Country OR External Recovery
	# Activated by: # Semi-Industrialised Economy (5220) 

	effects = {
		command = { type = allow_building which = ic }
		command = { type = allow_building which = naval_base }
		command = { type = industrial_modifier which = total value = 4 }
		command = { type = activate which = 2010 } # Postwar Tank Design
		command = { type = activate which = 2730 } # 1935 Anti-Tank Artillery
		command = { type = activate which = 2820 } # 1930 Medium and Heavy Artillery
		command = { type = activate which = 2910 } # 1930 Anti-Aircraft Artillery
		command = { type = building_prod_mod which = ic value = 3 }
		command = { type = building_prod_mod which = infrastructure value = 3 }
		command = { type = building_prod_mod which = land_fort value = 3 }
		command = { type = building_prod_mod which = coastal_fort value = 3 }
		command = { type = building_prod_mod which = flak value = 3 }
		command = { type = building_prod_mod which = air_base value = 3 }
		command = { type = building_prod_mod which = naval_base value = 3 }
	}
}

application = { # 1939 Small Arms
	id = 5300
	name = TECH_APP_INDUSTRY_29_NAME
	desc = TECH_APP_INDUSTRY_29_DESC

	position = { x = 160 y = 190 }
	year = 1939

	component = { # ComponentOne
		id = 5301
		name = TECH_CMP_INDUSTRY_29_1_NAME
		type = infantry_focus
		difficulty = 4
	}
	component = { # ComponentTwo
		id = 5302
		name = TECH_CMP_INDUSTRY_29_2_NAME
		type = general_equipment
		difficulty = 4
	}
	component = { # ComponentThree
		id = 5303
		name = TECH_CMP_INDUSTRY_29_3_NAME
		type = general_equipment
		difficulty = 4
	}
	component = { # ComponentFour
		id = 5304
		name = TECH_CMP_INDUSTRY_29_4_NAME
		type = chemistry
		difficulty = 4
	}
	component = { # ComponentFive
		id = 5305
		name = TECH_CMP_INDUSTRY_29_5_NAME
		type = industrial_engineering
		difficulty = 4
	}

	required = { 5030 } # 1938 Light Industry
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = industrial_modifier which = supplies	value = 2 }

		command = { type = build_time which = infantry value = -3 where = relative }
		command = { type = build_time which = militia value = -4 where = relative }
		command = { type = build_time which = garrison value = -4 where = relative }
		command = { type = build_time which = cavalry value = -2 where = relative }
		command = { type = build_time which = motorized value = -1 where = relative }
		command = { type = build_time which = mechanized value = -1 where = relative }
		command = { type = build_time which = paratrooper value = -2 where = relative }
		command = { type = build_time which = marine value = -2 where = relative }
		command = { type = build_time which = bergsjaeger value = -2 where = relative }

		command = { type = build_time which = armored_car value = -1 where = relative }
		command = { type = build_time which = police value = -5 where = relative }
		command = { type = build_time which = engineer value = -3 where = relative }
		command = { type = build_time which = rocket_artillery value = -2 where = relative }
		command = { type = build_time which = b_u7 value = -4 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u8 value = -4 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -1 where = relative } # Construction Engineer Regiment

		command = { type = build_cost which = infantry value = 1.5 where = relative }
		command = { type = build_cost which = militia value = 2 where = relative }
		command = { type = build_cost which = garrison value = 2 where = relative }
		command = { type = build_cost which = cavalry value = 1 where = relative }
		command = { type = build_cost which = motorized value = 0.5 where = relative }
		command = { type = build_cost which = mechanized value = 0.5 where = relative }
		command = { type = build_cost which = paratrooper value = 1 where = relative }
		command = { type = build_cost which = marine value = 1 where = relative }
		command = { type = build_cost which = bergsjaeger value = 1 where = relative }

		command = { type = build_cost which = armored_car value = 0.5 where = relative }
		command = { type = build_cost which = police value = 2.5 where = relative }
		command = { type = build_cost which = engineer value = 1.5 where = relative }
		command = { type = build_cost which = rocket_artillery value = 1 where = relative }
		command = { type = build_cost which = b_u7 value = 2 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u8 value = 2 where = relative } # Cavalry Regiment
		command = { type = build_cost which = b_u9 value = 0.5 where = relative } # Construction Engineer Regiment

		command = { type = gain_tech which = 5310 }
	}
}

application = { # 1940 Heavy Arms
	id = 5340
	name = TECH_APP_INDUSTRY_33_NAME
	desc = TECH_APP_INDUSTRY_33_DESC

	position = { x = 170 y = 210 }
	year = 1940

	component = { # ComponentOne
		id = 5341
		name = TECH_CMP_INDUSTRY_33_1_NAME
		type = general_equipment
		difficulty = 6
	}
	component = { # ComponentTwo
		id = 5342
		name = TECH_CMP_INDUSTRY_33_2_NAME
		type = artillery
		difficulty = 6
	}
	component = { # ComponentThree
		id = 5343
		name = TECH_CMP_INDUSTRY_33_3_NAME
		type = artillery
		difficulty = 6
	}
	component = { # ComponentFour
		id = 5344
		name = TECH_CMP_INDUSTRY_33_4_NAME
		type = chemistry
		difficulty = 6
	}
	component = { # ComponentFive
		id = 5345
		name = TECH_CMP_INDUSTRY_33_5_NAME
		type = industrial_engineering
		difficulty = 6
	}

	required = { 5090 } # 1939 Heavy Industry
	# Activated by: # Semi-Industrialised Economy (5220)

	effects = {
		command = { type = peacetime_ic_mod value = -1 } # ie this will only boost output overall in wartime
		command = { type = industrial_modifier which = total value = 1 }
		command = { type = industrial_modifier which = supplies	value = 2 }

		command = { type = build_time which = infantry value = -2 where = relative }
		command = { type = build_time which = militia value = -1 where = relative }
		command = { type = build_time which = cavalry value = -2 where = relative }
		command = { type = build_time which = motorized value = -1 where = relative }
		command = { type = build_time which = mechanized value = -1 where = relative }
		command = { type = build_time which = paratrooper value = -1 where = relative }
		command = { type = build_time which = marine value = -1 where = relative }
		command = { type = build_time which = bergsjaeger value = -2 where = relative }
		command = { type = build_time which = hq value = -4 where = relative }
		command = { type = build_time which = armor value = -1 where = relative }
		command = { type = build_time which = light_armor value = -1 where = relative }
		command = { type = build_time which = heavy_armor value = -1 where = relative }
		command = { type = build_time which = light_armor_brigade value = -1 where = relative }
		command = { type = build_time which = tank_destroyer value = -2 where = relative }
		command = { type = build_time which = sp_artillery value = -2 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -2 where = relative }
		command = { type = build_time which = super_heavy_armor value = -2 where = relative }
		command = { type = build_time which = artillery value = -5 where = relative }
		command = { type = build_time which = anti_tank value = -5 where = relative }
		command = { type = build_time which = rocket_artillery value = -3 where = relative }
		command = { type = build_time which = anti_air value = -5 where = relative }
		command = { type = build_time which = engineer value = -1 where = relative }
		command = { type = build_time which = b_u4 value = -4 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -4 where = relative } # VH Artillery
		command = { type = build_time which = b_u6 value = -5 where = relative } # LT artillery
		command = { type = build_time which = b_u7 value = -1 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u10 value = -2 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -2 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -1 where = relative }
		command = { type = build_time which = multi_role value = -1 where = relative }
		command = { type = build_time which = escort value = -1 where = relative }
		command = { type = build_time which = cas value = -1 where = relative }
		command = { type = build_time which = tactical_bomber value = -1 where = relative }
		command = { type = build_time which = strategic_bomber value = -1 where = relative }
		command = { type = build_time which = naval_bomber value = -1 where = relative }
		command = { type = build_time which = cag value = -1 where = relative }
		command = { type = build_time which = escort value = -1 where = relative }
		command = { type = build_time which = naval_asw value = -1 where = relative } # ASW Escort CAG
		command = { type = build_time which = b_u1 value = -1 where = relative } # Escort CAG
		command = { type = build_time which = b_u12 value = -1 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -1 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -1 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -1 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_time which = battleship value = -1 where = relative }
		command = { type = build_time which = battlecruiser value = -1 where = relative }
		command = { type = build_time which = heavy_cruiser value = -1 where = relative }
		command = { type = build_time which = light_cruiser value = -1 where = relative }
		command = { type = build_time which = destroyer value = -1 where = relative }

		command = { type = build_time which = naval_radar_l value = -2 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -2 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = -4 where = relative } # Light AA Battery
		command = { type = build_time which = naval_sa_l value = -2 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -2 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -2 where = relative } # Cruiser Fire Control

		command = { type = build_time which = naval_anti_air_s value = -2 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -2 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -1 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -2 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -1 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -1 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = -1 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_cost which = infantry value = 1 where = relative }
		command = { type = build_cost which = militia value = 0.5 where = relative }
		command = { type = build_cost which = cavalry value = 1 where = relative }
		command = { type = build_cost which = motorized value = 0.5 where = relative }
		command = { type = build_cost which = mechanized value = 0.5 where = relative }
		command = { type = build_cost which = paratrooper value = 0.5 where = relative }
		command = { type = build_cost which = marine value = 0.5 where = relative }
		command = { type = build_cost which = bergsjaeger value = 1 where = relative }
		command = { type = build_cost which = hq value = 2 where = relative }
		command = { type = build_cost which = armor value = 0.5 where = relative }
		command = { type = build_cost which = light_armor value = 0.5 where = relative }
		command = { type = build_cost which = heavy_armor value = 0.5 where = relative }
		command = { type = build_cost which = light_armor_brigade value = 0.5 where = relative }
		command = { type = build_cost which = tank_destroyer value = 1 where = relative }
		command = { type = build_cost which = sp_artillery value = 1 where = relative }
		command = { type = build_cost which = sp_rct_artillery value = 1 where = relative }
		command = { type = build_cost which = super_heavy_armor value = 1 where = relative }
		command = { type = build_cost which = artillery value = 2.5 where = relative }
		command = { type = build_cost which = anti_tank value = 2.5 where = relative }
		command = { type = build_cost which = rocket_artillery value = 1.5 where = relative }
		command = { type = build_cost which = anti_air value = 2.5 where = relative }
		command = { type = build_cost which = engineer value = 0.5 where = relative }
		command = { type = build_cost which = b_u4 value = 2.0 where = relative } # Towed Artillery
		command = { type = build_cost which = b_u5 value = 2.0 where = relative } # VH Artillery
		command = { type = build_cost which = b_u6 value = 2.5 where = relative } # LT artillery
		command = { type = build_cost which = b_u7 value = 0.5 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u10 value = 1.0 where = relative } # Assault Gun
		command = { type = build_cost which = b_u11 value = 1.0 where = relative } # Heavy Tank Destroyer

		command = { type = build_cost which = interceptor value = 0.5 where = relative }
		command = { type = build_cost which = multi_role value = 0.5 where = relative }
		command = { type = build_cost which = cas value = 0.5 where = relative }
		command = { type = build_cost which = tactical_bomber value = 0.5 where = relative }
		command = { type = build_cost which = strategic_bomber value = 0.5 where = relative }
		command = { type = build_cost which = naval_bomber value = 0.5 where = relative }

		command = { type = build_cost which = cag value = 0.5 where = relative }
		command = { type = build_cost which = escort value = 1.0 where = relative }
		command = { type = build_cost which = naval_asw value = 0.5 where = relative } # ASW Escort CAG
		command = { type = build_cost which = b_u1 value = 0.5 where = relative } # Escort CAG
		command = { type = build_cost which = b_u12 value = 0.5 where = relative } # Twin Engine Light Bomber
		command = { type = build_cost which = b_u13 value = 0.5 where = relative } # Naval Attack
		command = { type = build_cost which = b_u14 value = 0.5 where = relative } # Mixed Air Group
		command = { type = build_cost which = b_u15 value = 0.5 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_cost which = battleship value = 0.5 where = relative }
		command = { type = build_cost which = battlecruiser value = 0.5 where = relative }
		command = { type = build_cost which = heavy_cruiser value = 0.5 where = relative }
		command = { type = build_cost which = light_cruiser value = 0.5 where = relative }
		command = { type = build_cost which = destroyer value = 0.5 where = relative }

		command = { type = build_cost which = naval_radar_l value = 1 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = 1 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_spotter_l value = 2 where = relative } # Light AA Battery
		command = { type = build_cost which = naval_sa_l value = 1 where = relative } # Secondary Fire Control
		command = { type = build_cost which = naval_anti_air_l value = 1 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = naval_improved_hull_l value = 1 where = relative } # Cruiser Fire Control

		command = { type = build_cost which = naval_anti_air_s value = 1 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_cost which = naval_fire_controll_s value = 1 where = relative } # Fleet Destroyer
		command = { type = build_cost which = naval_improved_hull_s value = 0.5 where = relative } # Scout Destroyer
		command = { type = build_cost which = naval_radar_s value = 1 where = relative } # ASuW Destroyer
		command = { type = build_cost which = naval_spotter_s value = 0.5 where = relative } # ASW Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = 0.5 where = relative } # Torpedo Destroyer
		command = { type = build_cost which = b_u17 value = 0.5 where = relative } # 610mm Torpedo Destroyer

		command = { type = convoy_prod_mod which = escorts value = 1 }
		command = { type = building_prod_mod which = land_fort value = 2 }
		command = { type = building_prod_mod which = coastal_fort value = 2 }
		command = { type = building_prod_mod which = flak value = 3 }
		command = { type = gain_tech which = 5350 }
	}
}

application = { # 1940 Automotive
	id = 5410
	name = TECH_APP_INDUSTRY_36_NAME
	desc = TECH_APP_INDUSTRY_36_DESC

	position = { x = 295 y = 190 }
	year = 1940

	component = { # ComponentOne
		id = 5411
		name = TECH_CMP_INDUSTRY_36_1_NAME
		type = mechanics
		difficulty = 6
	}
	component = { # ComponentTwo
		id = 5412
		name = TECH_CMP_INDUSTRY_36_2_NAME
		type = general_equipment
		difficulty = 6
	}
	component = { # ComponentThree
		id = 5413
		name = TECH_CMP_INDUSTRY_36_3_NAME
		type = management
		difficulty = 6
	}
	component = { # ComponentFour
		id = 5414
		name = TECH_CMP_INDUSTRY_36_4_NAME
		type = industrial_engineering
		difficulty = 6
	}
	component = { # ComponentFive
		id = 5415
		name = TECH_CMP_INDUSTRY_36_5_NAME
		type = industrial_engineering
		difficulty = 6
		
	}

	required = { 5090 } # 1939 Heavy Industry
	# Activated by: # Semi-Industrialised Economy (5220)

	effects = {
		command = { type = industrial_modifier which = total value = 1 }
		command = { type = industrial_modifier which = supplies	value = 1 }

		command = { type = activate which = 1890 } # Full Cavalry Motorization
		command = { type = activate which = 1910 } # Infantry Support Unit Motorization
		command = { type = gain_tech which = 1870 } # Limited Cavalry Motorization
		command = { type = gain_tech which = 1880 } # Cavalry Support Unit Motorization
		command = { type = gain_tech which = 1900 } # Limited Infantry Motorization
		command = { type = build_time which = cavalry value = -1 where = relative }
		command = { type = build_time which = motorized value = -3 where = relative }
		command = { type = build_time which = mechanized value = -3 where = relative }
		command = { type = build_time which = armor value = -4 where = relative }
		command = { type = build_time which = light_armor value = -4 where = relative }
		command = { type = build_time which = hq value = -1 where = relative }
		command = { type = build_time which = heavy_armor value = -4 where = relative }
		command = { type = build_time which = light_armor_brigade value = -4 where = relative }
		command = { type = build_time which = tank_destroyer value = -3 where = relative }
		command = { type = build_time which = sp_artillery value = -3 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -3 where = relative }
		command = { type = build_time which = super_heavy_armor value = -3 where = relative }
		command = { type = build_time which = armored_car value = -4 where = relative }
		command = { type = build_time which = engineer value = -1 where = relative }
		command = { type = build_time which = b_u4 value = -1 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -1 where = relative } # VH Artillery
		command = { type = build_time which = b_u8 value = -1 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -4 where = relative } # Construction Engineer Regiment
		command = { type = build_time which = b_u10 value = -3 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -3 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -4 where = relative }
		command = { type = build_time which = multi_role value = -4 where = relative }
		command = { type = build_time which = cas value = -4 where = relative }
		command = { type = build_time which = tactical_bomber value = -4 where = relative }
		command = { type = build_time which = strategic_bomber value = -4 where = relative }
		command = { type = build_time which = naval_bomber value = -4 where = relative }
		command = { type = build_time which = transport_plane value = -5 where = relative }
		command = { type = build_time which = cag value = -4 where = relative }
		command = { type = build_time which = escort value = -4 where = relative }
		command = { type = build_time which = naval_asw value = -4 where = relative } # ASW Escort CAG
		command = { type = build_time which = b_u1 value = -4 where = relative } # Escort CAG
		command = { type = build_time which = b_u12 value = -4 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -4 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -4 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -4 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_cost which = cavalry value = 0.5 where = relative }
		command = { type = build_cost which = motorized value = 1.5 where = relative }
		command = { type = build_cost which = mechanized value = 1.5 where = relative }
		command = { type = build_cost which = armor value = 2 where = relative }
		command = { type = build_cost which = light_armor value = 2 where = relative }
		command = { type = build_cost which = hq value = 0.5 where = relative }
		command = { type = build_cost which = heavy_armor value = 2 where = relative }
		command = { type = build_cost which = light_armor_brigade value = 2 where = relative }
		command = { type = build_cost which = tank_destroyer value = 1.5 where = relative }
		command = { type = build_cost which = sp_artillery value = 1.5 where = relative }
		command = { type = build_cost which = sp_rct_artillery value = 1.5 where = relative }
		command = { type = build_cost which = super_heavy_armor value = 1.5 where = relative }
		command = { type = build_cost which = armored_car value = 2 where = relative }
		command = { type = build_cost which = engineer value = 0.5 where = relative }
		command = { type = build_cost which = b_u4 value = 0.5 where = relative } # Towed Artillery
		command = { type = build_cost which = b_u5 value = 0.5 where = relative } # VH Artillery
		command = { type = build_cost which = b_u8 value = 0.5 where = relative } # Cavalry Regiment
		command = { type = build_cost which = b_u9 value = 2.0 where = relative } # Construction Engineer Regiment
		command = { type = build_cost which = b_u10 value = 1.5 where = relative } # Assault Gun
		command = { type = build_cost which = b_u11 value = 1.5 where = relative } # Heavy Tank Destroyer

		command = { type = build_cost which = interceptor value = 2 where = relative }
		command = { type = build_cost which = multi_role value = 2 where = relative }
		command = { type = build_cost which = cas value = 2 where = relative }
		command = { type = build_cost which = tactical_bomber value = 2 where = relative }
		command = { type = build_cost which = strategic_bomber value = 2 where = relative }
		command = { type = build_cost which = naval_bomber value = 2 where = relative }
		command = { type = build_cost which = transport_plane value = 2 where = relative }
		command = { type = build_cost which = cag value = 2 where = relative }
		command = { type = build_cost which = escort value = 4 where = relative }
		command = { type = build_cost which = naval_asw value = 2 where = relative } # ASW Escort CAG
		command = { type = build_cost which = b_u1 value = 2 where = relative } # Escort CAG
		command = { type = build_cost which = b_u12 value = 2 where = relative } # Twin Engine Light Bomber
		command = { type = build_cost which = b_u13 value = 2 where = relative } # Naval Attack
		command = { type = build_cost which = b_u14 value = 2 where = relative } # Mixed Air Group
		command = { type = build_cost which = b_u15 value = 2 where = relative } # Twin Engine/Heavy Fighter

		command = { type = gain_tech which = 5420 }
	}
}

application = { # 1940 Shipbuilding
	id = 5450
	name = TECH_APP_INDUSTRY_40_NAME
	desc = TECH_APP_INDUSTRY_40_DESC

	position = { x = 305 y = 210 }
	year = 1940

	component = { # ComponentOne
		id = 5451
		name = TECH_CMP_INDUSTRY_40_1_NAME
		type = naval_engineering
		difficulty = 7
	}
	component = { # ComponentTwo
		id = 5452
		name = TECH_CMP_INDUSTRY_40_2_NAME
		type = naval_engineering
		difficulty = 7
	}
	component = { # ComponentThree
		id = 5453
		name = TECH_CMP_INDUSTRY_40_3_NAME
		type = naval_artillery
		difficulty = 7
	}
	component = { # ComponentFour
		id = 5454
		name = TECH_CMP_INDUSTRY_40_4_NAME
		type = industrial_engineering
		difficulty = 7
	}
	component = { # ComponentFive
		id = 5455
		name = TECH_CMP_INDUSTRY_40_5_NAME
		type = industrial_engineering
		difficulty = 7	
	}

	required = { 5090 } # 1939 Heavy Industry
	# Activated by: # Semi-Industrialised Economy (5220)

	effects = {
		command = { type = industrial_modifier which = supplies	value = 1 }

		command = { type = activate which = 8970 } # Mass Produced Freighter
		command = { type = build_time which = carrier value = -4 where = relative }
		command = { type = build_time which = escort_carrier value = -4 where = relative }
		command = { type = build_time which = battleship value = -3 where = relative }
		command = { type = build_time which = battlecruiser value = -3 where = relative }
		command = { type = build_time which = heavy_cruiser value = -3 where = relative }
		command = { type = build_time which = light_cruiser value = -3 where = relative }
		command = { type = build_time which = destroyer value = -3 where = relative }
		command = { type = build_time which = submarine value = -4 where = relative }
		command = { type = build_time which = nuclear_submarine value = -4 where = relative }
		command = { type = build_time which = transport value = -4 where = relative }

		command = { type = build_time which = naval_radar_l value = -3 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -3 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = -2 where = relative } # Light AA Battery
		command = { type = build_time which = naval_sa_l value = -3 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -3 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -3 where = relative } # Cruiser Fire Control
		command = { type = build_time which = b_u2 value = -5 where = relative } # BB/BC Configuration
		command = { type = build_time which = b_u3 value = -5 where = relative } # CA/CL Configuration

		command = { type = build_time which = naval_anti_air_s value = -3 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -3 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -4 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -3 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -4 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -4 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = -4 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_time which = naval_torpedoes_l value = -4 where = relative } # Submarine Equipment
		command = { type = build_time which = naval_mines value = -4 where = relative } # Heavy Submarine Equipment
		command = { type = build_time which = b_u16 value = -4 where = relative } # Large Submarine Equipment

		command = { type = build_cost which = carrier value = 2 where = relative }
		command = { type = build_cost which = escort_carrier value = 4 where = relative }
		command = { type = build_cost which = battleship value = 2 where = relative }
		command = { type = build_cost which = battlecruiser value = 2 where = relative }
		command = { type = build_cost which = heavy_cruiser value = 2 where = relative }
		command = { type = build_cost which = light_cruiser value = 2 where = relative }
		command = { type = build_cost which = destroyer value = 2 where = relative }
		command = { type = build_cost which = submarine value = 2 where = relative }
		command = { type = build_cost which = nuclear_submarine value = 2 where = relative }
		command = { type = build_cost which = transport value = 2 where = relative }

		command = { type = build_cost which = naval_radar_l value = 1.5 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = 1.5 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_spotter_l value = 1 where = relative } # Light AA Battery
		command = { type = build_cost which = naval_sa_l value = 1.5 where = relative } # Secondary Fire Control
		command = { type = build_cost which = naval_anti_air_l value = 1.5 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = naval_improved_hull_l value = 1.5 where = relative } # Cruiser Fire Control
		command = { type = build_cost which = b_u2 value = 2.5 where = relative } # BB/BC Configuration
		command = { type = build_cost which = b_u3 value = 2.5 where = relative } # CA/CL Configuration

		command = { type = build_cost which = naval_anti_air_s value = 1.5 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_cost which = naval_fire_controll_s value = 1.5 where = relative } # Fleet Destroyer
		command = { type = build_cost which = naval_improved_hull_s value = 2.0 where = relative } # Scout Destroyer
		command = { type = build_cost which = naval_radar_s value = 1.5 where = relative } # ASuW Destroyer
		command = { type = build_cost which = naval_spotter_s value = 2.0 where = relative } # ASW Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = 2.0 where = relative } # Torpedo Destroyer
		command = { type = build_cost which = b_u17 value = 2.0 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_cost which = naval_torpedoes_l value = 2 where = relative } # Submarine Equipment
		command = { type = build_cost which = naval_mines value = 2 where = relative } # Heavy Submarine Equipment
		command = { type = build_cost which = b_u16 value = 2 where = relative } # Large Submarine Equipment

		command = { type = convoy_prod_mod which = transports value = 2 }
		command = { type = convoy_prod_mod which = escorts value = 2 }

		command = { type = gain_tech which = 5460 }
	}
}

application = { # 1940 Light Industry
	id = 5040
	name = TECH_APP_INDUSTRY_4_NAME
	desc = TECH_APP_INDUSTRY_4_DESC

	position = { x = 10 y = 230 }
	year = 1940

	component = { # ComponentOne
		id = 5041
		name = TECH_CMP_INDUSTRY_4_1_NAME
		type = general_equipment
		difficulty = 3
	}
	component = { # ComponentTwo
		id = 5042
		name = TECH_CMP_INDUSTRY_4_2_NAME
		type = general_equipment
		difficulty = 3
	}
	component = { # ComponentThree
		id = 5043
		name = TECH_CMP_INDUSTRY_4_3_NAME
		type = industrial_engineering
		difficulty = 3
	}
	component = { # ComponentFour
		id = 5044
		name = TECH_CMP_INDUSTRY_4_4_NAME
		type = industrial_engineering
		difficulty = 3
	}
	component = { # ComponentFive
		id = 5045
		name = TECH_CMP_INDUSTRY_4_5_NAME
		type = management
		difficulty = 3
	}

	required = { 5030 } # 1938 Light Industry
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = industrial_modifier which = total value = 2 }
		command = { type = building_prod_mod which = infrastructure value = 2 }
		command = { type = building_prod_mod which = land_fort value = 2 }
		command = { type = building_prod_mod which = coastal_fort value = 2 }
		command = { type = building_prod_mod which = air_base value = 2 }
		command = { type = building_prod_mod which = flak value = 2 }
	}
}

application = { # 1941 Heavy Industry
	id = 5100
	name = TECH_APP_INDUSTRY_10_NAME
	desc = TECH_APP_INDUSTRY_10_DESC

	position = { x = 27 y = 250 }
	year = 1941

	component = { # ComponentOne
		id = 5101
		name = TECH_CMP_INDUSTRY_10_1_NAME
		type = industrial_engineering
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5102
		name = TECH_CMP_INDUSTRY_10_2_NAME
		type = industrial_engineering
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5103
		name = TECH_CMP_INDUSTRY_10_3_NAME
		type = chemistry
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5104
		name = TECH_CMP_INDUSTRY_10_4_NAME
		type = industrial_engineering
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5105
		name = TECH_CMP_INDUSTRY_10_5_NAME
		type = management
		difficulty = 5
	}

	required = { 5040 5090 } # 1940 Light Industry AND 1939 Heavy Industry
	# Activated by: # Semi-Industrialised Economy (5220)

	effects = {
		command = { type = industrial_modifier which = total value = 4 }
		command = { type = building_prod_mod which = ic value = 3 }
		command = { type = building_prod_mod which = infrastructure value = 3 }
		command = { type = building_prod_mod which = land_fort value = 3 }
		command = { type = building_prod_mod which = coastal_fort value = 3 }
		command = { type = building_prod_mod which = flak value = 3 }
		command = { type = building_prod_mod which = air_base value = 3 }
		command = { type = building_prod_mod which = naval_base value = 3 }
	}
}

application = { # 1941 Small Arms
	id = 5310
	name = TECH_APP_INDUSTRY_30_NAME
	desc = TECH_APP_INDUSTRY_30_DESC

	position = { x = 160 y = 230 }
	year = 1941

	component = { # ComponentOne
		id = 5311
		name = TECH_CMP_INDUSTRY_30_1_NAME
		type = infantry_focus
		difficulty = 4
	}
	component = { # ComponentTwo
		id = 5312
		name = TECH_CMP_INDUSTRY_30_2_NAME
		type = general_equipment
		difficulty = 4
	}
	component = { # ComponentThree
		id = 5313
		name = TECH_CMP_INDUSTRY_30_3_NAME
		type = general_equipment
		difficulty = 4
	}
	component = { # ComponentFour
		id = 5314
		name = TECH_CMP_INDUSTRY_30_4_NAME
		type = chemistry
		difficulty = 4
	}
	component = { # ComponentFive
		id = 5315
		name = TECH_CMP_INDUSTRY_30_5_NAME
		type = industrial_engineering
		difficulty = 4
	}

	required = { 5040 } # 1940 Light Industry
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = industrial_modifier which = supplies	value = 2 }

		command = { type = build_time which = infantry value = -3 where = relative }
		command = { type = build_time which = militia value = -4 where = relative }
		command = { type = build_time which = garrison value = -4 where = relative }
		command = { type = build_time which = cavalry value = -2 where = relative }
		command = { type = build_time which = motorized value = -1 where = relative }
		command = { type = build_time which = mechanized value = -1 where = relative }
		command = { type = build_time which = paratrooper value = -2 where = relative }
		command = { type = build_time which = marine value = -2 where = relative }
		command = { type = build_time which = bergsjaeger value = -2 where = relative }
		command = { type = build_time which = armored_car value = -1 where = relative }
		command = { type = build_time which = police value = -5 where = relative }
		command = { type = build_time which = engineer value = -3 where = relative }
		command = { type = build_time which = rocket_artillery value = -2 where = relative }
		command = { type = build_time which = b_u7 value = -4 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u8 value = -4 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -1 where = relative } # Construction Engineer Regiment

		command = { type = build_cost which = infantry value = 1.5 where = relative }
		command = { type = build_cost which = militia value = 2 where = relative }
		command = { type = build_cost which = garrison value = 2 where = relative }
		command = { type = build_cost which = cavalry value = 1 where = relative }
		command = { type = build_cost which = motorized value = 0.5 where = relative }
		command = { type = build_cost which = mechanized value = 0.5 where = relative }
		command = { type = build_cost which = paratrooper value = 1 where = relative }
		command = { type = build_cost which = marine value = 1 where = relative }
		command = { type = build_cost which = bergsjaeger value = 1 where = relative }
		command = { type = build_cost which = armored_car value = 0.5 where = relative }
		command = { type = build_cost which = police value = 2.5 where = relative }
		command = { type = build_cost which = engineer value = 1.5 where = relative }
		command = { type = build_cost which = rocket_artillery value = 1 where = relative }
		command = { type = build_cost which = b_u7 value = 2 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u8 value = 2 where = relative } # Cavalry Regiment
		command = { type = build_cost which = b_u9 value = 0.5 where = relative } # Construction Engineer Regiment

		command = { type = gain_tech which = 5320 }
	}
}

application = { # 1942 Heavy Arms
	id = 5350
	name = TECH_APP_INDUSTRY_34_NAME
	desc = TECH_APP_INDUSTRY_34_DESC

	position = { x = 170 y = 250 }
	year = 1942

	component = { # ComponentOne
		id = 5351
		name = TECH_CMP_INDUSTRY_34_1_NAME
		type = general_equipment
		difficulty = 6
	}
	component = { # ComponentTwo
		id = 5352
		name = TECH_CMP_INDUSTRY_34_2_NAME
		type = artillery
		difficulty = 6
	}
	component = { # ComponentThree
		id = 5353
		name = TECH_CMP_INDUSTRY_34_3_NAME
		type = artillery
		difficulty = 6
	}
	component = { # ComponentFour
		id = 5354
		name = TECH_CMP_INDUSTRY_34_4_NAME
		type = chemistry
		difficulty = 6
	}
	component = { # ComponentFive
		id = 5355
		name = TECH_CMP_INDUSTRY_34_5_NAME
		type = industrial_engineering
		difficulty = 6
	}

	required = { 5100 } # 1941 Heavy Industry
	# Activated by: # Semi-Industrialised Economy (5220)

	effects = {
		command = { type = peacetime_ic_mod value = -1 } # ie this will only boost output overall in wartime
		command = { type = industrial_modifier which = total value = 1 }
		command = { type = industrial_modifier which = supplies	value = 2 }

		command = { type = build_time which = infantry value = -2 where = relative }
		command = { type = build_time which = militia value = -1 where = relative }
		command = { type = build_time which = cavalry value = -2 where = relative }
		command = { type = build_time which = motorized value = -1 where = relative }
		command = { type = build_time which = mechanized value = -1 where = relative }
		command = { type = build_time which = paratrooper value = -1 where = relative }
		command = { type = build_time which = marine value = -1 where = relative }
		command = { type = build_time which = bergsjaeger value = -2 where = relative }
		command = { type = build_time which = hq value = -4 where = relative }
		command = { type = build_time which = armor value = -1 where = relative }
		command = { type = build_time which = light_armor value = -1 where = relative }
		command = { type = build_time which = heavy_armor value = -1 where = relative }
		command = { type = build_time which = light_armor_brigade value = -1 where = relative }
		command = { type = build_time which = tank_destroyer value = -2 where = relative }
		command = { type = build_time which = sp_artillery value = -2 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -2 where = relative }
		command = { type = build_time which = super_heavy_armor value = -2 where = relative }
		command = { type = build_time which = artillery value = -5 where = relative }
		command = { type = build_time which = anti_tank value = -5 where = relative }
		command = { type = build_time which = rocket_artillery value = -3 where = relative }
		command = { type = build_time which = anti_air value = -5 where = relative }
		command = { type = build_time which = engineer value = -1 where = relative }
		command = { type = build_time which = b_u4 value = -4 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -4 where = relative } # VH Artillery
		command = { type = build_time which = b_u6 value = -5 where = relative } # LT artillery
		command = { type = build_time which = b_u7 value = -1 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u10 value = -2 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -2 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -1 where = relative }
		command = { type = build_time which = multi_role value = -1 where = relative }
		command = { type = build_time which = escort value = -1 where = relative }
		command = { type = build_time which = cas value = -1 where = relative }
		command = { type = build_time which = tactical_bomber value = -1 where = relative }
		command = { type = build_time which = strategic_bomber value = -1 where = relative }
		command = { type = build_time which = naval_bomber value = -1 where = relative }
		command = { type = build_time which = cag value = -1 where = relative }
		command = { type = build_time which = escort value = -1 where = relative }
		command = { type = build_time which = naval_asw value = -1 where = relative } # ASW Escort CAG
		command = { type = build_time which = b_u1 value = -1 where = relative } # Escort CAG
		command = { type = build_time which = b_u12 value = -1 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -1 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -1 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -1 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_time which = battleship value = -1 where = relative }
		command = { type = build_time which = battlecruiser value = -1 where = relative }
		command = { type = build_time which = heavy_cruiser value = -1 where = relative }
		command = { type = build_time which = light_cruiser value = -1 where = relative }
		command = { type = build_time which = destroyer value = -1 where = relative }

		command = { type = build_time which = naval_radar_l value = -2 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -2 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = -4 where = relative } # Light AA Battery
		command = { type = build_time which = naval_sa_l value = -2 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -2 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -2 where = relative } # Cruiser Fire Control

		command = { type = build_time which = naval_anti_air_s value = -2 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -2 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -1 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -2 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -1 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -1 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = -1 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_cost which = infantry value = 1 where = relative }
		command = { type = build_cost which = militia value = 0.5 where = relative }
		command = { type = build_cost which = cavalry value = 1 where = relative }
		command = { type = build_cost which = motorized value = 0.5 where = relative }
		command = { type = build_cost which = mechanized value = 0.5 where = relative }
		command = { type = build_cost which = paratrooper value = 0.5 where = relative }
		command = { type = build_cost which = marine value = 0.5 where = relative }
		command = { type = build_cost which = bergsjaeger value = 1 where = relative }
		command = { type = build_cost which = hq value = 2 where = relative }
		command = { type = build_cost which = armor value = 0.5 where = relative }
		command = { type = build_cost which = light_armor value = 0.5 where = relative }
		command = { type = build_cost which = heavy_armor value = 0.5 where = relative }
		command = { type = build_cost which = light_armor_brigade value = 0.5 where = relative }
		command = { type = build_cost which = tank_destroyer value = 1 where = relative }
		command = { type = build_cost which = sp_artillery value = 1 where = relative }
		command = { type = build_cost which = sp_rct_artillery value = 1 where = relative }
		command = { type = build_cost which = super_heavy_armor value = 1 where = relative }
		command = { type = build_cost which = artillery value = 2.5 where = relative }
		command = { type = build_cost which = anti_tank value = 2.5 where = relative }
		command = { type = build_cost which = rocket_artillery value = 1.5 where = relative }
		command = { type = build_cost which = anti_air value = 2.5 where = relative }
		command = { type = build_cost which = engineer value = 0.5 where = relative }
		command = { type = build_cost which = b_u4 value = 2.0 where = relative } # Towed Artillery
		command = { type = build_cost which = b_u5 value = 2.0 where = relative } # VH Artillery
		command = { type = build_cost which = b_u6 value = 2.5 where = relative } # LT artillery
		command = { type = build_cost which = b_u7 value = 0.5 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u10 value = 1.0 where = relative } # Assault Gun
		command = { type = build_cost which = b_u11 value = 1.0 where = relative } # Heavy Tank Destroyer

		command = { type = build_cost which = interceptor value = 0.5 where = relative }
		command = { type = build_cost which = multi_role value = 0.5 where = relative }
		command = { type = build_cost which = cas value = 0.5 where = relative }
		command = { type = build_cost which = tactical_bomber value = 0.5 where = relative }
		command = { type = build_cost which = strategic_bomber value = 0.5 where = relative }
		command = { type = build_cost which = naval_bomber value = 0.5 where = relative }

		command = { type = build_cost which = cag value = 0.5 where = relative }
		command = { type = build_cost which = escort value = 1.0 where = relative }
		command = { type = build_cost which = naval_asw value = 0.5 where = relative } # ASW Escort CAG
		command = { type = build_cost which = b_u1 value = 0.5 where = relative } # Escort CAG
		command = { type = build_cost which = b_u12 value = 0.5 where = relative } # Twin Engine Light Bomber
		command = { type = build_cost which = b_u13 value = 0.5 where = relative } # Naval Attack
		command = { type = build_cost which = b_u14 value = 0.5 where = relative } # Mixed Air Group
		command = { type = build_cost which = b_u15 value = 0.5 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_cost which = battleship value = 0.5 where = relative }
		command = { type = build_cost which = battlecruiser value = 0.5 where = relative }
		command = { type = build_cost which = heavy_cruiser value = 0.5 where = relative }
		command = { type = build_cost which = light_cruiser value = 0.5 where = relative }
		command = { type = build_cost which = destroyer value = 0.5 where = relative }

		command = { type = build_cost which = naval_radar_l value = 1 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = 1 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_spotter_l value = 2 where = relative } # Light AA Battery
		command = { type = build_cost which = naval_sa_l value = 1 where = relative } # Secondary Fire Control
		command = { type = build_cost which = naval_anti_air_l value = 1 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = naval_improved_hull_l value = 1 where = relative } # Cruiser Fire Control

		command = { type = build_cost which = naval_anti_air_s value = 1 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_cost which = naval_fire_controll_s value = 1 where = relative } # Fleet Destroyer
		command = { type = build_cost which = naval_improved_hull_s value = 0.5 where = relative } # Scout Destroyer
		command = { type = build_cost which = naval_radar_s value = 1 where = relative } # ASuW Destroyer
		command = { type = build_cost which = naval_spotter_s value = 0.5 where = relative } # ASW Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = 0.5 where = relative } # Torpedo Destroyer
		command = { type = build_cost which = b_u17 value = 0.5 where = relative } # 610mm Torpedo Destroyer

		command = { type = convoy_prod_mod which = escorts value = 1 }
		command = { type = building_prod_mod which = land_fort value = 2 }
		command = { type = building_prod_mod which = coastal_fort value = 2 }
		command = { type = building_prod_mod which = flak value = 3 }
		command = { type = gain_tech which = 5360 }
	}
}

application = { # 1942 Automotive
	id = 5420
	name = TECH_APP_INDUSTRY_37_NAME
	desc = TECH_APP_INDUSTRY_37_DESC

	position = { x = 295 y = 230 }
	year = 1942

	component = { # ComponentOne
		id = 5421
		name = TECH_CMP_INDUSTRY_37_1_NAME
		type = mechanics
		difficulty = 6
	}
	component = { # ComponentTwo
		id = 5422
		name = TECH_CMP_INDUSTRY_37_2_NAME
		type = general_equipment
		difficulty = 6
	}
	component = { # ComponentThree
		id = 5423
		name = TECH_CMP_INDUSTRY_37_3_NAME
		type = management
		difficulty = 6
	}
	component = { # ComponentFour
		id = 5424
		name = TECH_CMP_INDUSTRY_37_4_NAME
		type = industrial_engineering
		difficulty = 6
	}
	component = { # ComponentFive
		id = 5425
		name = TECH_CMP_INDUSTRY_37_5_NAME
		type = industrial_engineering
		difficulty = 6
		
	}

	required = { 5100 } # 1941 Heavy Industry
	# Activated by: # Semi-Industrialised Economy (5220)

	effects = {
		command = { type = industrial_modifier which = total value = 1 }
		command = { type = industrial_modifier which = supplies	value = 1 }

		command = { type = gain_tech which = 1890 } # Full Cavalry Motorization
		command = { type = gain_tech which = 1910 } # Support Unit Motorization
		command = { type = build_time which = cavalry value = -1 where = relative }
		command = { type = build_time which = motorized value = -3 where = relative }
		command = { type = build_time which = mechanized value = -3 where = relative }
		command = { type = build_time which = armor value = -4 where = relative }
		command = { type = build_time which = light_armor value = -4 where = relative }
		command = { type = build_time which = hq value = -1 where = relative }
		command = { type = build_time which = heavy_armor value = -4 where = relative }
		command = { type = build_time which = light_armor_brigade value = -4 where = relative }
		command = { type = build_time which = tank_destroyer value = -3 where = relative }
		command = { type = build_time which = sp_artillery value = -3 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -3 where = relative }
		command = { type = build_time which = super_heavy_armor value = -3 where = relative }
		command = { type = build_time which = armored_car value = -4 where = relative }
		command = { type = build_time which = engineer value = -1 where = relative }
		command = { type = build_time which = b_u4 value = -1 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -1 where = relative } # VH Artillery
		command = { type = build_time which = b_u8 value = -1 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -4 where = relative } # Construction Engineer Regiment
		command = { type = build_time which = b_u10 value = -3 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -3 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -4 where = relative }
		command = { type = build_time which = multi_role value = -4 where = relative }
		command = { type = build_time which = cas value = -4 where = relative }
		command = { type = build_time which = tactical_bomber value = -4 where = relative }
		command = { type = build_time which = strategic_bomber value = -4 where = relative }
		command = { type = build_time which = naval_bomber value = -4 where = relative }
		command = { type = build_time which = transport_plane value = -5 where = relative }
		command = { type = build_time which = cag value = -4 where = relative }
		command = { type = build_time which = escort value = -4 where = relative }
		command = { type = build_time which = naval_asw value = -4 where = relative } # ASW Escort CAG
		command = { type = build_time which = b_u1 value = -4 where = relative } # Escort CAG
		command = { type = build_time which = b_u12 value = -4 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -4 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -4 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -4 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_cost which = cavalry value = 0.5 where = relative }
		command = { type = build_cost which = motorized value = 1.5 where = relative }
		command = { type = build_cost which = mechanized value = 1.5 where = relative }
		command = { type = build_cost which = armor value = 2 where = relative }
		command = { type = build_cost which = light_armor value = 2 where = relative }
		command = { type = build_cost which = hq value = 0.5 where = relative }
		command = { type = build_cost which = heavy_armor value = 2 where = relative }
		command = { type = build_cost which = light_armor_brigade value = 2 where = relative }
		command = { type = build_cost which = tank_destroyer value = 1.5 where = relative }
		command = { type = build_cost which = sp_artillery value = 1.5 where = relative }
		command = { type = build_cost which = sp_rct_artillery value = 1.5 where = relative }
		command = { type = build_cost which = super_heavy_armor value = 1.5 where = relative }
		command = { type = build_cost which = armored_car value = 2 where = relative }
		command = { type = build_cost which = engineer value = 0.5 where = relative }
		command = { type = build_cost which = b_u4 value = 0.5 where = relative } # Towed Artillery
		command = { type = build_cost which = b_u5 value = 0.5 where = relative } # VH Artillery
		command = { type = build_cost which = b_u8 value = 0.5 where = relative } # Cavalry Regiment
		command = { type = build_cost which = b_u9 value = 2.0 where = relative } # Construction Engineer Regiment
		command = { type = build_cost which = b_u10 value = 1.5 where = relative } # Assault Gun
		command = { type = build_cost which = b_u11 value = 1.5 where = relative } # Heavy Tank Destroyer

		command = { type = build_cost which = interceptor value = 2 where = relative }
		command = { type = build_cost which = multi_role value = 2 where = relative }
		command = { type = build_cost which = cas value = 2 where = relative }
		command = { type = build_cost which = tactical_bomber value = 2 where = relative }
		command = { type = build_cost which = strategic_bomber value = 2 where = relative }
		command = { type = build_cost which = naval_bomber value = 2 where = relative }
		command = { type = build_cost which = transport_plane value = 2 where = relative }
		command = { type = build_cost which = cag value = 2 where = relative }
		command = { type = build_cost which = escort value = 4 where = relative }
		command = { type = build_cost which = naval_asw value = 2 where = relative } # ASW Escort CAG
		command = { type = build_cost which = b_u1 value = 2 where = relative } # Escort CAG
		command = { type = build_cost which = b_u12 value = 2 where = relative } # Twin Engine Light Bomber
		command = { type = build_cost which = b_u13 value = 2 where = relative } # Naval Attack
		command = { type = build_cost which = b_u14 value = 2 where = relative } # Mixed Air Group
		command = { type = build_cost which = b_u15 value = 2 where = relative } # Twin Engine/Heavy Fighter

		command = { type = gain_tech which = 5430 }
	}
}

application = { # 1942 Shipbuilding
	id = 5460
	name = TECH_APP_INDUSTRY_41_NAME
	desc = TECH_APP_INDUSTRY_41_DESC

	position = { x = 305 y = 250 }
	year = 1942

	component = { # ComponentOne
		id = 5461
		name = TECH_CMP_INDUSTRY_41_1_NAME
		type = naval_engineering
		difficulty = 7
	}
	component = { # ComponentTwo
		id = 5462
		name = TECH_CMP_INDUSTRY_41_2_NAME
		type = naval_engineering
		difficulty = 7
	}
	component = { # ComponentThree
		id = 5463
		name = TECH_CMP_INDUSTRY_41_3_NAME
		type = naval_artillery
		difficulty = 7
	}
	component = { # ComponentFour
		id = 5464
		name = TECH_CMP_INDUSTRY_41_4_NAME
		type = industrial_engineering
		difficulty = 7
	}
	component = { # ComponentFive
		id = 5465
		name = TECH_CMP_INDUSTRY_41_5_NAME
		type = industrial_engineering
		difficulty = 7	
	}

	required = { 5100 } # 1941 Heavy Industry
	# Activated by: # Semi-Industrialised Economy (5220)

	effects = {
		command = { type = industrial_modifier which = supplies	value = 1 }

		command = { type = activate which = 8970 } # Mass Produced Freighter
		command = { type = build_time which = carrier value = -4 where = relative }
		command = { type = build_time which = escort_carrier value = -4 where = relative }
		command = { type = build_time which = battleship value = -3 where = relative }
		command = { type = build_time which = battlecruiser value = -3 where = relative }
		command = { type = build_time which = heavy_cruiser value = -3 where = relative }
		command = { type = build_time which = light_cruiser value = -3 where = relative }
		command = { type = build_time which = destroyer value = -3 where = relative }
		command = { type = build_time which = submarine value = -4 where = relative }
		command = { type = build_time which = nuclear_submarine value = -4 where = relative }
		command = { type = build_time which = transport value = -4 where = relative }

		command = { type = build_time which = naval_radar_l value = -3 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -3 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = -2 where = relative } # Light AA Battery
		command = { type = build_time which = naval_sa_l value = -3 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -3 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -3 where = relative } # Cruiser Fire Control
		command = { type = build_time which = b_u2 value = -5 where = relative } # BB/BC Configuration
		command = { type = build_time which = b_u3 value = -5 where = relative } # CA/CL Configuration

		command = { type = build_time which = naval_anti_air_s value = -3 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -3 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -4 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -3 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -4 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -4 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = -4 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_time which = naval_torpedoes_l value = -4 where = relative } # Submarine Equipment
		command = { type = build_time which = naval_mines value = -4 where = relative } # Heavy Submarine Equipment
		command = { type = build_time which = b_u16 value = -4 where = relative } # Large Submarine Equipment

		command = { type = build_cost which = carrier value = 2 where = relative }
		command = { type = build_cost which = escort_carrier value = 4 where = relative }
		command = { type = build_cost which = battleship value = 2 where = relative }
		command = { type = build_cost which = battlecruiser value = 2 where = relative }
		command = { type = build_cost which = heavy_cruiser value = 2 where = relative }
		command = { type = build_cost which = light_cruiser value = 2 where = relative }
		command = { type = build_cost which = destroyer value = 2 where = relative }
		command = { type = build_cost which = submarine value = 2 where = relative }
		command = { type = build_cost which = nuclear_submarine value = 2 where = relative }
		command = { type = build_cost which = transport value = 2 where = relative }

		command = { type = build_cost which = naval_radar_l value = 1.5 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = 1.5 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_spotter_l value = 1 where = relative } # Light AA Battery
		command = { type = build_cost which = naval_sa_l value = 1.5 where = relative } # Secondary Fire Control
		command = { type = build_cost which = naval_anti_air_l value = 1.5 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = naval_improved_hull_l value = 1.5 where = relative } # Cruiser Fire Control
		command = { type = build_cost which = b_u2 value = 2.5 where = relative } # BB/BC Configuration
		command = { type = build_cost which = b_u3 value = 2.5 where = relative } # CA/CL Configuration

		command = { type = build_cost which = naval_anti_air_s value = 1.5 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_cost which = naval_fire_controll_s value = 1.5 where = relative } # Fleet Destroyer
		command = { type = build_cost which = naval_improved_hull_s value = 2.0 where = relative } # Scout Destroyer
		command = { type = build_cost which = naval_radar_s value = 1.5 where = relative } # ASuW Destroyer
		command = { type = build_cost which = naval_spotter_s value = 2.0 where = relative } # ASW Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = 2.0 where = relative } # Torpedo Destroyer
		command = { type = build_cost which = b_u17 value = 2.0 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_cost which = naval_torpedoes_l value = 2 where = relative } # Submarine Equipment
		command = { type = build_cost which = naval_mines value = 2 where = relative } # Heavy Submarine Equipment
		command = { type = build_cost which = b_u16 value = 2 where = relative } # Large Submarine Equipment

		command = { type = convoy_prod_mod which = transports value = 2 }
		command = { type = convoy_prod_mod which = escorts value = 2 }

		command = { type = gain_tech which = 5470 }
	}
}

application = { # 1942 Light Industry
	id = 5050
	name = TECH_APP_INDUSTRY_5_NAME
	desc = TECH_APP_INDUSTRY_5_DESC

	position = { x = 10 y = 270 }
	year = 1942

	component = { # ComponentOne
		id = 5051
		name = TECH_CMP_INDUSTRY_5_1_NAME
		type = general_equipment
		difficulty = 3
	}
	component = { # ComponentTwo
		id = 5052
		name = TECH_CMP_INDUSTRY_5_2_NAME
		type = general_equipment
		difficulty = 3
	}
	component = { # ComponentThree
		id = 5053
		name = TECH_CMP_INDUSTRY_5_3_NAME
		type = industrial_engineering
		difficulty = 3
	}
	component = { # ComponentFour
		id = 5054
		name = TECH_CMP_INDUSTRY_5_4_NAME
		type = industrial_engineering
		difficulty = 3
	}
	component = { # ComponentFive
		id = 5055
		name = TECH_CMP_INDUSTRY_5_5_NAME
		type = management
		difficulty = 3
	}

	required = { 5040 } # 1940 Light Industry
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = industrial_modifier which = total value = 2 }
		command = { type = building_prod_mod which = infrastructure value = 2 }
		command = { type = building_prod_mod which = land_fort value = 2 }
		command = { type = building_prod_mod which = coastal_fort value = 2 }
		command = { type = building_prod_mod which = air_base value = 2 }
		command = { type = building_prod_mod which = flak value = 2 }
	}
}

application = { # 1943 Heavy Industry
	id = 5110
	name = TECH_APP_INDUSTRY_11_NAME
	desc = TECH_APP_INDUSTRY_11_DESC

	position = { x = 27 y = 290 }
	year = 1943

	component = { # ComponentOne
		id = 5111
		name = TECH_CMP_INDUSTRY_11_1_NAME
		type = industrial_engineering
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5112
		name = TECH_CMP_INDUSTRY_11_2_NAME
		type = industrial_engineering
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5113
		name = TECH_CMP_INDUSTRY_11_3_NAME
		type = chemistry
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5114
		name = TECH_CMP_INDUSTRY_11_4_NAME
		type = industrial_engineering
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5115
		name = TECH_CMP_INDUSTRY_11_5_NAME
		type = management
		difficulty = 5
	}

	required = { 5050 5840 } # 1942 Light Industry AND Pre-Industrial Economy
	OR_required = { 5100 5170 5200 5950 5990 } # 1941 Heavy Industry OR 1938 Military Recovery OR 1940 Economic Recovery OR Isolated Country OR External Recovery
	# Activated by: # Pre-Industrial Economy (5840)

	effects = {
		command = { type = allow_building which = ic }
		command = { type = industrial_modifier which = total value = 4 }
		command = { type = building_prod_mod which = ic value = 3 }
		command = { type = building_prod_mod which = infrastructure value = 3 }
		command = { type = building_prod_mod which = land_fort value = 3 }
		command = { type = building_prod_mod which = coastal_fort value = 3 }
		command = { type = building_prod_mod which = flak value = 3 }
		command = { type = building_prod_mod which = air_base value = 3 }
		command = { type = building_prod_mod which = naval_base value = 3 }
	}
}

application = { # 1943 Small Arms
	id = 5320
	name = TECH_APP_INDUSTRY_31_NAME
	desc = TECH_APP_INDUSTRY_31_DESC

	position = { x = 160 y = 270 }
	year = 1943

	component = { # ComponentOne
		id = 5321
		name = TECH_CMP_INDUSTRY_31_1_NAME
		type = infantry_focus
		difficulty = 4
	}
	component = { # ComponentTwo
		id = 5322
		name = TECH_CMP_INDUSTRY_31_2_NAME
		type = general_equipment
		difficulty = 4
	}
	component = { # ComponentThree
		id = 5323
		name = TECH_CMP_INDUSTRY_31_3_NAME
		type = general_equipment
		difficulty = 4
	}
	component = { # ComponentFour
		id = 5324
		name = TECH_CMP_INDUSTRY_31_4_NAME
		type = chemistry
		difficulty = 4
	}
	component = { # ComponentFive
		id = 5325
		name = TECH_CMP_INDUSTRY_31_5_NAME
		type = industrial_engineering
		difficulty = 4
	}

	required = { 5050 } # 1943 Light Industry
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = industrial_modifier which = supplies	value = 2 }

		command = { type = build_time which = infantry value = -3 where = relative }
		command = { type = build_time which = militia value = -4 where = relative }
		command = { type = build_time which = garrison value = -4 where = relative }
		command = { type = build_time which = cavalry value = -2 where = relative }
		command = { type = build_time which = motorized value = -1 where = relative }
		command = { type = build_time which = mechanized value = -1 where = relative }
		command = { type = build_time which = paratrooper value = -2 where = relative }
		command = { type = build_time which = marine value = -2 where = relative }
		command = { type = build_time which = bergsjaeger value = -2 where = relative }
		command = { type = build_time which = armored_car value = -1 where = relative }
		command = { type = build_time which = police value = -5 where = relative }
		command = { type = build_time which = engineer value = -3 where = relative }
		command = { type = build_time which = rocket_artillery value = -2 where = relative }
		command = { type = build_time which = b_u7 value = -4 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u8 value = -4 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -1 where = relative } # Construction Engineer Regiment

		command = { type = build_cost which = militia value = 2 where = relative }
		command = { type = build_cost which = infantry value = 1.5 where = relative }
		command = { type = build_cost which = garrison value = 2 where = relative }
		command = { type = build_cost which = cavalry value = 1 where = relative }
		command = { type = build_cost which = motorized value = 0.5 where = relative }
		command = { type = build_cost which = mechanized value = 0.5 where = relative }
		command = { type = build_cost which = paratrooper value = 1 where = relative }
		command = { type = build_cost which = marine value = 1 where = relative }
		command = { type = build_cost which = bergsjaeger value = 1 where = relative }
		command = { type = build_cost which = armored_car value = 0.5 where = relative }
		command = { type = build_cost which = police value = 2.5 where = relative }
		command = { type = build_cost which = engineer value = 1.5 where = relative }
		command = { type = build_cost which = rocket_artillery value = 1 where = relative }
		command = { type = build_cost which = b_u7 value = 2 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u8 value = 2 where = relative } # Cavalry Regiment
		command = { type = build_cost which = b_u9 value = 0.5 where = relative } # Construction Engineer Regiment

		command = { type = gain_tech which = 5330 }
	}
}

application = { # 1944 Heavy Arms
	id = 5360
	name = TECH_APP_INDUSTRY_80_NAME
	desc = TECH_APP_INDUSTRY_80_DESC

	position = { x = 170 y = 290 }
	year = 1944

	component = { # ComponentOne
		id = 5361
		name = TECH_CMP_INDUSTRY_80_1_NAME
		type = general_equipment
		difficulty = 6
	}
	component = { # ComponentTwo
		id = 5362
		name = TECH_CMP_INDUSTRY_80_2_NAME
		type = artillery
		difficulty = 6
	}
	component = { # ComponentThree
		id = 5363
		name = TECH_CMP_INDUSTRY_80_3_NAME
		type = artillery
		difficulty = 6
	}
	component = { # ComponentFour
		id = 5364
		name = TECH_CMP_INDUSTRY_80_4_NAME
		type = chemistry
		difficulty = 6
	}
	component = { # ComponentFive
		id = 5365
		name = TECH_CMP_INDUSTRY_80_5_NAME
		type = industrial_engineering
		difficulty = 6
	}

	required = { 5110 } # 1943 Heavy Industry
	# Activated by: # Pre-Industrial Economy (5840)

	effects = {
		command = { type = peacetime_ic_mod value = -1 } # ie this will only boost output overall in wartime
		command = { type = industrial_modifier which = total value = 1 }
		command = { type = industrial_modifier which = supplies	value = 2 }

		command = { type = build_time which = infantry value = -2 where = relative }
		command = { type = build_time which = militia value = -1 where = relative }
		command = { type = build_time which = cavalry value = -2 where = relative }
		command = { type = build_time which = motorized value = -1 where = relative }
		command = { type = build_time which = mechanized value = -1 where = relative }
		command = { type = build_time which = paratrooper value = -1 where = relative }
		command = { type = build_time which = marine value = -1 where = relative }
		command = { type = build_time which = bergsjaeger value = -2 where = relative }
		command = { type = build_time which = hq value = -4 where = relative }
		command = { type = build_time which = armor value = -1 where = relative }
		command = { type = build_time which = light_armor value = -1 where = relative }
		command = { type = build_time which = heavy_armor value = -1 where = relative }
		command = { type = build_time which = light_armor_brigade value = -1 where = relative }
		command = { type = build_time which = tank_destroyer value = -2 where = relative }
		command = { type = build_time which = sp_artillery value = -2 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -2 where = relative }
		command = { type = build_time which = super_heavy_armor value = -2 where = relative }
		command = { type = build_time which = artillery value = -5 where = relative }
		command = { type = build_time which = anti_tank value = -5 where = relative }
		command = { type = build_time which = rocket_artillery value = -3 where = relative }
		command = { type = build_time which = anti_air value = -5 where = relative }
		command = { type = build_time which = engineer value = -1 where = relative }
		command = { type = build_time which = b_u4 value = -4 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -4 where = relative } # VH Artillery
		command = { type = build_time which = b_u6 value = -5 where = relative } # LT artillery
		command = { type = build_time which = b_u7 value = -1 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u10 value = -2 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -2 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -1 where = relative }
		command = { type = build_time which = multi_role value = -1 where = relative }
		command = { type = build_time which = cas value = -1 where = relative }
		command = { type = build_time which = tactical_bomber value = -1 where = relative }
		command = { type = build_time which = strategic_bomber value = -1 where = relative }
		command = { type = build_time which = naval_bomber value = -1 where = relative }
		command = { type = build_time which = cag value = -1 where = relative }
		command = { type = build_time which = escort value = -1 where = relative }
		command = { type = build_time which = naval_asw value = -1 where = relative } # ASW Escort CAG
		command = { type = build_time which = b_u1 value = -1 where = relative } # Escort CAG
		command = { type = build_time which = b_u12 value = -1 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -1 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -1 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -1 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_time which = battleship value = -1 where = relative }
		command = { type = build_time which = battlecruiser value = -1 where = relative }
		command = { type = build_time which = heavy_cruiser value = -1 where = relative }
		command = { type = build_time which = light_cruiser value = -1 where = relative }
		command = { type = build_time which = destroyer value = -1 where = relative }

		command = { type = build_time which = naval_radar_l value = -2 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -2 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = -4 where = relative } # Light AA Battery
		command = { type = build_time which = naval_sa_l value = -2 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -2 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -2 where = relative } # Cruiser Fire Control

		command = { type = build_time which = naval_anti_air_s value = -2 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -2 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -1 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -2 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -1 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -1 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = -1 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_cost which = infantry value = 1 where = relative }
		command = { type = build_cost which = militia value = 0.5 where = relative }
		command = { type = build_cost which = cavalry value = 1 where = relative }
		command = { type = build_cost which = motorized value = 0.5 where = relative }
		command = { type = build_cost which = mechanized value = 0.5 where = relative }
		command = { type = build_cost which = paratrooper value = 0.5 where = relative }
		command = { type = build_cost which = marine value = 0.5 where = relative }
		command = { type = build_cost which = bergsjaeger value = 1 where = relative }
		command = { type = build_cost which = hq value = 2 where = relative }
		command = { type = build_cost which = armor value = 0.5 where = relative }
		command = { type = build_cost which = light_armor value = 0.5 where = relative }
		command = { type = build_cost which = heavy_armor value = 0.5 where = relative }
		command = { type = build_cost which = light_armor_brigade value = 0.5 where = relative }
		command = { type = build_cost which = tank_destroyer value = 1 where = relative }
		command = { type = build_cost which = sp_artillery value = 1 where = relative }
		command = { type = build_cost which = sp_rct_artillery value = 1 where = relative }
		command = { type = build_cost which = super_heavy_armor value = 1 where = relative }
		command = { type = build_cost which = artillery value = 2.5 where = relative }
		command = { type = build_cost which = anti_tank value = 2.5 where = relative }
		command = { type = build_cost which = rocket_artillery value = 1.5 where = relative }
		command = { type = build_cost which = anti_air value = 2.5 where = relative }
		command = { type = build_cost which = engineer value = 0.5 where = relative }
		command = { type = build_cost which = b_u4 value = 2.0 where = relative } # Towed Artillery
		command = { type = build_cost which = b_u5 value = 2.0 where = relative } # VH Artillery
		command = { type = build_cost which = b_u6 value = 2.5 where = relative } # LT artillery
		command = { type = build_cost which = b_u7 value = 0.5 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u10 value = 1.0 where = relative } # Assault Gun
		command = { type = build_cost which = b_u11 value = 1.0 where = relative } # Heavy Tank Destroyer

		command = { type = build_cost which = interceptor value = 0.5 where = relative }
		command = { type = build_cost which = multi_role value = 0.5 where = relative }
		command = { type = build_cost which = cas value = 0.5 where = relative }
		command = { type = build_cost which = tactical_bomber value = 0.5 where = relative }
		command = { type = build_cost which = strategic_bomber value = 0.5 where = relative }
		command = { type = build_cost which = naval_bomber value = 0.5 where = relative }

		command = { type = build_cost which = cag value = 0.5 where = relative }
		command = { type = build_cost which = escort value = 1.0 where = relative }
		command = { type = build_cost which = naval_asw value = 0.5 where = relative } # ASW Escort CAG
		command = { type = build_cost which = b_u1 value = 0.5 where = relative } # Escort CAG
		command = { type = build_cost which = b_u12 value = 0.5 where = relative } # Twin Engine Light Bomber
		command = { type = build_cost which = b_u13 value = 0.5 where = relative } # Naval Attack
		command = { type = build_cost which = b_u14 value = 0.5 where = relative } # Mixed Air Group
		command = { type = build_cost which = b_u15 value = 0.5 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_cost which = battleship value = 0.5 where = relative }
		command = { type = build_cost which = battlecruiser value = 0.5 where = relative }
		command = { type = build_cost which = heavy_cruiser value = 0.5 where = relative }
		command = { type = build_cost which = light_cruiser value = 0.5 where = relative }
		command = { type = build_cost which = destroyer value = 0.5 where = relative }

		command = { type = build_cost which = naval_radar_l value = 1 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = 1 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_spotter_l value = 2 where = relative } # Light AA Battery
		command = { type = build_cost which = naval_sa_l value = 1 where = relative } # Secondary Fire Control
		command = { type = build_cost which = naval_anti_air_l value = 1 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = naval_improved_hull_l value = 1 where = relative } # Cruiser Fire Control
		command = { type = build_cost which = naval_radar_s value = 1 where = relative } # Fleet Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = 1 where = relative } # ASuW Specialization (DD)
		command = { type = build_cost which = naval_improved_hull_s value = 1 where = relative } # ASW Specialization (DD)
		command = { type = build_cost which = naval_anti_air_s value = 1 where = relative } # Anti-Aircraft Specialization (DD)

		command = { type = build_cost which = naval_anti_air_s value = 1 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_cost which = naval_fire_controll_s value = 1 where = relative } # Fleet Destroyer
		command = { type = build_cost which = naval_improved_hull_s value = 0.5 where = relative } # Scout Destroyer
		command = { type = build_cost which = naval_radar_s value = 1 where = relative } # ASuW Destroyer
		command = { type = build_cost which = naval_spotter_s value = 0.5 where = relative } # ASW Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = 0.5 where = relative } # Torpedo Destroyer
		command = { type = build_cost which = b_u17 value = 0.5 where = relative } # 610mm Torpedo Destroyer

		command = { type = convoy_prod_mod which = escorts value = 1 }
		command = { type = building_prod_mod which = land_fort value = 2 }
		command = { type = building_prod_mod which = coastal_fort value = 2 }
		command = { type = building_prod_mod which = flak value = 3 }
		command = { type = gain_tech which = 5400 }
	}
}

application = { # 1944 Automotive
	id = 5430
	name = TECH_APP_INDUSTRY_38_NAME
	desc = TECH_APP_INDUSTRY_38_DESC

	position = { x = 295 y = 270 }
	year = 1944

	component = { # ComponentOne
		id = 5431
		name = TECH_CMP_INDUSTRY_38_1_NAME
		type = mechanics
		difficulty = 6
	}
	component = { # ComponentTwo
		id = 5432
		name = TECH_CMP_INDUSTRY_38_2_NAME
		type = general_equipment
		difficulty = 6
	}
	component = { # ComponentThree
		id = 5433
		name = TECH_CMP_INDUSTRY_38_3_NAME
		type = management
		difficulty = 6
	}
	component = { # ComponentFour
		id = 5434
		name = TECH_CMP_INDUSTRY_38_4_NAME
		type = industrial_engineering
		difficulty = 6
	}
	component = { # ComponentFive
		id = 5435
		name = TECH_CMP_INDUSTRY_38_5_NAME
		type = industrial_engineering
		difficulty = 6
	}

	required = { 5110 } # 1943 Heavy Industry
	# Activated by: # Pre-Industrial Economy (5840)

	effects = {
		command = { type = industrial_modifier which = total value = 1 }
		command = { type = industrial_modifier which = supplies	value = 1 }

		command = { type = build_time which = cavalry value = -1 where = relative }
		command = { type = build_time which = motorized value = -3 where = relative }
		command = { type = build_time which = mechanized value = -3 where = relative }
		command = { type = build_time which = armor value = -4 where = relative }
		command = { type = build_time which = light_armor value = -4 where = relative }
		command = { type = build_time which = hq value = -1 where = relative }
		command = { type = build_time which = heavy_armor value = -4 where = relative }
		command = { type = build_time which = light_armor_brigade value = -4 where = relative }
		command = { type = build_time which = tank_destroyer value = -3 where = relative }
		command = { type = build_time which = sp_artillery value = -3 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -3 where = relative }
		command = { type = build_time which = super_heavy_armor value = -3 where = relative }
		command = { type = build_time which = armored_car value = -4 where = relative }
		command = { type = build_time which = engineer value = -1 where = relative }
		command = { type = build_time which = b_u4 value = -1 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -1 where = relative } # VH Artillery
		command = { type = build_time which = b_u8 value = -1 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -4 where = relative } # Construction Engineer Regiment
		command = { type = build_time which = b_u10 value = -3 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -3 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -4 where = relative }
		command = { type = build_time which = multi_role value = -4 where = relative }
		command = { type = build_time which = cas value = -4 where = relative }
		command = { type = build_time which = tactical_bomber value = -4 where = relative }
		command = { type = build_time which = strategic_bomber value = -4 where = relative }
		command = { type = build_time which = naval_bomber value = -4 where = relative }
		command = { type = build_time which = transport_plane value = -5 where = relative }
		command = { type = build_time which = cag value = -4 where = relative }
		command = { type = build_time which = escort value = -4 where = relative }
		command = { type = build_time which = naval_asw value = -4 where = relative } # ASW Escort CAG
		command = { type = build_time which = b_u1 value = -4 where = relative } # Escort CAG
		command = { type = build_time which = b_u12 value = -4 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -4 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -4 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -4 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_cost which = cavalry value = 0.5 where = relative }
		command = { type = build_cost which = motorized value = 1.5 where = relative }
		command = { type = build_cost which = mechanized value = 1.5 where = relative }
		command = { type = build_cost which = armor value = 2 where = relative }
		command = { type = build_cost which = light_armor value = 2 where = relative }
		command = { type = build_cost which = hq value = 0.5 where = relative }
		command = { type = build_cost which = heavy_armor value = 2 where = relative }
		command = { type = build_cost which = light_armor_brigade value = 2 where = relative }
		command = { type = build_cost which = tank_destroyer value = 1.5 where = relative }
		command = { type = build_cost which = sp_artillery value = 1.5 where = relative }
		command = { type = build_cost which = sp_rct_artillery value = 1.5 where = relative }
		command = { type = build_cost which = super_heavy_armor value = 1.5 where = relative }
		command = { type = build_cost which = armored_car value = 2 where = relative }
		command = { type = build_cost which = engineer value = 0.5 where = relative }
		command = { type = build_cost which = b_u4 value = 0.5 where = relative } # Towed Artillery
		command = { type = build_cost which = b_u5 value = 0.5 where = relative } # VH Artillery
		command = { type = build_cost which = b_u8 value = 0.5 where = relative } # Cavalry Regiment
		command = { type = build_cost which = b_u9 value = 2.0 where = relative } # Construction Engineer Regiment
		command = { type = build_cost which = b_u10 value = 1.5 where = relative } # Assault Gun
		command = { type = build_cost which = b_u11 value = 1.5 where = relative } # Heavy Tank Destroyer

		command = { type = build_cost which = interceptor value = 2 where = relative }
		command = { type = build_cost which = multi_role value = 2 where = relative }
		command = { type = build_cost which = cas value = 2 where = relative }
		command = { type = build_cost which = tactical_bomber value = 2 where = relative }
		command = { type = build_cost which = strategic_bomber value = 2 where = relative }
		command = { type = build_cost which = naval_bomber value = 2 where = relative }
		command = { type = build_cost which = transport_plane value = 2 where = relative }
		command = { type = build_cost which = cag value = 2 where = relative }
		command = { type = build_cost which = escort value = 4 where = relative }
		command = { type = build_cost which = naval_asw value = 2 where = relative } # ASW Escort CAG
		command = { type = build_cost which = b_u1 value = 2 where = relative } # Escort CAG
		command = { type = build_cost which = b_u12 value = 2 where = relative } # Twin Engine Light Bomber
		command = { type = build_cost which = b_u13 value = 2 where = relative } # Naval Attack
		command = { type = build_cost which = b_u14 value = 2 where = relative } # Mixed Air Group
		command = { type = build_cost which = b_u15 value = 2 where = relative } # Twin Engine/Heavy Fighter

		command = { type = gain_tech which = 5440 }
	}
}

application = { # 1944 Shipbuilding
	id = 5470
	name = TECH_APP_INDUSTRY_42_NAME
	desc = TECH_APP_INDUSTRY_42_DESC

	position = { x = 305 y = 290 }
	year = 1944
		
	component = { # ComponentOne
		id = 5471
		name = TECH_CMP_INDUSTRY_42_1_NAME
		type = naval_engineering
		difficulty = 7
	}
	component = { # ComponentTwo
		id = 5472
		name = TECH_CMP_INDUSTRY_42_2_NAME
		type = naval_engineering
		difficulty = 7
	}
	component = { # ComponentThree
		id = 5473
		name = TECH_CMP_INDUSTRY_42_3_NAME
		type = naval_artillery
		difficulty = 7
	}
	component = { # ComponentFour
		id = 5474
		name = TECH_CMP_INDUSTRY_42_4_NAME
		type = industrial_engineering
		difficulty = 7
	}
	component = { # ComponentFive
		id = 5475
		name = TECH_CMP_INDUSTRY_42_5_NAME
		type = industrial_engineering
		difficulty = 7
	}

	required = { 5110 } # 1943 Heavy Industry
	# Activated by: # Pre-Industrial Economy (5840)

	effects = {
		command = { type = industrial_modifier which = supplies	value = 1 }

		command = { type = build_time which = carrier value = -4 where = relative }
		command = { type = build_time which = escort_carrier value = -4 where = relative }
		command = { type = build_time which = battleship value = -3 where = relative }
		command = { type = build_time which = battlecruiser value = -3 where = relative }
		command = { type = build_time which = heavy_cruiser value = -3 where = relative }
		command = { type = build_time which = light_cruiser value = -3 where = relative }
		command = { type = build_time which = destroyer value = -3 where = relative }
		command = { type = build_time which = submarine value = -4 where = relative }
		command = { type = build_time which = nuclear_submarine value = -4 where = relative }
		command = { type = build_time which = transport value = -4 where = relative }

		command = { type = build_time which = naval_radar_l value = -3 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -3 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = -2 where = relative } # Light AA Battery
		command = { type = build_time which = naval_sa_l value = -3 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -3 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -3 where = relative } # Cruiser Fire Control
		command = { type = build_time which = b_u2 value = -5 where = relative } # BB/BC Configuration
		command = { type = build_time which = b_u3 value = -5 where = relative } # CA/CL Configuration

		command = { type = build_time which = naval_anti_air_s value = -2 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -2 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -1 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -2 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -1 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -1 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = -1 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_time which = naval_torpedoes_l value = -4 where = relative } # Submarine Equipment
		command = { type = build_time which = naval_mines value = -4 where = relative } # Heavy Submarine Equipment
		command = { type = build_time which = b_u16 value = -4 where = relative } # Large Submarine Equipment

		command = { type = build_cost which = carrier value = 2 where = relative }
		command = { type = build_cost which = escort_carrier value = 4 where = relative }
		command = { type = build_cost which = battleship value = 2 where = relative }
		command = { type = build_cost which = battlecruiser value = 2 where = relative }
		command = { type = build_cost which = heavy_cruiser value = 2 where = relative }
		command = { type = build_cost which = light_cruiser value = 2 where = relative }
		command = { type = build_cost which = destroyer value = 2 where = relative }
		command = { type = build_cost which = submarine value = 2 where = relative }
		command = { type = build_cost which = nuclear_submarine value = 2 where = relative }
		command = { type = build_cost which = transport value = 2 where = relative }

		command = { type = build_cost which = naval_radar_l value = 1.5 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = 1.5 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_spotter_l value = 1 where = relative } # Light AA Battery
		command = { type = build_cost which = naval_sa_l value = 1.5 where = relative } # Secondary Fire Control
		command = { type = build_cost which = naval_anti_air_l value = 1.5 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = naval_improved_hull_l value = 1.5 where = relative } # Cruiser Fire Control
		command = { type = build_cost which = naval_radar_s value = 1.5 where = relative } # Fleet Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = 1.5 where = relative } # ASuW Specialization (DD)
		command = { type = build_cost which = naval_improved_hull_s value = 1.5 where = relative } # ASW Specialization (DD)
		command = { type = build_cost which = naval_anti_air_s value = 1.5 where = relative } # Anti-Aircraft Specialization (DD)
		command = { type = build_cost which = b_u2 value = 2.5 where = relative } # BB/BC Configuration
		command = { type = build_cost which = b_u3 value = 2.5 where = relative } # CA/CL Configuration

		command = { type = build_cost which = naval_anti_air_s value = 1.5 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_cost which = naval_fire_controll_s value = 1.5 where = relative } # Fleet Destroyer
		command = { type = build_cost which = naval_improved_hull_s value = 2.0 where = relative } # Scout Destroyer
		command = { type = build_cost which = naval_radar_s value = 1.5 where = relative } # ASuW Destroyer
		command = { type = build_cost which = naval_spotter_s value = 2.0 where = relative } # ASW Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = 2.0 where = relative } # Torpedo Destroyer
		command = { type = build_cost which = b_u17 value = 2.0 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_cost which = naval_torpedoes_l value = 2 where = relative } # Submarine Equipment
		command = { type = build_cost which = naval_mines value = 2 where = relative } # Heavy Submarine Equipment
		command = { type = build_cost which = b_u16 value = 2 where = relative } # Large Submarine Equipment

		command = { type = convoy_prod_mod which = transports value = 2 }
		command = { type = convoy_prod_mod which = escorts value = 2 }

		command = { type = gain_tech which = 5480 }
	}
}

application = { # 1944 Light Industry
	id = 5060
	name = TECH_APP_INDUSTRY_6_NAME
	desc = TECH_APP_INDUSTRY_6_DESC

	position = { x = 10 y = 310 }
	year = 1944

	component = { # ComponentOne
		id = 5061
		name = TECH_CMP_INDUSTRY_6_1_NAME
		type = general_equipment
		difficulty = 3
	}
	component = { # ComponentTwo
		id = 5062
		name = TECH_CMP_INDUSTRY_6_2_NAME
		type = general_equipment
		difficulty = 3
	}
	component = { # ComponentThree
		id = 5063
		name = TECH_CMP_INDUSTRY_6_3_NAME
		type = industrial_engineering
		difficulty = 3
	}
	component = { # ComponentFour
		id = 5064
		name = TECH_CMP_INDUSTRY_6_4_NAME
		type = industrial_engineering
		difficulty = 3
	}
	component = { # ComponentFive
		id = 5065
		name = TECH_CMP_INDUSTRY_6_5_NAME
		type = management
		difficulty = 3
	}

	required = { 5050 } # 1942 Light Industry
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = industrial_modifier which = total value = 2 }
		command = { type = building_prod_mod which = infrastructure value = 2 }
		command = { type = building_prod_mod which = land_fort value = 2 }
		command = { type = building_prod_mod which = coastal_fort value = 2 }
		command = { type = building_prod_mod which = air_base value = 2 }
		command = { type = building_prod_mod which = flak value = 2 }
	}
}

application = { # 1945 Heavy Industry
	id = 5120
	name = TECH_APP_INDUSTRY_12_NAME
	desc = TECH_APP_INDUSTRY_12_DESC

	position = { x = 27 y = 330 }
	year = 1945

	component = { # ComponentOne
		id = 5121
		name = TECH_CMP_INDUSTRY_12_1_NAME
		type = industrial_engineering
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5122
		name = TECH_CMP_INDUSTRY_12_2_NAME
		type = industrial_engineering
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5123
		name = TECH_CMP_INDUSTRY_12_3_NAME
		type = chemistry
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5124
		name = TECH_CMP_INDUSTRY_12_4_NAME
		type = industrial_engineering
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5125
		name = TECH_CMP_INDUSTRY_12_5_NAME
		type = management
		difficulty = 5
	}

	required = { 5060 5110 } # 1944 Light Industry AND 1943 Heavy Industry
	# Activated by: # Pre-Industrial Economy (5840)

	effects = {
		command = { type = industrial_modifier which = total value = 4 }
		command = { type = building_prod_mod which = ic value = 3 }
		command = { type = building_prod_mod which = infrastructure value = 3 }
		command = { type = building_prod_mod which = land_fort value = 3 }
		command = { type = building_prod_mod which = coastal_fort value = 3 }
		command = { type = building_prod_mod which = flak value = 3 }
		command = { type = building_prod_mod which = air_base value = 3 }
		command = { type = building_prod_mod which = naval_base value = 3 }
	}
}

application = { # 1945 Small Arms
	id = 5330
	name = TECH_APP_INDUSTRY_32_NAME
	desc = TECH_APP_INDUSTRY_32_DESC

	position = { x = 160 y = 310 }
	year = 1945

	component = { # ComponentOne
		id = 5331
		name = TECH_CMP_INDUSTRY_32_1_NAME
		type = infantry_focus
		difficulty = 4
	}
	component = { # ComponentTwo
		id = 5332
		name = TECH_CMP_INDUSTRY_32_2_NAME
		type = general_equipment
		difficulty = 4
	}
	component = { # ComponentThree
		id = 5333
		name = TECH_CMP_INDUSTRY_32_3_NAME
		type = general_equipment
		difficulty = 4
	}
	component = { # ComponentFour
		id = 5334
		name = TECH_CMP_INDUSTRY_32_4_NAME
		type = chemistry
		difficulty = 4
	}
	component = { # ComponentFive
		id = 5335
		name = TECH_CMP_INDUSTRY_32_5_NAME
		type = industrial_engineering
		difficulty = 4
	}

	required = { 5060 } # 1944 Light Industry
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = industrial_modifier which = supplies	value = 2 }

		command = { type = build_time which = infantry value = -3 where = relative }
		command = { type = build_time which = militia value = -4 where = relative }
		command = { type = build_time which = garrison value = -4 where = relative }
		command = { type = build_time which = cavalry value = -2 where = relative }
		command = { type = build_time which = motorized value = -1 where = relative }
		command = { type = build_time which = mechanized value = -1 where = relative }
		command = { type = build_time which = paratrooper value = -2 where = relative }
		command = { type = build_time which = marine value = -2 where = relative }
		command = { type = build_time which = bergsjaeger value = -2 where = relative }
		command = { type = build_time which = armored_car value = -1 where = relative }
		command = { type = build_time which = police value = -5 where = relative }
		command = { type = build_time which = engineer value = -3 where = relative }
		command = { type = build_time which = rocket_artillery value = -2 where = relative }
		command = { type = build_time which = b_u7 value = -4 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u8 value = -4 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -1 where = relative } # Construction Engineer Regiment

		command = { type = build_cost which = infantry value = 1.5 where = relative }
		command = { type = build_cost which = militia value = 2 where = relative }
		command = { type = build_cost which = garrison value = 2 where = relative }
		command = { type = build_cost which = cavalry value = 1 where = relative }
		command = { type = build_cost which = motorized value = 0.5 where = relative }
		command = { type = build_cost which = mechanized value = 0.5 where = relative }
		command = { type = build_cost which = paratrooper value = 1 where = relative }
		command = { type = build_cost which = marine value = 1 where = relative }
		command = { type = build_cost which = bergsjaeger value = 1 where = relative }
		command = { type = build_cost which = armored_car value = 0.5 where = relative }
		command = { type = build_cost which = police value = 2.5 where = relative }
		command = { type = build_cost which = engineer value = 1.5 where = relative }
		command = { type = build_cost which = rocket_artillery value = 1 where = relative }
		command = { type = build_cost which = b_u7 value = 2 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u8 value = 2 where = relative } # Cavalry Regiment
		command = { type = build_cost which = b_u9 value = 0.5 where = relative } # Construction Engineer Regiment

		command = { type = gain_tech which = 5730 }
	}
}

application = { # 1946 Heavy Arms
	id = 5400
	name = TECH_APP_INDUSTRY_35_NAME
	desc = TECH_APP_INDUSTRY_35_DESC

	position = { x = 170 y = 330 }
	year = 1946

	component = { # ComponentOne
		id = 5401
		name = TECH_CMP_INDUSTRY_35_1_NAME
		type = general_equipment
		difficulty = 6
	}
	component = { # ComponentTwo
		id = 5402
		name = TECH_CMP_INDUSTRY_35_2_NAME
		type = artillery
		difficulty = 6
	}
	component = { # ComponentThree
		id = 5403
		name = TECH_CMP_INDUSTRY_35_3_NAME
		type = artillery
		difficulty = 6
	}
	component = { # ComponentFour
		id = 5404
		name = TECH_CMP_INDUSTRY_35_4_NAME
		type = chemistry
		difficulty = 6
	}
	component = { # ComponentFive
		id = 5405
		name = TECH_CMP_INDUSTRY_35_5_NAME
		type = industrial_engineering
		difficulty = 6
		
	}

	required = { 5120 } # 1945 Heavy Industry
	# Activated by: # Pre-Industrial Economy (5840)

	effects = {
		command = { type = peacetime_ic_mod value = -1 } # ie this will only boost output overall in wartime
		command = { type = industrial_modifier which = total value = 1 }
		command = { type = industrial_modifier which = supplies	value = 2 }

		command = { type = build_time which = infantry value = -2 where = relative }
		command = { type = build_time which = militia value = -1 where = relative }
		command = { type = build_time which = cavalry value = -2 where = relative }
		command = { type = build_time which = motorized value = -1 where = relative }
		command = { type = build_time which = mechanized value = -1 where = relative }
		command = { type = build_time which = paratrooper value = -1 where = relative }
		command = { type = build_time which = marine value = -1 where = relative }
		command = { type = build_time which = bergsjaeger value = -2 where = relative }
		command = { type = build_time which = hq value = -4 where = relative }
		command = { type = build_time which = armor value = -1 where = relative }
		command = { type = build_time which = light_armor value = -1 where = relative }
		command = { type = build_time which = heavy_armor value = -1 where = relative }
		command = { type = build_time which = light_armor_brigade value = -1 where = relative }
		command = { type = build_time which = tank_destroyer value = -2 where = relative }
		command = { type = build_time which = sp_artillery value = -2 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -2 where = relative }
		command = { type = build_time which = super_heavy_armor value = -2 where = relative }
		command = { type = build_time which = artillery value = -5 where = relative }
		command = { type = build_time which = anti_tank value = -5 where = relative }
		command = { type = build_time which = rocket_artillery value = -3 where = relative }
		command = { type = build_time which = anti_air value = -5 where = relative }
		command = { type = build_time which = engineer value = -1 where = relative }
		command = { type = build_time which = b_u4 value = -4 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -4 where = relative } # VH Artillery
		command = { type = build_time which = b_u6 value = -5 where = relative } # LT artillery
		command = { type = build_time which = b_u7 value = -1 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u10 value = -2 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -2 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -1 where = relative }
		command = { type = build_time which = multi_role value = -1 where = relative }
		command = { type = build_time which = cas value = -1 where = relative }
		command = { type = build_time which = tactical_bomber value = -1 where = relative }
		command = { type = build_time which = strategic_bomber value = -1 where = relative }
		command = { type = build_time which = naval_bomber value = -1 where = relative }
		command = { type = build_time which = cag value = -1 where = relative }
		command = { type = build_time which = escort value = -1 where = relative }
		command = { type = build_time which = naval_asw value = -1 where = relative } # ASW Escort CAG
		command = { type = build_time which = b_u1 value = -1 where = relative } # Escort CAG
		command = { type = build_time which = b_u12 value = -1 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -1 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -1 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -1 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_time which = battleship value = -1 where = relative }
		command = { type = build_time which = battlecruiser value = -1 where = relative }
		command = { type = build_time which = heavy_cruiser value = -1 where = relative }
		command = { type = build_time which = light_cruiser value = -1 where = relative }
		command = { type = build_time which = destroyer value = -1 where = relative }

		command = { type = build_time which = naval_radar_l value = -2 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -2 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = -4 where = relative } # Light AA Battery
		command = { type = build_time which = naval_sa_l value = -2 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -2 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -2 where = relative } # Cruiser Fire Control

		command = { type = build_time which = naval_anti_air_s value = -2 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -2 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -1 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -2 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -1 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -1 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = -1 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_cost which = infantry value = 1 where = relative }
		command = { type = build_cost which = militia value = 0.5 where = relative }
		command = { type = build_cost which = cavalry value = 1 where = relative }
		command = { type = build_cost which = motorized value = 0.5 where = relative }
		command = { type = build_cost which = mechanized value = 0.5 where = relative }
		command = { type = build_cost which = paratrooper value = 0.5 where = relative }
		command = { type = build_cost which = marine value = 0.5 where = relative }
		command = { type = build_cost which = bergsjaeger value = 1 where = relative }
		command = { type = build_cost which = hq value = 2 where = relative }
		command = { type = build_cost which = armor value = 0.5 where = relative }
		command = { type = build_cost which = light_armor value = 0.5 where = relative }
		command = { type = build_cost which = heavy_armor value = 0.5 where = relative }
		command = { type = build_cost which = light_armor_brigade value = 0.5 where = relative }
		command = { type = build_cost which = tank_destroyer value = 1 where = relative }
		command = { type = build_cost which = sp_artillery value = 1 where = relative }
		command = { type = build_cost which = sp_rct_artillery value = 1 where = relative }
		command = { type = build_cost which = super_heavy_armor value = 1 where = relative }
		command = { type = build_cost which = artillery value = 2.5 where = relative }
		command = { type = build_cost which = anti_tank value = 2.5 where = relative }
		command = { type = build_cost which = rocket_artillery value = 1.5 where = relative }
		command = { type = build_cost which = anti_air value = 2.5 where = relative }
		command = { type = build_cost which = engineer value = 0.5 where = relative }
		command = { type = build_cost which = b_u4 value = 2.0 where = relative } # Towed Artillery
		command = { type = build_cost which = b_u5 value = 2.0 where = relative } # VH Artillery
		command = { type = build_cost which = b_u6 value = 2.5 where = relative } # LT artillery
		command = { type = build_cost which = b_u7 value = 0.5 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u10 value = 1.0 where = relative } # Assault Gun
		command = { type = build_cost which = b_u11 value = 1.0 where = relative } # Heavy Tank Destroyer

		command = { type = build_cost which = interceptor value = 0.5 where = relative }
		command = { type = build_cost which = multi_role value = 0.5 where = relative }
		command = { type = build_cost which = cas value = 0.5 where = relative }
		command = { type = build_cost which = tactical_bomber value = 0.5 where = relative }
		command = { type = build_cost which = strategic_bomber value = 0.5 where = relative }
		command = { type = build_cost which = naval_bomber value = 0.5 where = relative }

		command = { type = build_cost which = cag value = 0.5 where = relative }
		command = { type = build_cost which = escort value = 1.0 where = relative }
		command = { type = build_cost which = naval_asw value = 0.5 where = relative } # ASW Escort CAG
		command = { type = build_cost which = b_u1 value = 0.5 where = relative } # Escort CAG
		command = { type = build_cost which = b_u12 value = 0.5 where = relative } # Twin Engine Light Bomber
		command = { type = build_cost which = b_u13 value = 0.5 where = relative } # Naval Attack
		command = { type = build_cost which = b_u14 value = 0.5 where = relative } # Mixed Air Group
		command = { type = build_cost which = b_u15 value = 0.5 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_cost which = battleship value = 0.5 where = relative }
		command = { type = build_cost which = battlecruiser value = 0.5 where = relative }
		command = { type = build_cost which = heavy_cruiser value = 0.5 where = relative }
		command = { type = build_cost which = light_cruiser value = 0.5 where = relative }
		command = { type = build_cost which = destroyer value = 0.5 where = relative }

		command = { type = build_cost which = naval_radar_l value = 1 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = 1 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_spotter_l value = 2 where = relative } # Light AA Battery
		command = { type = build_cost which = naval_sa_l value = 1 where = relative } # Secondary Fire Control
		command = { type = build_cost which = naval_anti_air_l value = 1 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = naval_improved_hull_l value = 1 where = relative } # Cruiser Fire Control

		command = { type = build_cost which = naval_anti_air_s value = 1 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_cost which = naval_fire_controll_s value = 1 where = relative } # Fleet Destroyer
		command = { type = build_cost which = naval_improved_hull_s value = 0.5 where = relative } # Scout Destroyer
		command = { type = build_cost which = naval_radar_s value = 1 where = relative } # ASuW Destroyer
		command = { type = build_cost which = naval_spotter_s value = 0.5 where = relative } # ASW Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = 0.5 where = relative } # Torpedo Destroyer
		command = { type = build_cost which = b_u17 value = 0.5 where = relative } # 610mm Torpedo Destroyer

		command = { type = convoy_prod_mod which = escorts value = 1 }
		command = { type = building_prod_mod which = land_fort value = 2 }
		command = { type = building_prod_mod which = coastal_fort value = 2 }
		command = { type = building_prod_mod which = flak value = 3 }
		command = { type = gain_tech which = 5740 }	# 1949 Heavy Arms
	}
}

application = { # 1946 Automotive
	id = 5440
	name = TECH_APP_INDUSTRY_39_NAME
	desc = TECH_APP_INDUSTRY_39_DESC

	position = { x = 295 y = 310 }
	year = 1946

	component = { # ComponentOne
		id = 5441
		name = TECH_CMP_INDUSTRY_39_1_NAME
		type = mechanics
		difficulty = 6
	}
	component = { # ComponentTwo
		id = 5442
		name = TECH_CMP_INDUSTRY_39_2_NAME
		type = general_equipment
		difficulty = 6
	}
	component = { # ComponentThree
		id = 5443
		name = TECH_CMP_INDUSTRY_39_3_NAME
		type = management
		difficulty = 6
	}
	component = { # ComponentFour
		id = 5444
		name = TECH_CMP_INDUSTRY_39_4_NAME
		type = industrial_engineering
		difficulty = 6
	}
	component = { # ComponentFive
		id = 5445
		name = TECH_CMP_INDUSTRY_39_5_NAME
		type = industrial_engineering
		difficulty = 6	
	}

	required = { 5120 } # 1945 Heavy Industry
	# Activated by: # Pre-Industrial Economy (5840)

	effects = {
		command = { type = activate which = 1920 }

		command = { type = industrial_modifier which = total value = 1 }
		command = { type = industrial_modifier which = supplies	value = 1 }

		command = { type = build_time which = cavalry value = -1 where = relative }
		command = { type = build_time which = motorized value = -3 where = relative }
		command = { type = build_time which = mechanized value = -3 where = relative }
		command = { type = build_time which = armor value = -4 where = relative }
		command = { type = build_time which = light_armor value = -4 where = relative }
		command = { type = build_time which = hq value = -1 where = relative }
		command = { type = build_time which = heavy_armor value = -4 where = relative }
		command = { type = build_time which = light_armor_brigade value = -4 where = relative }
		command = { type = build_time which = tank_destroyer value = -3 where = relative }
		command = { type = build_time which = sp_artillery value = -3 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -3 where = relative }
		command = { type = build_time which = super_heavy_armor value = -3 where = relative }
		command = { type = build_time which = armored_car value = -4 where = relative }
		command = { type = build_time which = engineer value = -1 where = relative }
		command = { type = build_time which = b_u4 value = -1 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -1 where = relative } # VH Artillery
		command = { type = build_time which = b_u8 value = -1 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -4 where = relative } # Construction Engineer Regiment
		command = { type = build_time which = b_u10 value = -3 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -3 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -4 where = relative }
		command = { type = build_time which = multi_role value = -4 where = relative }
		command = { type = build_time which = cas value = -4 where = relative }
		command = { type = build_time which = tactical_bomber value = -4 where = relative }
		command = { type = build_time which = strategic_bomber value = -4 where = relative }
		command = { type = build_time which = naval_bomber value = -4 where = relative }
		command = { type = build_time which = transport_plane value = -5 where = relative }
		command = { type = build_time which = cag value = -4 where = relative }
		command = { type = build_time which = escort value = -4 where = relative }
		command = { type = build_time which = naval_asw value = -4 where = relative } # ASW Escort CAG
		command = { type = build_time which = b_u1 value = -4 where = relative } # Escort CAG
		command = { type = build_time which = b_u12 value = -4 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -4 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -4 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -4 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_cost which = cavalry value = 0.5 where = relative }
		command = { type = build_cost which = motorized value = 1.5 where = relative }
		command = { type = build_cost which = mechanized value = 1.5 where = relative }
		command = { type = build_cost which = armor value = 2 where = relative }
		command = { type = build_cost which = light_armor value = 2 where = relative }
		command = { type = build_cost which = hq value = 0.5 where = relative }
		command = { type = build_cost which = heavy_armor value = 2 where = relative }
		command = { type = build_cost which = light_armor_brigade value = 2 where = relative }
		command = { type = build_cost which = tank_destroyer value = 1.5 where = relative }
		command = { type = build_cost which = sp_artillery value = 1.5 where = relative }
		command = { type = build_cost which = sp_rct_artillery value = 1.5 where = relative }
		command = { type = build_cost which = super_heavy_armor value = 1.5 where = relative }
		command = { type = build_cost which = armored_car value = 2 where = relative }
		command = { type = build_cost which = engineer value = 0.5 where = relative }
		command = { type = build_cost which = b_u4 value = 0.5 where = relative } # Towed Artillery
		command = { type = build_cost which = b_u5 value = 0.5 where = relative } # VH Artillery
		command = { type = build_cost which = b_u8 value = 0.5 where = relative } # Cavalry Regiment
		command = { type = build_cost which = b_u9 value = 2.0 where = relative } # Construction Engineer Regiment
		command = { type = build_cost which = b_u10 value = 1.5 where = relative } # Assault Gun
		command = { type = build_cost which = b_u11 value = 1.5 where = relative } # Heavy Tank Destroyer

		command = { type = build_cost which = interceptor value = 2 where = relative }
		command = { type = build_cost which = multi_role value = 2 where = relative }
		command = { type = build_cost which = cas value = 2 where = relative }
		command = { type = build_cost which = tactical_bomber value = 2 where = relative }
		command = { type = build_cost which = strategic_bomber value = 2 where = relative }
		command = { type = build_cost which = naval_bomber value = 2 where = relative }
		command = { type = build_cost which = transport_plane value = 2 where = relative }
		command = { type = build_cost which = cag value = 2 where = relative }
		command = { type = build_cost which = escort value = 4 where = relative }
		command = { type = build_cost which = naval_asw value = 2 where = relative } # ASW Escort CAG
		command = { type = build_cost which = b_u1 value = 2 where = relative } # Escort CAG
		command = { type = build_cost which = b_u12 value = 2 where = relative } # Twin Engine Light Bomber
		command = { type = build_cost which = b_u13 value = 2 where = relative } # Naval Attack
		command = { type = build_cost which = b_u14 value = 2 where = relative } # Mixed Air Group
		command = { type = build_cost which = b_u15 value = 2 where = relative } # Twin Engine/Heavy Fighter

		command = { type = gain_tech which = 5750 }	# 1949 Automotive
	}
}

application = { # 1946 Shipbuilding
	id = 5480
	name = TECH_APP_INDUSTRY_43_NAME
	desc = TECH_APP_INDUSTRY_43_DESC

	position = { x = 305 y = 330 }
	year = 1946

	component = { # ComponentOne
		id = 5481
		name = TECH_CMP_INDUSTRY_43_1_NAME
		type = naval_engineering
		difficulty = 7
	}
	component = { # ComponentTwo
		id = 5482
		name = TECH_CMP_INDUSTRY_43_2_NAME
		type = naval_engineering
		difficulty = 7
	}
	component = { # ComponentThree
		id = 5483
		name = TECH_CMP_INDUSTRY_43_3_NAME
		type = naval_artillery
		difficulty = 7
	}
	component = { # ComponentFour
		id = 5484
		name = TECH_CMP_INDUSTRY_43_4_NAME
		type = industrial_engineering
		difficulty = 7
	}
	component = { # ComponentFive
		id = 5485
		name = TECH_CMP_INDUSTRY_43_5_NAME
		type = industrial_engineering
		difficulty = 7
	}

	required = { 5120 } # 1945 Heavy Industry
	# Activated by: # Pre-Industrial Economy (5840)

	effects = {
		command = { type = activate which = 8970 } # Mass Produced Freighter

		command = { type = industrial_modifier which = supplies	value = 1 }

		command = { type = build_time which = carrier value = -4 where = relative }
		command = { type = build_time which = escort_carrier value = -4 where = relative }
		command = { type = build_time which = battleship value = -3 where = relative }
		command = { type = build_time which = battlecruiser value = -3 where = relative }
		command = { type = build_time which = heavy_cruiser value = -3 where = relative }
		command = { type = build_time which = light_cruiser value = -3 where = relative }
		command = { type = build_time which = destroyer value = -3 where = relative }
		command = { type = build_time which = submarine value = -4 where = relative }
		command = { type = build_time which = nuclear_submarine value = -4 where = relative }
		command = { type = build_time which = transport value = -4 where = relative }

		command = { type = build_time which = naval_radar_l value = -3 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -3 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = -2 where = relative } # Light AA Battery
		command = { type = build_time which = naval_sa_l value = -3 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -3 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -3 where = relative } # Cruiser Fire Control
		command = { type = build_time which = b_u2 value = -5 where = relative } # BB/BC Configuration
		command = { type = build_time which = b_u3 value = -5 where = relative } # CA/CL Configuration

		command = { type = build_time which = naval_anti_air_s value = -3 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -3 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -4 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -3 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -4 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -4 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = -4 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_time which = naval_torpedoes_l value = -4 where = relative } # Submarine Equipment
		command = { type = build_time which = naval_mines value = -4 where = relative } # Heavy Submarine Equipment
		command = { type = build_time which = b_u16 value = -4 where = relative } # Large Submarine Equipment

		command = { type = build_cost which = carrier value = 2 where = relative }
		command = { type = build_cost which = escort_carrier value = 4 where = relative }
		command = { type = build_cost which = battleship value = 2 where = relative }
		command = { type = build_cost which = battlecruiser value = 2 where = relative }
		command = { type = build_cost which = heavy_cruiser value = 2 where = relative }
		command = { type = build_cost which = light_cruiser value = 2 where = relative }
		command = { type = build_cost which = destroyer value = 2 where = relative }
		command = { type = build_cost which = submarine value = 2 where = relative }
		command = { type = build_cost which = nuclear_submarine value = 2 where = relative }
		command = { type = build_cost which = transport value = 2 where = relative }

		command = { type = build_cost which = naval_radar_l value = 1.5 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = 1.5 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_spotter_l value = 1 where = relative } # Light AA Battery
		command = { type = build_cost which = naval_sa_l value = 1.5 where = relative } # Secondary Fire Control
		command = { type = build_cost which = naval_anti_air_l value = 1.5 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = naval_improved_hull_l value = 1.5 where = relative } # Cruiser Fire Control
		command = { type = build_cost which = b_u2 value = 2.5 where = relative } # BB/BC Configuration
		command = { type = build_cost which = b_u3 value = 2.5 where = relative } # CA/CL Configuration

		command = { type = build_cost which = naval_anti_air_s value = 1.5 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_cost which = naval_fire_controll_s value = 1.5 where = relative } # Fleet Destroyer
		command = { type = build_cost which = naval_improved_hull_s value = 2.0 where = relative } # Scout Destroyer
		command = { type = build_cost which = naval_radar_s value = 1.5 where = relative } # ASuW Destroyer
		command = { type = build_cost which = naval_spotter_s value = 2.0 where = relative } # ASW Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = 2.0 where = relative } # Torpedo Destroyer
		command = { type = build_cost which = b_u17 value = 2.0 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_cost which = naval_torpedoes_l value = 2 where = relative } # Submarine Equipment
		command = { type = build_cost which = naval_mines value = 2 where = relative } # Heavy Submarine Equipment
		command = { type = build_cost which = b_u16 value = 2 where = relative } # Large Submarine Equipment

		command = { type = convoy_prod_mod which = transports value = 2 }
		command = { type = convoy_prod_mod which = escorts value = 2 }

		command = { type = gain_tech which = 5760 }	# 1949 Shipbuilding
	}
}

application = { # 1947 Light Industry
	id = 5710
	name = TECH_APP_INDUSTRY_58_NAME
	desc = TECH_APP_INDUSTRY_58_DESC

	position = { x = 10 y = 350 }
	year = 1947

	component = { # ComponentOne
		id = 5711
		name = TECH_CMP_INDUSTRY_58_1_NAME
		type = general_equipment
		difficulty = 4
	}
	component = { # ComponentTwo
		id = 5712
		name = TECH_CMP_INDUSTRY_58_2_NAME
		type = general_equipment
		difficulty = 4
	}
	component = { # ComponentThree
		id = 5713
		name = TECH_CMP_INDUSTRY_58_3_NAME
		type = industrial_engineering
		difficulty = 4
	}
	component = { # ComponentFour
		id = 5714
		name = TECH_CMP_INDUSTRY_58_4_NAME
		type = industrial_engineering
		difficulty = 4
	}
	component = { # ComponentFive
		id = 5715
		name = TECH_CMP_INDUSTRY_58_5_NAME
		type = management
		difficulty = 4
	}

	required = { 5060 } # 1944 Light Industry
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = industrial_modifier which = total value = 3 }
		command = { type = building_prod_mod which = infrastructure value = 2 }
		command = { type = building_prod_mod which = land_fort value = 2 }
		command = { type = building_prod_mod which = coastal_fort value = 2 }
		command = { type = building_prod_mod which = air_base value = 2 }
		command = { type = building_prod_mod which = flak value = 2 }
	}
}

application = { # 1948 Heavy Industry
	id = 5720
	name = TECH_APP_INDUSTRY_59_NAME
	desc = TECH_APP_INDUSTRY_59_DESC

	position = { x = 27 y = 370 }
	year = 1948

	component = { # ComponentOne
		id = 5721
		name = TECH_CMP_INDUSTRY_59_1_NAME
		type = industrial_engineering
		difficulty = 6
	}
	component = { # ComponentTwo
		id = 5722
		name = TECH_CMP_INDUSTRY_59_2_NAME
		type = industrial_engineering
		difficulty = 6
	}
	component = { # ComponentThree
		id = 5723
		name = TECH_CMP_INDUSTRY_59_3_NAME
		type = chemistry
		difficulty = 6
	}
	component = { # ComponentFour
		id = 5724
		name = TECH_CMP_INDUSTRY_59_4_NAME
		type = industrial_engineering
		difficulty = 6
	}
	component = { # ComponentFive
		id = 5725
		name = TECH_CMP_INDUSTRY_59_5_NAME
		type = management
		difficulty = 6
	}

	required = { 5710 5210 } # 1947 Light Industry AND Agricultural Economy
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = allow_building which = ic }
		command = { type = industrial_modifier which = total value = 6 }
		command = { type = building_prod_mod which = ic value = 3 }
		command = { type = building_prod_mod which = infrastructure value = 3 }
		command = { type = building_prod_mod which = land_fort value = 3 }
		command = { type = building_prod_mod which = coastal_fort value = 3 }
		command = { type = building_prod_mod which = flak value = 3 }
		command = { type = building_prod_mod which = air_base value = 3 }
		command = { type = building_prod_mod which = naval_base value = 3 }
	}
}

application = { # 1948 Small Arms
	id = 5730
	name = TECH_APP_INDUSTRY_60_NAME
	desc = TECH_APP_INDUSTRY_60_DESC

	position = { x = 160 y = 350 }
	year = 1948

	component = { # ComponentOne
		id = 5731
		name = TECH_CMP_INDUSTRY_60_1_NAME
		type = infantry_focus
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5732
		name = TECH_CMP_INDUSTRY_60_2_NAME
		type = general_equipment
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5733
		name = TECH_CMP_INDUSTRY_60_3_NAME
		type = general_equipment
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5734
		name = TECH_CMP_INDUSTRY_60_4_NAME
		type = chemistry
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5735
		name = TECH_CMP_INDUSTRY_60_5_NAME
		type = industrial_engineering
		difficulty = 5
	}

	required = { 5710 } # 1947 Light Industry
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = industrial_modifier which = supplies	value = 2 }

		command = { type = build_time which = infantry value = -3 where = relative }
		command = { type = build_time which = militia value = -4 where = relative }
		command = { type = build_time which = garrison value = -4 where = relative }
		command = { type = build_time which = cavalry value = -2 where = relative }
		command = { type = build_time which = motorized value = -1 where = relative }
		command = { type = build_time which = mechanized value = -1 where = relative }
		command = { type = build_time which = paratrooper value = -2 where = relative }
		command = { type = build_time which = marine value = -2 where = relative }
		command = { type = build_time which = bergsjaeger value = -2 where = relative }
		command = { type = build_time which = armored_car value = -1 where = relative }
		command = { type = build_time which = police value = -5 where = relative }
		command = { type = build_time which = engineer value = -3 where = relative }
		command = { type = build_time which = rocket_artillery value = -2 where = relative }
		command = { type = build_time which = b_u7 value = -4 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u8 value = -4 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -1 where = relative } # Construction Engineer Regiment

		command = { type = build_cost which = infantry value = 1.5 where = relative }
		command = { type = build_cost which = militia value = 2 where = relative }
		command = { type = build_cost which = garrison value = 2 where = relative }
		command = { type = build_cost which = cavalry value = 1 where = relative }
		command = { type = build_cost which = motorized value = 0.5 where = relative }
		command = { type = build_cost which = mechanized value = 0.5 where = relative }
		command = { type = build_cost which = paratrooper value = 1 where = relative }
		command = { type = build_cost which = marine value = 1 where = relative }
		command = { type = build_cost which = bergsjaeger value = 1 where = relative }
		command = { type = build_cost which = armored_car value = 0.5 where = relative }
		command = { type = build_cost which = police value = 2.5 where = relative }
		command = { type = build_cost which = engineer value = 1.5 where = relative }
		command = { type = build_cost which = rocket_artillery value = 1 where = relative }
		command = { type = build_cost which = b_u7 value = 2 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u8 value = 2 where = relative } # Cavalry Regiment
		command = { type = build_cost which = b_u9 value = 0.5 where = relative } # Construction Engineer Regiment

		command = { type = gain_tech which = 5790 } # 1952 Small Arms
	}
}

application = { # 1949 Heavy Arms
	id = 5740
	name = TECH_APP_INDUSTRY_61_NAME
	desc = TECH_APP_INDUSTRY_61_DESC

	position = { x = 170 y = 370 }
	year = 1949

	component = { # ComponentOne
		id = 5741
		name = TECH_CMP_INDUSTRY_61_1_NAME
		type = general_equipment
		difficulty = 7
	}
	component = { # ComponentTwo
		id = 5742
		name = TECH_CMP_INDUSTRY_61_2_NAME
		type = artillery
		difficulty = 7
	}
	component = { # ComponentThree
		id = 5743
		name = TECH_CMP_INDUSTRY_61_3_NAME
		type = artillery
		difficulty = 7
	}
	component = { # ComponentFour
		id = 5744
		name = TECH_CMP_INDUSTRY_61_4_NAME
		type = chemistry
		difficulty = 7
	}
	component = { # ComponentFive
		id = 5745
		name = TECH_CMP_INDUSTRY_61_5_NAME
		type = industrial_engineering
		difficulty = 7
	}

	required = { 5720 } # 1948 Heavy Industry
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = peacetime_ic_mod value = -1 } # ie this will only boost output overall in wartime
		command = { type = industrial_modifier which = total value = 1 }
		command = { type = industrial_modifier which = supplies	value = 2 }

		command = { type = build_time which = infantry value = -2 where = relative }
		command = { type = build_time which = militia value = -1 where = relative }
		command = { type = build_time which = cavalry value = -2 where = relative }
		command = { type = build_time which = motorized value = -1 where = relative }
		command = { type = build_time which = mechanized value = -1 where = relative }
		command = { type = build_time which = paratrooper value = -1 where = relative }
		command = { type = build_time which = marine value = -1 where = relative }
		command = { type = build_time which = bergsjaeger value = -2 where = relative }
		command = { type = build_time which = hq value = -4 where = relative }
		command = { type = build_time which = armor value = -1 where = relative }
		command = { type = build_time which = light_armor value = -1 where = relative }
		command = { type = build_time which = heavy_armor value = -1 where = relative }
		command = { type = build_time which = light_armor_brigade value = -1 where = relative }
		command = { type = build_time which = tank_destroyer value = -2 where = relative }
		command = { type = build_time which = sp_artillery value = -2 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -2 where = relative }
		command = { type = build_time which = super_heavy_armor value = -2 where = relative }
		command = { type = build_time which = artillery value = -5 where = relative }
		command = { type = build_time which = anti_tank value = -5 where = relative }
		command = { type = build_time which = rocket_artillery value = -3 where = relative }
		command = { type = build_time which = anti_air value = -5 where = relative }
		command = { type = build_time which = engineer value = -1 where = relative }
		command = { type = build_time which = b_u4 value = -4 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -4 where = relative } # VH Artillery
		command = { type = build_time which = b_u6 value = -5 where = relative } # LT artillery
		command = { type = build_time which = b_u7 value = -1 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u10 value = -2 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -2 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -1 where = relative }
		command = { type = build_time which = multi_role value = -1 where = relative }
		command = { type = build_time which = cas value = -1 where = relative }
		command = { type = build_time which = tactical_bomber value = -1 where = relative }
		command = { type = build_time which = strategic_bomber value = -1 where = relative }
		command = { type = build_time which = naval_bomber value = -1 where = relative }
		command = { type = build_time which = cag value = -1 where = relative }
		command = { type = build_time which = escort value = -1 where = relative }
		command = { type = build_time which = naval_asw value = -1 where = relative } # ASW Escort CAG
		command = { type = build_time which = b_u1 value = -1 where = relative } # Escort CAG
		command = { type = build_time which = b_u12 value = -1 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -1 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -1 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -1 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_time which = battleship value = -1 where = relative }
		command = { type = build_time which = battlecruiser value = -1 where = relative }
		command = { type = build_time which = heavy_cruiser value = -1 where = relative }
		command = { type = build_time which = light_cruiser value = -1 where = relative }
		command = { type = build_time which = destroyer value = -1 where = relative }

		command = { type = build_time which = naval_radar_l value = -2 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -2 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = -4 where = relative } # Light AA Battery
		command = { type = build_time which = naval_sa_l value = -2 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -2 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -2 where = relative } # Cruiser Fire Contro

		command = { type = build_time which = naval_anti_air_s value = -2 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -2 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -1 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -2 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -1 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -1 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = -1 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_cost which = infantry value = 1 where = relative }
		command = { type = build_cost which = militia value = 0.5 where = relative }
		command = { type = build_cost which = cavalry value = 1 where = relative }
		command = { type = build_cost which = motorized value = 0.5 where = relative }
		command = { type = build_cost which = mechanized value = 0.5 where = relative }
		command = { type = build_cost which = paratrooper value = 0.5 where = relative }
		command = { type = build_cost which = marine value = 0.5 where = relative }
		command = { type = build_cost which = bergsjaeger value = 1 where = relative }
		command = { type = build_cost which = hq value = 2 where = relative }
		command = { type = build_cost which = armor value = 0.5 where = relative }
		command = { type = build_cost which = light_armor value = 0.5 where = relative }
		command = { type = build_cost which = heavy_armor value = 0.5 where = relative }
		command = { type = build_cost which = light_armor_brigade value = 0.5 where = relative }
		command = { type = build_cost which = tank_destroyer value = 1 where = relative }
		command = { type = build_cost which = sp_artillery value = 1 where = relative }
		command = { type = build_cost which = sp_rct_artillery value = 1 where = relative }
		command = { type = build_cost which = super_heavy_armor value = 1 where = relative }
		command = { type = build_cost which = artillery value = 2.5 where = relative }
		command = { type = build_cost which = anti_tank value = 2.5 where = relative }
		command = { type = build_cost which = rocket_artillery value = 1.5 where = relative }
		command = { type = build_cost which = anti_air value = 2.5 where = relative }
		command = { type = build_cost which = engineer value = 0.5 where = relative }
		command = { type = build_cost which = b_u4 value = 2.0 where = relative } # Towed Artillery
		command = { type = build_cost which = b_u5 value = 2.0 where = relative } # VH Artillery
		command = { type = build_cost which = b_u6 value = 2.5 where = relative } # LT artillery
		command = { type = build_cost which = b_u7 value = 0.5 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u10 value = 1.0 where = relative } # Assault Gun
		command = { type = build_cost which = b_u11 value = 1.0 where = relative } # Heavy Tank Destroyer

		command = { type = build_cost which = interceptor value = 0.5 where = relative }
		command = { type = build_cost which = multi_role value = 0.5 where = relative }
		command = { type = build_cost which = cas value = 0.5 where = relative }
		command = { type = build_cost which = tactical_bomber value = 0.5 where = relative }
		command = { type = build_cost which = strategic_bomber value = 0.5 where = relative }
		command = { type = build_cost which = naval_bomber value = 0.5 where = relative }

		command = { type = build_cost which = cag value = 0.5 where = relative }
		command = { type = build_cost which = escort value = 1.0 where = relative }
		command = { type = build_cost which = naval_asw value = 0.5 where = relative } # ASW Escort CAG
		command = { type = build_cost which = b_u1 value = 0.5 where = relative } # Escort CAG
		command = { type = build_cost which = b_u12 value = 0.5 where = relative } # Twin Engine Light Bomber
		command = { type = build_cost which = b_u13 value = 0.5 where = relative } # Naval Attack
		command = { type = build_cost which = b_u14 value = 0.5 where = relative } # Mixed Air Group
		command = { type = build_cost which = b_u15 value = 0.5 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_cost which = battleship value = 0.5 where = relative }
		command = { type = build_cost which = battlecruiser value = 0.5 where = relative }
		command = { type = build_cost which = heavy_cruiser value = 0.5 where = relative }
		command = { type = build_cost which = light_cruiser value = 0.5 where = relative }
		command = { type = build_cost which = destroyer value = 0.5 where = relative }

		command = { type = build_cost which = naval_radar_l value = 1 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = 1 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_spotter_l value = 2 where = relative } # Light AA Battery
		command = { type = build_cost which = naval_sa_l value = 1 where = relative } # Secondary Fire Control
		command = { type = build_cost which = naval_anti_air_l value = 1 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = naval_improved_hull_l value = 1 where = relative } # Cruiser Fire Control

		command = { type = build_cost which = naval_anti_air_s value = 1 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_cost which = naval_fire_controll_s value = 1 where = relative } # Fleet Destroyer
		command = { type = build_cost which = naval_improved_hull_s value = 0.5 where = relative } # Scout Destroyer
		command = { type = build_cost which = naval_radar_s value = 1 where = relative } # ASuW Destroyer
		command = { type = build_cost which = naval_spotter_s value = 0.5 where = relative } # ASW Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = 0.5 where = relative } # Torpedo Destroyer
		command = { type = build_cost which = b_u17 value = 0.5 where = relative } # 610mm Torpedo Destroyer

		command = { type = convoy_prod_mod which = escorts value = 1 }
		command = { type = building_prod_mod which = land_fort value = 2 }
		command = { type = building_prod_mod which = coastal_fort value = 2 }
		command = { type = building_prod_mod which = flak value = 3 }
		command = { type = gain_tech which = 5800 }	# 1952 Heavy Arms
	}
}

application = { # 1949 Automotive
	id = 5750
	name = TECH_APP_INDUSTRY_62_NAME
	desc = TECH_APP_INDUSTRY_62_DESC

	position = { x = 295 y = 350 }
	year = 1949

	component = { # ComponentOne
		id = 5751
		name = TECH_CMP_INDUSTRY_62_1_NAME
		type = mechanics
		difficulty = 7
	}
	component = { # ComponentTwo
		id = 5752
		name = TECH_CMP_INDUSTRY_62_2_NAME
		type = general_equipment
		difficulty = 7
	}
	component = { # ComponentThree
		id = 5753
		name = TECH_CMP_INDUSTRY_62_3_NAME
		type = management
		difficulty = 7
	}
	component = { # ComponentFour
		id = 5754
		name = TECH_CMP_INDUSTRY_62_4_NAME
		type = industrial_engineering
		difficulty = 7
	}
	component = { # ComponentFive
		id = 5755
		name = TECH_CMP_INDUSTRY_62_5_NAME
		type = industrial_engineering
		difficulty = 7
	}

	required = { 5720 } # 1948 Heavy Industry
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = industrial_modifier which = total value = 1 }
		command = { type = industrial_modifier which = supplies	value = 1 }

		command = { type = gain_tech which = 1920 } # Full Infantry Motorization
		command = { type = build_time which = cavalry value = -1 where = relative }
		command = { type = build_time which = motorized value = -3 where = relative }
		command = { type = build_time which = mechanized value = -3 where = relative }
		command = { type = build_time which = armor value = -4 where = relative }
		command = { type = build_time which = light_armor value = -4 where = relative }
		command = { type = build_time which = hq value = -1 where = relative }
		command = { type = build_time which = heavy_armor value = -4 where = relative }
		command = { type = build_time which = light_armor_brigade value = -4 where = relative }
		command = { type = build_time which = tank_destroyer value = -3 where = relative }
		command = { type = build_time which = sp_artillery value = -3 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -3 where = relative }
		command = { type = build_time which = super_heavy_armor value = -3 where = relative }
		command = { type = build_time which = armored_car value = -4 where = relative }
		command = { type = build_time which = engineer value = -1.0 where = relative }
		command = { type = build_time which = b_u4 value = -1 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -1 where = relative } # VH Artillery
		command = { type = build_time which = b_u8 value = -1 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -4 where = relative } # Construction Engineer Regiment
		command = { type = build_time which = b_u10 value = -3 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -3 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -4 where = relative }
		command = { type = build_time which = multi_role value = -4 where = relative }
		command = { type = build_time which = cas value = -4 where = relative }
		command = { type = build_time which = tactical_bomber value = -4 where = relative }
		command = { type = build_time which = strategic_bomber value = -4 where = relative }
		command = { type = build_time which = naval_bomber value = -4 where = relative }
		command = { type = build_time which = transport_plane value = -5 where = relative }
		command = { type = build_time which = cag value = -4 where = relative }
		command = { type = build_time which = escort value = -4 where = relative }
		command = { type = build_time which = naval_asw value = -4 where = relative } # ASW Escort CAG
		command = { type = build_time which = b_u1 value = -4 where = relative } # Escort CAG
		command = { type = build_time which = b_u12 value = -4 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -4 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -4 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -4 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_cost which = cavalry value = 0.5 where = relative }
		command = { type = build_cost which = motorized value = 1.5 where = relative }
		command = { type = build_cost which = mechanized value = 1.5 where = relative }
		command = { type = build_cost which = armor value = 2 where = relative }
		command = { type = build_cost which = light_armor value = 2 where = relative }
		command = { type = build_cost which = hq value = 0.5 where = relative }
		command = { type = build_cost which = heavy_armor value = 2 where = relative }
		command = { type = build_cost which = light_armor_brigade value = 2 where = relative }
		command = { type = build_cost which = tank_destroyer value = 1.5 where = relative }
		command = { type = build_cost which = sp_artillery value = 1.5 where = relative }
		command = { type = build_cost which = sp_rct_artillery value = 1.5 where = relative }
		command = { type = build_cost which = super_heavy_armor value = 1.5 where = relative }
		command = { type = build_cost which = armored_car value = 2 where = relative }
		command = { type = build_cost which = engineer value = 0.5 where = relative }
		command = { type = build_cost which = b_u4 value = 0.5 where = relative } # Towed Artillery
		command = { type = build_cost which = b_u5 value = 0.5 where = relative } # VH Artillery
		command = { type = build_cost which = b_u8 value = 0.5 where = relative } # Cavalry Regiment
		command = { type = build_cost which = b_u9 value = 2.0 where = relative } # Construction Engineer Regiment
		command = { type = build_cost which = b_u10 value = 1.5 where = relative } # Assault Gun
		command = { type = build_cost which = b_u11 value = 1.5 where = relative } # Heavy Tank Destroyer

		command = { type = build_cost which = interceptor value = 2 where = relative }
		command = { type = build_cost which = multi_role value = 2 where = relative }
		command = { type = build_cost which = cas value = 2 where = relative }
		command = { type = build_cost which = tactical_bomber value = 2 where = relative }
		command = { type = build_cost which = strategic_bomber value = 2 where = relative }
		command = { type = build_cost which = naval_bomber value = 2 where = relative }
		command = { type = build_cost which = transport_plane value = 2 where = relative }
		command = { type = build_cost which = cag value = 2 where = relative }
		command = { type = build_cost which = escort value = 4 where = relative }
		command = { type = build_cost which = naval_asw value = 2 where = relative } # ASW Escort CAG
		command = { type = build_cost which = b_u1 value = 2 where = relative } # Escort CAG
		command = { type = build_cost which = b_u12 value = 2 where = relative } # Twin Engine Light Bomber
		command = { type = build_cost which = b_u13 value = 2 where = relative } # Naval Attack
		command = { type = build_cost which = b_u14 value = 2 where = relative } # Mixed Air Group
		command = { type = build_cost which = b_u15 value = 2 where = relative } # Twin Engine/Heavy Fighter

		command = { type = gain_tech which = 5810 } # 1952 Automotive
	}
}

application = { # 1949 Shipbuilding
	id = 5760
	name = TECH_APP_INDUSTRY_63_NAME
	desc = TECH_APP_INDUSTRY_63_DESC

	position = { x = 305 y = 370 }
	year = 1949

	component = { # ComponentOne
		id = 5761
		name = TECH_CMP_INDUSTRY_63_1_NAME
		type = naval_engineering
		difficulty = 8
	}
	component = { # ComponentTwo
		id = 5762
		name = TECH_CMP_INDUSTRY_63_2_NAME
		type = naval_engineering
		difficulty = 8
	}
	component = { # ComponentThree
		id = 5763
		name = TECH_CMP_INDUSTRY_63_3_NAME
		type = naval_artillery
		difficulty = 8
	}
	component = { # ComponentFour
		id = 5764
		name = TECH_CMP_INDUSTRY_63_4_NAME
		type = industrial_engineering
		difficulty = 8
	}
	component = { # ComponentFive
		id = 5765
		name = TECH_CMP_INDUSTRY_63_5_NAME
		type = industrial_engineering
		difficulty = 8
	}

	required = { 5720 } # 1948 Heavy Industry
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = industrial_modifier which = supplies	value = 1 }

		command = { type = build_time which = carrier value = -4 where = relative }
		command = { type = build_time which = escort_carrier value = -4 where = relative }
		command = { type = build_time which = battleship value = -3 where = relative }
		command = { type = build_time which = battlecruiser value = -3 where = relative }
		command = { type = build_time which = heavy_cruiser value = -3 where = relative }
		command = { type = build_time which = light_cruiser value = -3 where = relative }
		command = { type = build_time which = destroyer value = -3 where = relative }
		command = { type = build_time which = submarine value = -4 where = relative }
		command = { type = build_time which = nuclear_submarine value = -4 where = relative }
		command = { type = build_time which = transport value = -4 where = relative }

		command = { type = build_time which = naval_radar_l value = -3 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -3 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = -2 where = relative } # Light AA Battery
		command = { type = build_time which = naval_sa_l value = -3 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -3 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -3 where = relative } # Cruiser Fire Control
		command = { type = build_time which = b_u2 value = -5 where = relative } # BB/BC Configuration
		command = { type = build_time which = b_u3 value = -5 where = relative } # CA/CL Configuration

		command = { type = build_time which = naval_anti_air_s value = -3 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -3 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -4 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -3 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -4 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -4 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = -4 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_time which = naval_torpedoes_l value = -4 where = relative } # Submarine Equipment
		command = { type = build_time which = naval_mines value = -4 where = relative } # Heavy Submarine Equipment
		command = { type = build_time which = b_u16 value = -4 where = relative } # Large Submarine Equipment

		command = { type = build_cost which = carrier value = 2 where = relative }
		command = { type = build_cost which = escort_carrier value = 4 where = relative }
		command = { type = build_cost which = battleship value = 2 where = relative }
		command = { type = build_cost which = battlecruiser value = 2 where = relative }
		command = { type = build_cost which = heavy_cruiser value = 2 where = relative }
		command = { type = build_cost which = light_cruiser value = 2 where = relative }
		command = { type = build_cost which = destroyer value = 2 where = relative }
		command = { type = build_cost which = submarine value = 2 where = relative }
		command = { type = build_cost which = nuclear_submarine value = 2 where = relative }
		command = { type = build_cost which = transport value = 2 where = relative }

		command = { type = build_cost which = naval_radar_l value = 1.5 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = 1.5 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_spotter_l value = 1 where = relative } # Light AA Battery
		command = { type = build_cost which = naval_sa_l value = 1.5 where = relative } # Secondary Fire Control
		command = { type = build_cost which = naval_anti_air_l value = 1.5 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = naval_improved_hull_l value = 1.5 where = relative } # Cruiser Fire Control
		command = { type = build_cost which = b_u2 value = 2.5 where = relative } # BB/BC Configuration
		command = { type = build_cost which = b_u3 value = 2.5 where = relative } # CA/CL Configuration

		command = { type = build_cost which = naval_anti_air_s value = 1.5 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_cost which = naval_fire_controll_s value = 1.5 where = relative } # Fleet Destroyer
		command = { type = build_cost which = naval_improved_hull_s value = 2.0 where = relative } # Scout Destroyer
		command = { type = build_cost which = naval_radar_s value = 1.5 where = relative } # ASuW Destroyer
		command = { type = build_cost which = naval_spotter_s value = 2.0 where = relative } # ASW Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = 2.0 where = relative } # Torpedo Destroyer
		command = { type = build_cost which = b_u17 value = 2.0 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_cost which = naval_torpedoes_l value = 2 where = relative } # Submarine Equipment
		command = { type = build_cost which = naval_mines value = 2 where = relative } # Heavy Submarine Equipment
		command = { type = build_cost which = b_u16 value = 2 where = relative } # Large Submarine Equipment

		command = { type = convoy_prod_mod which = transports value = 2 }
		command = { type = convoy_prod_mod which = escorts value = 2 }

		command = { type = gain_tech which = 5820 }	# 1952 Shipbuilding
	}
}

application = { # 1950 Light Industry
	id = 5770
	name = TECH_APP_INDUSTRY_64_NAME
	desc = TECH_APP_INDUSTRY_64_DESC

	position = { x = 10 y = 390 }
	year = 1950

	component = { # ComponentOne
		id = 5771
		name = TECH_CMP_INDUSTRY_64_1_NAME
		type = general_equipment
		difficulty = 4
	}
	component = { # ComponentTwo
		id = 5772
		name = TECH_CMP_INDUSTRY_64_2_NAME
		type = general_equipment
		difficulty = 4
	}
	component = { # ComponentThree
		id = 5773
		name = TECH_CMP_INDUSTRY_64_3_NAME
		type = industrial_engineering
		difficulty = 4
	}
	component = { # ComponentFour
		id = 5774
		name = TECH_CMP_INDUSTRY_64_4_NAME
		type = industrial_engineering
		difficulty = 4
	}
	component = { # ComponentFive
		id = 5775
		name = TECH_CMP_INDUSTRY_64_5_NAME
		type = management
		difficulty = 4
	}

	required = { 5710 } # 1947 Light Industry
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = industrial_modifier which = total value = 3 }
		command = { type = building_prod_mod which = infrastructure value = 2 }
		command = { type = building_prod_mod which = land_fort value = 2 }
		command = { type = building_prod_mod which = coastal_fort value = 2 }
		command = { type = building_prod_mod which = air_base value = 2 }
		command = { type = building_prod_mod which = flak value = 2 }
	}
}

application = { # 1951 Heavy Industry
	id = 5780
	name = TECH_APP_INDUSTRY_65_NAME
	desc = TECH_APP_INDUSTRY_65_DESC

	position = { x = 27 y = 410 }
	year = 1951

	component = { # ComponentOne
		id = 5781
		name = TECH_CMP_INDUSTRY_65_1_NAME
		type = industrial_engineering
		difficulty = 6
	}
	component = { # ComponentTwo
		id = 5782
		name = TECH_CMP_INDUSTRY_65_2_NAME
		type = industrial_engineering
		difficulty = 6
	}
	component = { # ComponentThree
		id = 5783
		name = TECH_CMP_INDUSTRY_65_3_NAME
		type = chemistry
		difficulty = 6
	}
	component = { # ComponentFour
		id = 5784
		name = TECH_CMP_INDUSTRY_65_4_NAME
		type = industrial_engineering
		difficulty = 6
	}
	component = { # ComponentFive
		id = 5785
		name = TECH_CMP_INDUSTRY_65_5_NAME
		type = management
		difficulty = 6
	}

	required = { 5770 5720 } # 1950 Light Industry AND 1948 Heavy Industry
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = industrial_modifier which = total value = 6 }
		command = { type = building_prod_mod which = ic value = 3 }
		command = { type = building_prod_mod which = infrastructure value = 3 }
		command = { type = building_prod_mod which = land_fort value = 3 }
		command = { type = building_prod_mod which = coastal_fort value = 3 }
		command = { type = building_prod_mod which = flak value = 3 }
		command = { type = building_prod_mod which = air_base value = 3 }
		command = { type = building_prod_mod which = naval_base value = 3 }
	}
}

application = { # 1951 Small Arms
	id = 5790
	name = TECH_APP_INDUSTRY_66_NAME
	desc = TECH_APP_INDUSTRY_66_DESC

	position = { x = 160 y = 390 }
	year = 1951

	component = { # ComponentOne
		id = 5791
		name = TECH_CMP_INDUSTRY_66_1_NAME
		type = infantry_focus
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5792
		name = TECH_CMP_INDUSTRY_66_2_NAME
		type = general_equipment
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5793
		name = TECH_CMP_INDUSTRY_66_3_NAME
		type = general_equipment
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5794
		name = TECH_CMP_INDUSTRY_66_4_NAME
		type = chemistry
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5795
		name = TECH_CMP_INDUSTRY_66_5_NAME
		type = industrial_engineering
		difficulty = 5
	}

	required = { 5770 } # 1950 Light Industry
	# Activated by: # Agricultural Economy (5210) 

	effects = {
		command = { type = industrial_modifier which = supplies	value = 2 }

		command = { type = build_time which = infantry value = -3 where = relative }
		command = { type = build_time which = militia value = -4 where = relative }
		command = { type = build_time which = garrison value = -4 where = relative }
		command = { type = build_time which = cavalry value = -2 where = relative }
		command = { type = build_time which = motorized value = -1 where = relative }
		command = { type = build_time which = mechanized value = -1 where = relative }
		command = { type = build_time which = paratrooper value = -2 where = relative }
		command = { type = build_time which = marine value = -2 where = relative }
		command = { type = build_time which = bergsjaeger value = -2 where = relative }
		command = { type = build_time which = armored_car value = -1 where = relative }
		command = { type = build_time which = police value = -5 where = relative }
		command = { type = build_time which = engineer value = -3 where = relative }
		command = { type = build_time which = rocket_artillery value = -2 where = relative }
		command = { type = build_time which = b_u7 value = -4 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u8 value = -4 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -1 where = relative } # Construction Engineer Regiment

		command = { type = build_cost which = infantry value = 1.5 where = relative }
		command = { type = build_cost which = militia value = 2 where = relative }
		command = { type = build_cost which = garrison value = 2 where = relative }
		command = { type = build_cost which = cavalry value = 1 where = relative }
		command = { type = build_cost which = motorized value = 0.5 where = relative }
		command = { type = build_cost which = mechanized value = 0.5 where = relative }
		command = { type = build_cost which = paratrooper value = 1 where = relative }
		command = { type = build_cost which = marine value = 1 where = relative }
		command = { type = build_cost which = bergsjaeger value = 1 where = relative }
		command = { type = build_cost which = armored_car value = 0.5 where = relative }
		command = { type = build_cost which = police value = 2.5 where = relative }
		command = { type = build_cost which = engineer value = 1.5 where = relative }
		command = { type = build_cost which = rocket_artillery value = 1 where = relative }
		command = { type = build_cost which = b_u7 value = 2 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u8 value = 2 where = relative } # Cavalry Regiment
		command = { type = build_cost which = b_u9 value = 0.5 where = relative } # Construction Engineer Regiment
	}
}

application = { # 1952 Heavy Arms
	id = 5800
	name = TECH_APP_INDUSTRY_67_NAME
	desc = TECH_APP_INDUSTRY_67_DESC

	position = { x = 170 y = 410 }
	year = 1952

	component = { # ComponentOne
		id = 5801
		name = TECH_CMP_INDUSTRY_67_1_NAME
		type = general_equipment
		difficulty = 7
	}
	component = { # ComponentTwo
		id = 5802
		name = TECH_CMP_INDUSTRY_67_2_NAME
		type = artillery
		difficulty = 7
	}
	component = { # ComponentThree
		id = 5803
		name = TECH_CMP_INDUSTRY_67_3_NAME
		type = artillery
		difficulty = 7
	}
	component = { # ComponentFour
		id = 5804
		name = TECH_CMP_INDUSTRY_67_4_NAME
		type = chemistry
		difficulty = 7
	}
	component = { # ComponentFive
		id = 5805
		name = TECH_CMP_INDUSTRY_67_5_NAME
		type = industrial_engineering
		difficulty = 7
	}

	required = { 5780 } # 1951 Heavy Industry
	# Activated by: # Agricultural Economy (5210)

	effects = {
		command = { type = peacetime_ic_mod value = -1 } # ie this will only boost output overall in wartime
		command = { type = industrial_modifier which = total value = 1 }
		command = { type = industrial_modifier which = supplies	value = 2 }

		command = { type = build_time which = infantry value = -2 where = relative }
		command = { type = build_time which = militia value = -1 where = relative }
		command = { type = build_time which = cavalry value = -2 where = relative }
		command = { type = build_time which = motorized value = -1 where = relative }
		command = { type = build_time which = mechanized value = -1 where = relative }
		command = { type = build_time which = paratrooper value = -1 where = relative }
		command = { type = build_time which = marine value = -1 where = relative }
		command = { type = build_time which = bergsjaeger value = -2 where = relative }
		command = { type = build_time which = hq value = -4 where = relative }
		command = { type = build_time which = armor value = -1 where = relative }
		command = { type = build_time which = light_armor value = -1 where = relative }
		command = { type = build_time which = heavy_armor value = -1 where = relative }
		command = { type = build_time which = light_armor_brigade value = -1 where = relative }
		command = { type = build_time which = tank_destroyer value = -2 where = relative }
		command = { type = build_time which = sp_artillery value = -2 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -2 where = relative }
		command = { type = build_time which = super_heavy_armor value = -2 where = relative }
		command = { type = build_time which = artillery value = -5 where = relative }
		command = { type = build_time which = anti_tank value = -5 where = relative }
		command = { type = build_time which = rocket_artillery value = -3 where = relative }
		command = { type = build_time which = anti_air value = -5 where = relative }
		command = { type = build_time which = engineer value = -1 where = relative }
		command = { type = build_time which = b_u4 value = -4 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -4 where = relative } # VH Artillery
		command = { type = build_time which = b_u6 value = -5 where = relative } # LT artillery
		command = { type = build_time which = b_u7 value = -1 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u10 value = -2 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -2 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -1 where = relative }
		command = { type = build_time which = multi_role value = -1 where = relative }
		command = { type = build_time which = cas value = -1 where = relative }
		command = { type = build_time which = tactical_bomber value = -1 where = relative }
		command = { type = build_time which = strategic_bomber value = -1 where = relative }
		command = { type = build_time which = naval_bomber value = -1 where = relative }
		command = { type = build_time which = cag value = -1 where = relative }
		command = { type = build_time which = escort value = -1 where = relative }
		command = { type = build_time which = naval_asw value = -1 where = relative } # ASW Escort CAG
		command = { type = build_time which = b_u1 value = -1 where = relative } # Escort CAG
		command = { type = build_time which = b_u12 value = -1 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -1 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -1 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -1 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_time which = battleship value = -1 where = relative }
		command = { type = build_time which = battlecruiser value = -1 where = relative }
		command = { type = build_time which = heavy_cruiser value = -1 where = relative }
		command = { type = build_time which = light_cruiser value = -1 where = relative }
		command = { type = build_time which = destroyer value = -1 where = relative }

		command = { type = build_time which = naval_radar_l value = -2 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -2 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = -4 where = relative } # Light AA Battery
		command = { type = build_time which = naval_sa_l value = -2 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -2 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -2 where = relative } # Cruiser Fire Control

		command = { type = build_time which = naval_anti_air_s value = -2 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -2 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -1 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -2 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -1 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -1 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = -1 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_cost which = infantry value = 1 where = relative }
		command = { type = build_cost which = militia value = 0.5 where = relative }
		command = { type = build_cost which = cavalry value = 1 where = relative }
		command = { type = build_cost which = motorized value = 0.5 where = relative }
		command = { type = build_cost which = mechanized value = 0.5 where = relative }
		command = { type = build_cost which = paratrooper value = 0.5 where = relative }
		command = { type = build_cost which = marine value = 0.5 where = relative }
		command = { type = build_cost which = bergsjaeger value = 1 where = relative }
		command = { type = build_cost which = hq value = 2 where = relative }
		command = { type = build_cost which = armor value = 0.5 where = relative }
		command = { type = build_cost which = light_armor value = 0.5 where = relative }
		command = { type = build_cost which = heavy_armor value = 0.5 where = relative }
		command = { type = build_cost which = light_armor_brigade value = 0.5 where = relative }
		command = { type = build_cost which = tank_destroyer value = 1 where = relative }
		command = { type = build_cost which = sp_artillery value = 1 where = relative }
		command = { type = build_cost which = sp_rct_artillery value = 1 where = relative }
		command = { type = build_cost which = super_heavy_armor value = 1 where = relative }
		command = { type = build_cost which = artillery value = 2.5 where = relative }
		command = { type = build_cost which = anti_tank value = 2.5 where = relative }
		command = { type = build_cost which = rocket_artillery value = 1.5 where = relative }
		command = { type = build_cost which = anti_air value = 2.5 where = relative }
		command = { type = build_cost which = engineer value = 0.5 where = relative }
		command = { type = build_cost which = b_u4 value = 2.0 where = relative } # Towed Artillery
		command = { type = build_cost which = b_u5 value = 2.0 where = relative } # VH Artillery
		command = { type = build_cost which = b_u6 value = 2.5 where = relative } # LT artillery
		command = { type = build_cost which = b_u7 value = 0.5 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u10 value = 1.0 where = relative } # Assault Gun
		command = { type = build_cost which = b_u11 value = 1.0 where = relative } # Heavy Tank Destroyer

		command = { type = build_cost which = interceptor value = 0.5 where = relative }
		command = { type = build_cost which = multi_role value = 0.5 where = relative }
		command = { type = build_cost which = cas value = 0.5 where = relative }
		command = { type = build_cost which = tactical_bomber value = 0.5 where = relative }
		command = { type = build_cost which = strategic_bomber value = 0.5 where = relative }
		command = { type = build_cost which = naval_bomber value = 0.5 where = relative }

		command = { type = build_cost which = cag value = 0.5 where = relative }
		command = { type = build_cost which = escort value = 1.0 where = relative }
		command = { type = build_cost which = naval_asw value = 0.5 where = relative } # ASW Escort CAG
		command = { type = build_cost which = b_u1 value = 0.5 where = relative } # Escort CAG
		command = { type = build_cost which = b_u12 value = 0.5 where = relative } # Twin Engine Light Bomber
		command = { type = build_cost which = b_u13 value = 0.5 where = relative } # Naval Attack
		command = { type = build_cost which = b_u14 value = 0.5 where = relative } # Mixed Air Group
		command = { type = build_cost which = b_u15 value = 0.5 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_cost which = battleship value = 0.5 where = relative }
		command = { type = build_cost which = battlecruiser value = 0.5 where = relative }
		command = { type = build_cost which = heavy_cruiser value = 0.5 where = relative }
		command = { type = build_cost which = light_cruiser value = 0.5 where = relative }
		command = { type = build_cost which = destroyer value = 0.5 where = relative }

		command = { type = build_cost which = naval_radar_l value = 1 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = 1 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_spotter_l value = 2 where = relative } # Light AA Battery
		command = { type = build_cost which = naval_sa_l value = 1 where = relative } # Secondary Fire Control
		command = { type = build_cost which = naval_anti_air_l value = 1 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = naval_improved_hull_l value = 1 where = relative } # Cruiser Fire Control

		command = { type = build_cost which = naval_anti_air_s value = 1 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_cost which = naval_fire_controll_s value = 1 where = relative } # Fleet Destroyer
		command = { type = build_cost which = naval_improved_hull_s value = 0.5 where = relative } # Scout Destroyer
		command = { type = build_cost which = naval_radar_s value = 1 where = relative } # ASuW Destroyer
		command = { type = build_cost which = naval_spotter_s value = 0.5 where = relative } # ASW Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = 0.5 where = relative } # Torpedo Destroyer
		command = { type = build_cost which = b_u17 value = 0.5 where = relative } # 610mm Torpedo Destroyer

		command = { type = convoy_prod_mod which = escorts value = 1 }
		command = { type = building_prod_mod which = land_fort value = 2 }
		command = { type = building_prod_mod which = coastal_fort value = 2 }
		command = { type = building_prod_mod which = flak value = 3 }
	}
}

application = { # 1952 Automotive
	id = 5810
	name = TECH_APP_INDUSTRY_68_NAME
	desc = TECH_APP_INDUSTRY_68_DESC

	position = { x = 295 y = 390 }
	year = 1952

	component = { # ComponentOne
		id = 5811
		name = TECH_CMP_INDUSTRY_68_1_NAME
		type = mechanics
		difficulty = 7
	}
	component = { # ComponentTwo
		id = 5812
		name = TECH_CMP_INDUSTRY_68_2_NAME
		type = general_equipment
		difficulty = 7
	}
	component = { # ComponentThree
		id = 5813
		name = TECH_CMP_INDUSTRY_68_3_NAME
		type = management
		difficulty = 7
	}
	component = { # ComponentFour
		id = 5814
		name = TECH_CMP_INDUSTRY_68_4_NAME
		type = industrial_engineering
		difficulty = 7
	}
	component = { # ComponentFive
		id = 5815
		name = TECH_CMP_INDUSTRY_68_5_NAME
		type = industrial_engineering
		difficulty = 7
	}

	required = { 5780 } # 1951 Heavy Industry
	# Activated by: # Agricultural Economy (5210)

	effects = {
		command = { type = industrial_modifier which = total value = 1 }
		command = { type = industrial_modifier which = supplies	value = 1 }

		command = { type = build_time which = cavalry value = -1 where = relative }
		command = { type = build_time which = motorized value = -3 where = relative }
		command = { type = build_time which = mechanized value = -3 where = relative }
		command = { type = build_time which = armor value = -4 where = relative }
		command = { type = build_time which = light_armor value = -4 where = relative }
		command = { type = build_time which = hq value = -1 where = relative }
		command = { type = build_time which = heavy_armor value = -4 where = relative }
		command = { type = build_time which = light_armor_brigade value = -4 where = relative }
		command = { type = build_time which = tank_destroyer value = -3 where = relative }
		command = { type = build_time which = sp_artillery value = -3 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -3 where = relative }
		command = { type = build_time which = super_heavy_armor value = -3 where = relative }
		command = { type = build_time which = armored_car value = -4 where = relative }
		command = { type = build_time which = engineer value = -1 where = relative }
		command = { type = build_time which = b_u4 value = -1 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -1 where = relative } # VH Artillery
		command = { type = build_time which = b_u8 value = -1 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -4 where = relative } # Construction Engineer Regiment
		command = { type = build_time which = b_u10 value = -3 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -3 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -4 where = relative }
		command = { type = build_time which = multi_role value = -4 where = relative }
		command = { type = build_time which = cas value = -4 where = relative }
		command = { type = build_time which = tactical_bomber value = -4 where = relative }
		command = { type = build_time which = strategic_bomber value = -4 where = relative }
		command = { type = build_time which = naval_bomber value = -4 where = relative }
		command = { type = build_time which = transport_plane value = -5 where = relative }
		command = { type = build_time which = cag value = -4 where = relative }
		command = { type = build_time which = escort value = -4 where = relative }
		command = { type = build_time which = naval_asw value = -4 where = relative } # ASW Escort CAG
		command = { type = build_time which = b_u1 value = -4 where = relative } # Escort CAG
		command = { type = build_time which = b_u12 value = -4 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -4 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -4 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -4 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_cost which = cavalry value = 0.5 where = relative }
		command = { type = build_cost which = motorized value = 1.5 where = relative }
		command = { type = build_cost which = mechanized value = 1.5 where = relative }
		command = { type = build_cost which = armor value = 2 where = relative }
		command = { type = build_cost which = light_armor value = 2 where = relative }
		command = { type = build_cost which = hq value = 0.5 where = relative }
		command = { type = build_cost which = heavy_armor value = 2 where = relative }
		command = { type = build_cost which = light_armor_brigade value = 2 where = relative }
		command = { type = build_cost which = tank_destroyer value = 1.5 where = relative }
		command = { type = build_cost which = sp_artillery value = 1.5 where = relative }
		command = { type = build_cost which = sp_rct_artillery value = 1.5 where = relative }
		command = { type = build_cost which = super_heavy_armor value = 1.5 where = relative }
		command = { type = build_cost which = armored_car value = 2 where = relative }
		command = { type = build_cost which = engineer value = 0.5 where = relative }
		command = { type = build_cost which = b_u4 value = 0.5 where = relative } # Towed Artillery
		command = { type = build_cost which = b_u5 value = 0.5 where = relative } # VH Artillery
		command = { type = build_cost which = b_u8 value = 0.5 where = relative } # Cavalry Regiment
		command = { type = build_cost which = b_u9 value = 2.0 where = relative } # Construction Engineer Regiment
		command = { type = build_cost which = b_u10 value = 1.5 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = 1.5 where = relative } # Heavy Tank Destroyer

		command = { type = build_cost which = interceptor value = 2 where = relative }
		command = { type = build_cost which = multi_role value = 2 where = relative }
		command = { type = build_cost which = cas value = 2 where = relative }
		command = { type = build_cost which = tactical_bomber value = 2 where = relative }
		command = { type = build_cost which = strategic_bomber value = 2 where = relative }
		command = { type = build_cost which = naval_bomber value = 2 where = relative }
		command = { type = build_cost which = transport_plane value = 2 where = relative }
		command = { type = build_cost which = cag value = 2 where = relative }
		command = { type = build_cost which = escort value = 4 where = relative }
		command = { type = build_cost which = naval_asw value = 2 where = relative } # ASW Escort CAG
		command = { type = build_cost which = b_u1 value = 2 where = relative } # Escort CAG
		command = { type = build_cost which = b_u12 value = 2 where = relative } # Twin Engine Light Bomber
		command = { type = build_cost which = b_u13 value = 2 where = relative } # Naval Attack
		command = { type = build_cost which = b_u14 value = 2 where = relative } # Mixed Air Group
		command = { type = build_cost which = b_u15 value = 2 where = relative } # Twin Engine/Heavy Fighter
	}
}

application = { # 1952 Shipbuilding
	id = 5820
	name = TECH_APP_INDUSTRY_69_NAME
	desc = TECH_APP_INDUSTRY_69_DESC

	position = { x = 305 y = 410 }
	year = 1952

	component = { # ComponentOne
		id = 5821
		name = TECH_CMP_INDUSTRY_69_1_NAME
		type = naval_engineering
		difficulty = 8
	}
	component = { # ComponentTwo
		id = 5822
		name = TECH_CMP_INDUSTRY_69_2_NAME
		type = naval_engineering
		difficulty = 8
	}
	component = { # ComponentThree
		id = 5823
		name = TECH_CMP_INDUSTRY_69_3_NAME
		type = naval_artillery
		difficulty = 8
	}
	component = { # ComponentFour
		id = 5824
		name = TECH_CMP_INDUSTRY_69_4_NAME
		type = industrial_engineering
		difficulty = 8
	}
	component = { # ComponentFive
		id = 5825
		name = TECH_CMP_INDUSTRY_69_5_NAME
		type = industrial_engineering
		difficulty = 8
	}

	required = { 5780 } # 1951 Heavy Industry
	# Activated by: # Agricultural Economy (5210)

	effects = {
		command = { type = industrial_modifier which = supplies	value = 1 }

		command = { type = build_time which = carrier value = -4 where = relative }
		command = { type = build_time which = escort_carrier value = -4 where = relative }
		command = { type = build_time which = battleship value = -3 where = relative }
		command = { type = build_time which = battlecruiser value = -3 where = relative }
		command = { type = build_time which = heavy_cruiser value = -3 where = relative }
		command = { type = build_time which = light_cruiser value = -3 where = relative }
		command = { type = build_time which = destroyer value = -3 where = relative }
		command = { type = build_time which = submarine value = -4 where = relative }
		command = { type = build_time which = nuclear_submarine value = -4 where = relative }
		command = { type = build_time which = transport value = -4 where = relative }

		command = { type = build_time which = naval_radar_l value = -3 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -3 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = -2 where = relative } # Light AA Battery
		command = { type = build_time which = naval_sa_l value = -3 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -3 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -3 where = relative } # Cruiser Fire Control
		command = { type = build_time which = b_u2 value = -5 where = relative } # BB/BC Configuration
		command = { type = build_time which = b_u3 value = -5 where = relative } # CA/CL Configuration

		command = { type = build_time which = naval_anti_air_s value = -3 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -3 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -4 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -3 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -4 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -4 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = -4 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_time which = naval_torpedoes_l value = -4 where = relative } # Submarine Equipment
		command = { type = build_time which = naval_mines value = -4 where = relative } # Heavy Submarine Equipment
		command = { type = build_time which = b_u16 value = -4 where = relative } # Large Submarine Equipment

		command = { type = build_cost which = carrier value = 2 where = relative }
		command = { type = build_cost which = escort_carrier value = 4 where = relative }
		command = { type = build_cost which = battleship value = 2 where = relative }
		command = { type = build_cost which = battlecruiser value = 2 where = relative }
		command = { type = build_cost which = heavy_cruiser value = 2 where = relative }
		command = { type = build_cost which = light_cruiser value = 2 where = relative }
		command = { type = build_cost which = destroyer value = 2 where = relative }
		command = { type = build_cost which = submarine value = 2 where = relative }
		command = { type = build_cost which = nuclear_submarine value = 2 where = relative }
		command = { type = build_cost which = transport value = 2 where = relative }

		command = { type = build_cost which = naval_radar_l value = 1.5 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = 1.5 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_spotter_l value = 1 where = relative } # Light AA Battery
		command = { type = build_cost which = naval_sa_l value = 1.5 where = relative } # Secondary Fire Control
		command = { type = build_cost which = naval_anti_air_l value = 1.5 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = naval_improved_hull_l value = 1.5 where = relative } # Cruiser Fire Control
		command = { type = build_cost which = b_u2 value = 2.5 where = relative } # BB/BC Configuration
		command = { type = build_cost which = b_u3 value = 2.5 where = relative } # CA/CL Configuration

		command = { type = build_cost which = naval_anti_air_s value = 1.5 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_cost which = naval_fire_controll_s value = 1.5 where = relative } # Fleet Destroyer
		command = { type = build_cost which = naval_improved_hull_s value = 2.0 where = relative } # Scout Destroyer
		command = { type = build_cost which = naval_radar_s value = 1.5 where = relative } # ASuW Destroyer
		command = { type = build_cost which = naval_spotter_s value = 2.0 where = relative } # ASW Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = 2.0 where = relative } # Torpedo Destroyer
		command = { type = build_cost which = b_u17 value = 2.0 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_cost which = naval_torpedoes_l value = 2 where = relative } # Submarine Equipment
		command = { type = build_cost which = naval_mines value = 2 where = relative } # Heavy Submarine Equipment
		command = { type = build_cost which = b_u16 value = 2 where = relative } # Large Submarine Equipment

		command = { type = convoy_prod_mod which = transports value = 2 }
		command = { type = convoy_prod_mod which = escorts value = 2 }
	}
}
 
# ###################################################################
# # Economic Basis ##################################################
# ###################################################################

application = { # Subsistence Economy
	id = 5830
	name = TECH_APP_INDUSTRY_92_NAME
	desc = TECH_APP_INDUSTRY_92_DESC

	position = { x = 16 y = 15 }
	year = 1936

	component = { # ComponentOne
		id = 5831
		name = TECH_CMP_INDUSTRY_92_1_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5832
		name = TECH_CMP_INDUSTRY_92_2_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5833
		name = TECH_CMP_INDUSTRY_92_3_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5834
		name = TECH_CMP_INDUSTRY_92_4_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5835
		name = TECH_CMP_INDUSTRY_92_5_NAME
		type = management
		difficulty = 5
	}

	required = { }	# No requirement - this is a basic survival level of economics for any nation.

	effects = {
		command = { type = industrial_modifier which = total value = -5 }
		command = { type = industrial_modifier which = gearing_limit value = -5 }
		command = { type = industrial_modifier which = gearing_efficiency value = -5 }

		command = { type = relative_manpower value = -50 }

		command = { type = scrap_model which = transport value = 0 } 
		command = { type = building_prod_mod which = ic value = -40 }
		command = { type = building_prod_mod which = infrastructure value = -40 }
		command = { type = tc_mod value = -40 } 
		command = { type = research_mod value = -22 }
		command = { type = intelligence which = them value = -24 }
		command = { type = army_detection which = them value = -24 }

		command = { type = build_cost which = infantry value = -40.0 where = relative }
		command = { type = build_cost which = cavalry value = -40.0 where = relative }
		command = { type = build_cost which = bergsjaeger value = -36.0 where = relative }
		command = { type = build_cost which = garrison value = -52.0 where = relative }
		command = { type = build_cost which = hq value = -40.0 where = relative }
		command = { type = build_cost which = militia value = -40.0 where = relative } # was -52

		command = { type = build_cost which = engineer value = -36.0 where = relative }
		command = { type = build_cost which = police value = -52.0 where = relative }
		command = { type = build_cost which = b_u7 value = -52.0 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u8 value = -40.0 where = relative } # cavalry Regiment

		command = { type = supply_consumption which = infantry value = -0.24 }
		command = { type = supply_consumption which = cavalry value = -0.24 }
		command = { type = supply_consumption which = bergsjaeger value = -0.24 }
		command = { type = supply_consumption which = garrison value = -0.12 }
		command = { type = supply_consumption which = hq value = -0.64 }
		command = { type = supply_consumption which = militia value = -0.24 }

		command = { type = supply_consumption which = engineer value = -0.06 }
		command = { type = supply_consumption which = police value = -0.01 }
		command = { type = supply_consumption which = b_u7 value = -0.06 } # Infantry Regiment
		command = { type = supply_consumption which = b_u8 value = -0.06 } # Cavalry Regiment

		command = { type = transport_weight which = infantry value = -2.4 }
		command = { type = transport_weight which = cavalry value = -2.4 }
		command = { type = transport_weight which = bergsjaeger value = -2.4 }
		command = { type = transport_weight which = garrison value = -1.2 }
		command = { type = transport_weight which = hq value = -6.4 }
		command = { type = transport_weight which = militia value = -2.4 }

		command = { type = transport_weight which = engineer value = -0.6 }
		command = { type = transport_weight which = police value = -0.1 }
		command = { type = transport_weight which = b_u7 value = -0.6 } # Infantry Regiment
		command = { type = transport_weight which = b_u8 value = -0.6 } # Cavalry Regiment
	}
}

application = { # Agriculturally-based Economy
	id = 5210
	name = TECH_APP_INDUSTRY_20_NAME
	desc = TECH_APP_INDUSTRY_20_DESC

	position = { x = 160 y = 15 }
	year = 1936

	component = { # ComponentOne
		id = 5211
		name = TECH_CMP_INDUSTRY_20_1_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5212
		name = TECH_CMP_INDUSTRY_20_2_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5213
		name = TECH_CMP_INDUSTRY_20_3_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5214
		name = TECH_CMP_INDUSTRY_20_4_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5215
		name = TECH_CMP_INDUSTRY_20_5_NAME
		type = management
		difficulty = 5
	}

	required = { 5830 } # Subsistence Economy

	effects = {
		command = { type = industrial_modifier which = total value = 1 }
		command = { type = industrial_modifier which = gearing_limit value = 2 }
		command = { type = industrial_modifier which = gearing_efficiency value = 2 }

		command = { type = relative_manpower value = 5 }

		command = { type = allow_building which = infrastructure }
		command = { type = allow_building which = land_fort }
		command = { type = building_prod_mod which = ic value = 10 }
		command = { type = building_prod_mod which = infrastructure value = 10 }
		command = { type = tc_mod value = 10 } 
		command = { type = trickleback_mod value = 10 }
		command = { type = research_mod value = 4 }
		command = { type = intelligence which = them value = 6 }
		command = { type = army_detection which = them value = 6 }

		command = { type = max_organization which = cavalry value = 2 } 
		command = { type = morale which = cavalry value = 2 }

		command = { type = build_cost which = infantry value = 10.0 where = relative }
		command = { type = build_cost which = cavalry value = 10.0 where = relative }
		command = { type = build_cost which = bergsjaeger value = 9.0 where = relative }
		command = { type = build_cost which = garrison value = 13.0 where = relative }
		command = { type = build_cost which = hq value = 10.0 where = relative }
		command = { type = build_cost which = militia value = 10.0 where = relative } # was 13

		command = { type = build_cost which = engineer value = 9.0 where = relative } # Pionier Regiment
		command = { type = build_cost which = police value = 13.0 where = relative }
		command = { type = build_cost which = b_u7 value = 13.0 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u8 value = 10.0 where = relative } # Cavalry Regiment

		command = { type = supply_consumption which = infantry value = 0.06 }
		command = { type = supply_consumption which = cavalry value = 0.06 }
		command = { type = supply_consumption which = bergsjaeger value = 0.06 }
		command = { type = supply_consumption which = garrison value = 0.03 }
		command = { type = supply_consumption which = hq value = 0.16 }
		command = { type = supply_consumption which = militia value = 0.06 }

		command = { type = supply_consumption which = engineer value = 0.01 } # Pionier Regiment
		command = { type = supply_consumption which = b_u7 value = 0.01 } # Infantry Regiment
		command = { type = supply_consumption which = b_u8 value = 0.01 } # Cavalry Regiment

		command = { type = transport_weight which = infantry value = 0.6 }
		command = { type = transport_weight which = cavalry value = 0.6 }
		command = { type = transport_weight which = bergsjaeger value = 0.6 }
		command = { type = transport_weight which = garrison value = 0.3 }
		command = { type = transport_weight which = hq value = 1.6 }
		command = { type = transport_weight which = militia value = 0.6 }

		command = { type = transport_weight which = engineer value = 0.1 }
		command = { type = transport_weight which = b_u7 value = 0.1 } # Infantry Regiment
		command = { type = transport_weight which = b_u8 value = 0.1 } # Cavalry Regiment 

		command = { type = activate which = 5010 } # 1934 Light Industry 
		command = { type = activate which = 5020 } # 1936 Light Industry 
		command = { type = activate which = 5030 } # 1938 Light Industry 
		command = { type = activate which = 5040 } # 1940 Light Industry 
		command = { type = activate which = 5050 } # 1942 Light Industry 
		command = { type = activate which = 5060 } # 1944 Light Industry 
		command = { type = activate which = 5710 } # 1947 Light Industry 
		command = { type = activate which = 5770 } # 1950 Light Industry 
		command = { type = activate which = 5720 } # 1948 Heavy Industry 
		command = { type = activate which = 5780 } # 1951 Heavy Industry 
		command = { type = activate which = 5300 } # 1939 Small Arms 
		command = { type = activate which = 5310 } # 1941 Small Arms 
		command = { type = activate which = 5320 } # 1943 Small Arms 
		command = { type = activate which = 5330 } # 1945 Small Arms 
		command = { type = activate which = 5730 } # 1948 Small Arms 
		command = { type = activate which = 5790 } # 1951 Small Arms 
		command = { type = activate which = 5740 } # 1949 Heavy Arms 
		command = { type = activate which = 5800 } # 1952 Heavy Arms 
		command = { type = activate which = 5750 } # 1949 Automotive 
		command = { type = activate which = 5810 } # 1952 Automotive 
		command = { type = activate which = 5760 } # 1949 Shipbuilding 
		command = { type = activate which = 5820 } # 1952 Shipbuilding 
		command = { type = activate which = 5250 } # Improved Agriculture 
	}
}

application = { # Pre-Industrial Economy
	id = 5840
	name = TECH_APP_INDUSTRY_93_NAME
	desc = TECH_APP_INDUSTRY_93_DESC

	position = { x = 310 y = 15 }
	year = 1936

	component = { # ComponentOne
		id = 5841
		name = TECH_CMP_INDUSTRY_93_1_NAME
		type = management #nuclear_physics
		difficulty = 8
	}
	component = { # ComponentTwo
		id = 5842
		name = TECH_CMP_INDUSTRY_93_2_NAME
		type = general_equipment
		difficulty = 8
	}
	component = { # ComponentThree
		id = 5843
		name = TECH_CMP_INDUSTRY_93_3_NAME
		type = industrial_engineering
		difficulty = 8
	}
	component = { # ComponentFour
		id = 5844
		name = TECH_CMP_INDUSTRY_93_4_NAME
		type = industrial_engineering
		difficulty = 8
	}
	component = { # ComponentFive
		id = 5845
		name = TECH_CMP_INDUSTRY_93_5_NAME
		type = management
		difficulty = 8
	}

	required = { 5210 } # Agricultural Economy

	effects = {
		command = { type = industrial_modifier which = total value = 2 }
		command = { type = industrial_modifier which = gearing_limit value = 4 }
		command = { type = industrial_modifier which = gearing_efficiency value = 4 }

		command = { type = relative_manpower value = 6 }
	
		command = { type = activate_unit_type which = anti_air }
		command = { type = activate_unit_type which = armored_car }
		command = { type = activate_unit_type which = b_u6 } # LT Artillery

		command = { type = allow_building which = coastal_fort }
		command = { type = allow_building which = air_base }
		command = { type = allow_building which = flak }
		command = { type = AA_batteries value = 20 }
		command = { type = building_prod_mod which = ic value = 10 }
		command = { type = building_prod_mod which = infrastructure value = 10 }
		command = { type = tc_mod value = 10 } 
		command = { type = trickleback_mod value = 10 }
		command = { type = research_mod value = 5 }
		command = { type = intelligence which = them value = 6 }
		command = { type = army_detection which = them value = 6 }

		command = { type = build_cost which = infantry value = 10.0 where = relative }
		command = { type = build_cost which = cavalry value = 10.0 where = relative }
		command = { type = build_cost which = motorized value = -10.0 where = relative }
		command = { type = build_cost which = marine value = -12.0 where = relative }
		command = { type = build_cost which = bergsjaeger value = 9.0 where = relative }
		command = { type = build_cost which = garrison value = 13.0 where = relative }
		command = { type = build_cost which = hq value = 10.0 where = relative }
		command = { type = build_cost which = militia value = 10.0 where = relative } # was 13

		command = { type = build_cost which = armored_car value = -10.0 where = relative }
		command = { type = build_cost which = engineer value = 9.0 where = relative } # Pionier Regiment
		command = { type = build_cost which = police value = 13.0 where = relative }
		command = { type = build_cost which = b_u7 value = 13.0 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u8 value = 10.0 where = relative } # Cavalry Regiment

		command = { type = supply_consumption which = infantry value = 0.06 }
		command = { type = supply_consumption which = cavalry value = 0.06 }
		command = { type = supply_consumption which = motorized value = -0.12 }
		command = { type = supply_consumption which = marine value = -0.12 }
		command = { type = supply_consumption which = bergsjaeger value = 0.06 }
		command = { type = supply_consumption which = garrison value = 0.03 }
		command = { type = supply_consumption which = hq value = 0.16 }
		command = { type = supply_consumption which = militia value = 0.06 }
 
		command = { type = supply_consumption which = armored_car value = -0.02 }
		command = { type = supply_consumption which = engineer value = 0.02 } # Pionier Regiment 
		command = { type = supply_consumption which = b_u7 value = 0.02 } # Infantry Regiment
		command = { type = supply_consumption which = b_u8 value = 0.02 } # Cavalry Regiment

		command = { type = transport_weight which = infantry value = 0.6 }
		command = { type = transport_weight which = cavalry value = 0.6 }
		command = { type = transport_weight which = motorized value = -1.2 }
		command = { type = transport_weight which = marine value = -1.2 }
		command = { type = transport_weight which = bergsjaeger value = 0.6 }
		command = { type = transport_weight which = garrison value = 0.3 }
		command = { type = transport_weight which = hq value = 1.6 }
		command = { type = transport_weight which = militia value = 0.6 }

		command = { type = transport_weight which = armored_car value = -0.2 }
		command = { type = transport_weight which = engineer value = 0.2 }
		command = { type = transport_weight which = police value = -0.1 }
		command = { type = transport_weight which = b_u7 value = 0.2 } # Infantry Regiment
		command = { type = transport_weight which = b_u8 value = 0.2 } # Cavalry Regiment

		command = { type = activate which = 1170 } # 1937 Command, Communications and Supply
		command = { type = activate which = 1210 } # 1941 Command, Communications and Supply
		command = { type = activate which = 1870 } # Limited Cavalry Motorization
		command = { type = activate which = 1900 } # Limited Infantry Motorization

		command = { type = activate which = 2730 } # 1935 Anti-Tank Artillery
		command = { type = activate which = 2750 } # 1940 Anti-Tank Artillery
		command = { type = activate which = 2760 } # 1941 APCR Anti-Tank Round
		command = { type = activate which = 2770 } # 1942 Anti-Tank Artillery
		command = { type = activate which = 2780 } # 1943 Anti-Tank Artillery
		command = { type = activate which = 2800 } # 1945 Anti-Tank Artillery
		command = { type = activate which = 2820 } # 1934 Medium and Heavy Artillery
		command = { type = activate which = 2830 } # 1938 Semi-Motorized Medium and Heavy Artillery
		command = { type = activate which = 2840 } # 1942 Motorized Medium and Heavy Artillery
		command = { type = activate which = 2850 } # 1946 Motorized Medium and Heavy Artillery
		command = { type = activate which = 2860 } # 1950 Motorized Medium and Heavy Artillery
		command = { type = activate which = 2910 } # 1932 Anti-Aircraft Artillery
		command = { type = activate which = 2920 } # 1937 Anti-Aircraft Artillery

		command = { type = activate which = 4010 } # 1930 Aviation Industry
		command = { type = activate which = 4020 } # 1937 Aviation Industry
		command = { type = activate which = 4050 } # License Production Policy
		command = { type = activate which = 4080 } # Foreign Purchase Policy Change 
		command = { type = activate which = 4100 } # 1937 Medium Bomber
		command = { type = activate which = 4110 } # 1939 Medium Bomber
		command = { type = activate which = 4400 } # 1938 Transport Plane
		command = { type = activate which = 4410 } # 1940 Transport Plane
		command = { type = activate which = 4510 } # 1938 Light Bomber Development
		command = { type = activate which = 4520 } # 1940 Light Bomber Development
		command = { type = activate which = 4610 } # 1937 Light Fighter
		command = { type = activate which = 4620 } # 1939 Light Fighter

		command = { type = activate which = 5110 } # 1943 Heavy Industry
		command = { type = activate which = 5120 } # 1945 Heavy Industry
		command = { type = activate which = 5360 } # 1944 Heavy Arms
		command = { type = activate which = 5400 } # 1946 Heavy Arms
		command = { type = activate which = 5430 } # 1944 Automotive
		command = { type = activate which = 5440 } # 1946 Automotive
		command = { type = activate which = 5470 } # 1944 Shipbuilding
		command = { type = activate which = 5480 } # 1946 Shipbuilding
		command = { type = activate which = 5260 } # Modern Agriculture
		command = { type = activate which = 5660 } # 1930 Electronics
		command = { type = activate which = 5500 } # 1937 Electronics
		command = { type = activate which = 5510 } # 1939 Electronics
		command = { type = activate which = 5520 } # 1941 Electronics
		command = { type = activate which = 5530 } # 1937 Encryption
		command = { type = activate which = 5540 } # 1939 Encryption
		command = { type = activate which = 5550 } # 1941 Encryption
		command = { type = activate which = 5560 } # 1938 Decryption
		command = { type = activate which = 5570 } # 1940 Decryption
		command = { type = activate which = 5580 } # 1942 Decryption
		command = { type = activate which = 13000 } # Chemical Engineering
		command = { type = activate which = 13010 } # Chemical Engineering

		command = { type = activate which = 8070 } # Naval Infrastructure
		command = { type = activate which = 8790 } # Shoreside Logistics
		command = { type = activate which = 8800 } # Domestic Naval Technology
		command = { type = activate which = 8810 } # Naval Academy 
		command = { type = activate which = 8820 } # Naval War College
		command = { type = activate which = 8830 } # Shoreside Schools
		command = { type = activate which = 8840 } # Naval Intelligence Service
		command = { type = activate which = 8850 } # Fleet Train
		command = { type = activate which = 8860 } # At Sea Replenishment
		command = { type = activate which = 8880 } # Underway Replenishment
		command = { type = activate which = 8930 } # Domestic Construction
		command = { type = activate which = 8940 } # Maritime Administration
		command = { type = activate which = 8950 } # Standard Freighter Design
		command = { type = activate which = 8960 } # Improved Freighter Design

		command = { type = activate which = 9110 } # Centralized Command
		command = { type = activate which = 9120 } # Regionalized Commands
		command = { type = activate which = 9290 } # Naval Air Arm
		command = { type = activate which = 9310 } # Defensive Focus
		command = { type = activate which = 9320 } # Diverse Focus
		command = { type = activate which = 9500 } # Dead Reckoning
		command = { type = activate which = 9510 } # Carpet Bombing
		command = { type = activate which = 9520 } # Flying Armada
		command = { type = activate which = 9530 } # First Strike
		command = { type = activate which = 9540 } # Air Superiority
		command = { type = activate which = 9550 } # Fighter Ace Initiative
		command = { type = activate which = 9730 } # Dispersed Fighting
		command = { type = activate which = 9740 } # Defensive Fighter Box
		command = { type = activate which = 9750 } # Air Reserve
	}
}

application = { # Semi-Industrialized Economy
	id = 5220
	name = TECH_APP_INDUSTRY_21_NAME
	desc = TECH_APP_INDUSTRY_21_DESC

	position = { x = 460 y = 15 }
	year = 1936

	component = { # ComponentOne
		id = 5221
		name = TECH_CMP_INDUSTRY_21_1_NAME
		type = nuclear_physics
		difficulty = 10
	}
	component = { # ComponentTwo
		id = 5222
		name = TECH_CMP_INDUSTRY_21_2_NAME
		type = industrial_engineering
		difficulty = 10
	}
	component = { # ComponentThree
		id = 5223
		name = TECH_CMP_INDUSTRY_21_3_NAME
		type = chemistry
		difficulty = 10
	}
	component = { # ComponentFour
		id = 5224
		name = TECH_CMP_INDUSTRY_21_4_NAME
		type = industrial_engineering
		difficulty = 10
	}
	component = { # ComponentFive
		id = 5225
		name = TECH_CMP_INDUSTRY_21_5_NAME
		type = management
		difficulty = 10
	}

	required = { 5840 } # Pre-Industrialized Economy

	effects = {
		command = { type = industrial_modifier which = total value = 3 }
		command = { type = industrial_modifier which = gearing_limit value = 6 }
		command = { type = industrial_modifier which = gearing_efficiency value = 6 }

		command = { type = relative_manpower value = 7 }

		command = { type = activate_unit_type which = artillery }

		command = { type = building_prod_mod which = ic value = 10 }
		command = { type = building_prod_mod which = infrastructure value = 10 }
		command = { type = tc_mod value = 10 } 
		command = { type = trickleback_mod value = 10 }
		command = { type = research_mod value = 6 }
		command = { type = intelligence which = them value = 6 }
		command = { type = army_detection which = them value = 6 }

		command = { type = build_cost which = infantry value = 10.0 where = relative }
		command = { type = build_cost which = cavalry value = 10.0 where = relative }
		command = { type = build_cost which = motorized value = 5.0 where = relative }
		command = { type = build_cost which = mechanized value = -2.75 where = relative }
		command = { type = build_cost which = armor value = -2.5 where = relative }
		command = { type = build_cost which = light_armor value = -2.5 where = relative }
		command = { type = build_cost which = paratrooper value = -6.0 where = relative }
		command = { type = build_cost which = marine value = 6.0 where = relative }
		command = { type = build_cost which = bergsjaeger value = 9.0 where = relative }
		command = { type = build_cost which = garrison value = 13.0 where = relative }
		command = { type = build_cost which = hq value = 10.0 where = relative }
		command = { type = build_cost which = militia value = 10.0 where = relative } # was 13

		command = { type = build_cost which = armored_car value = 5 where = relative }
		command = { type = build_cost which = engineer value = 9.0 where = relative }
		command = { type = build_cost which = police value = 13.0 where = relative }
		command = { type = build_cost which = b_u7 value = 13.0 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u8 value = 10.0 where = relative } # Cavalry Regiment
		command = { type = build_cost which = b_u9 value = -2.75 where = relative } # Construction Engineer Regiment

		command = { type = supply_consumption which = infantry value = 0.06 }
		command = { type = supply_consumption which = cavalry value = 0.06 }
		command = { type = supply_consumption which = motorized value = 0.06 }
		command = { type = supply_consumption which = mechanized value = -0.06 }
		command = { type = supply_consumption which = armor value = -0.04 }
		command = { type = supply_consumption which = light_armor value = -0.03 }
		command = { type = supply_consumption which = paratrooper value = -0.06 }
		command = { type = supply_consumption which = marine value = 0.06 }
		command = { type = supply_consumption which = bergsjaeger value = 0.06 }
		command = { type = supply_consumption which = garrison value = 0.03 }
		command = { type = supply_consumption which = hq value = 0.16 }
		command = { type = supply_consumption which = militia value = 0.06 }
		command = { type = supply_consumption which = armored_car value = 0.01 }
		command = { type = supply_consumption which = engineer value = 0.01 } 
		command = { type = supply_consumption which = b_u7 value = 0.01 } # Infantry Regiment
		command = { type = supply_consumption which = b_u8 value = 0.01 } # Cavalry Regiment
		command = { type = supply_consumption which = b_u9 value = -0.01 } # Pionier Regiment

		command = { type = transport_weight which = infantry value = 0.6 }
		command = { type = transport_weight which = cavalry value = 0.6 }
		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 = -0.4 }
		command = { type = transport_weight which = light_armor value = -0.3 }
		command = { type = transport_weight which = paratrooper value = -0.6 }
		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 = 0.3 }
		command = { type = transport_weight which = hq value = 1.6 }
		command = { type = transport_weight which = militia value = 0.6 }

		command = { type = transport_weight which = armored_car value = 0.1 }
		command = { type = transport_weight which = engineer value = 0.1 }
		command = { type = transport_weight which = b_u7 value = 0.1 } # Infantry Regiment
		command = { type = transport_weight which = b_u8 value = 0.1 } # Cavalry Regiment
		command = { type = transport_weight which = b_u9 value = -0.1 } # Construction Engineer Regiment

		command = { type = activate which = 1250 } # 1945 Command, Communications and Supply
		command = { type = activate which = 1290 } # 1949 Command, Communications and Supply
		command = { type = activate which = 1880 } # Cavalry Support Unit Motorization
		command = { type = activate which = 1970 } # 1943 Urban Assault Equipment

		command = { type = activate which = 2790 } # 1944 APDS Anti-Tank Round
		command = { type = activate which = 2810 } # 1946 APDS Anti-Tank Round

		command = { type = activate which = 4030 } # 1941 Aviation Industry
		command = { type = activate which = 4060 } # Military Design Policy
		command = { type = activate which = 4070 } # License Production Policy Change

		command = { type = activate which = 5090 } # 1939 Heavy Industry
		command = { type = activate which = 5100 } # 1941 Heavy Industry
		command = { type = activate which = 5340 } # 1940 Heavy Arms
		command = { type = activate which = 5350 } # 1942 Heavy Arms
		command = { type = activate which = 5410 } # 1940 Automotive
		command = { type = activate which = 5420 } # 1942 Automotive
		command = { type = activate which = 5450 } # 1940 Shipbuilding
		command = { type = activate which = 5460 } # 1942 Shipbuilding
		command = { type = activate which = 5270 } # Motorized Agriculture
		command = { type = activate which = 5700 } # Mechanized Agriculture
		command = { type = activate which = 5590 } # Radar Theory
		command = { type = activate which = 5600 } # Functional Radar
		command = { type = activate which = 5610 } # Low-end Decimetric Radar
		command = { type = activate which = 5620 } # High-end Decimetric Radar
		command = { type = activate which = 5630 } # Low-end Centimetric Radar
		command = { type = activate which = 5640 } # High-end Centimetric Radar
		command = { type = activate which = 5650 } # Radar Refinements
		command = { type = activate which = 13020 } # Basic Synthetic Materials
		command = { type = activate which = 13090 } # Improved Synthetic Materials
		command = { type = activate which = 13100 } # Advanced Synthetic Materials
		command = { type = activate which = 13110 } # Modern Synthetic Materials

		command = { type = activate which = 9140 } # Strategic Bombing Operations
		command = { type = activate which = 9150 } # Defensive Operations
		command = { type = activate which = 9160 } # Diverse Operations
		command = { type = activate which = 9300 } # Strategic Bombing Focus
		command = { type = activate which = 9700 } # Defensive Bomber Box
		command = { type = activate which = 9710 } # Dedicated Bomber Protection
	}
}

application = { # Fully Industrialized Economy
	id = 5230
	name = TECH_APP_INDUSTRY_22_NAME
	desc = TECH_APP_INDUSTRY_22_DESC

	position = { x = 460 y = 35 }
	year = 1936

	component = { # ComponentOne
		id = 5231
		name = TECH_CMP_INDUSTRY_22_1_NAME
		type = nuclear_physics
		difficulty = 12
	}
	component = { # ComponentTwo
		id = 5232
		name = TECH_CMP_INDUSTRY_22_2_NAME
		type = electronics
		difficulty = 12
	}
	component = { # ComponentThree
		id = 5233
		name = TECH_CMP_INDUSTRY_22_3_NAME
		type = electronics
		difficulty = 12
	}
	component = { # ComponentFour
		id = 5234
		name = TECH_CMP_INDUSTRY_22_4_NAME
		type = electronics
		difficulty = 12
	}
	component = { # ComponentFive
		id = 5235
		name = TECH_CMP_INDUSTRY_22_5_NAME
		type = management
		difficulty = 12
	}

	required = { 5220 } # Semi-Industrialized Economy

	effects = {
		command = { type = industrial_modifier which = total value = 4 }
		command = { type = industrial_modifier which = gearing_limit value = 8 }
		command = { type = industrial_modifier which = gearing_efficiency value = 8 }
#		command = { type = change_retool_time value = -10 }

		command = { type = relative_manpower value = 8 }

		command = { type = building_prod_mod which = ic value = 10 }
		command = { type = building_prod_mod which = infrastructure value = 10 }
		command = { type = tc_mod value = 10 } 
		command = { type = trickleback_mod value = 10 }
		command = { type = research_mod value = 7 }
		command = { type = intelligence which = them value = 6 }
		command = { type = army_detection which = them value = 6 }

		command = { type = max_organization which = motorized value = 2 } 
		command = { type = max_organization which = mechanized value = 2 } 
		command = { type = max_organization which = armor value = 2 } 
		command = { type = max_organization which = light_armor value = 2 } 
		command = { type = morale which = motorized value = 2 } 
		command = { type = morale which = mechanized value = 2 } 
		command = { type = morale which = armor value = 2 } 
		command = { type = morale which = light_armor value = 2 } 

		command = { type = build_cost which = infantry value = 10.0 where = relative }
		command = { type = build_cost which = cavalry value = 10.0 where = relative }
		command = { type = build_cost which = motorized value = 5.0 where = relative }
		command = { type = build_cost which = mechanized value = 2.75 where = relative }
		command = { type = build_cost which = armor value = 2.5 where = relative }
		command = { type = build_cost which = light_armor value = 2.5 where = relative }
		command = { type = build_cost which = paratrooper value = 6.0 where = relative }
		command = { type = build_cost which = marine value = 6.0 where = relative }
		command = { type = build_cost which = bergsjaeger value = 9.0 where = relative }
		command = { type = build_cost which = garrison value = 13.0 where = relative }
		command = { type = build_cost which = hq value = 10.0 where = relative }
		command = { type = build_cost which = militia value = 10.0 where = relative } # was 13

		command = { type = build_cost which = armored_car value = 5.0 where = relative }
		command = { type = build_cost which = engineer value = 9.0 where = relative } # Pionier Regiment
		command = { type = build_cost which = police value = 13.0 where = relative }
		command = { type = build_cost which = b_u7 value = 13.0 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u8 value = 10.0 where = relative } # Cavalry Regiment
		command = { type = build_cost which = b_u9 value = 2.75 where = relative } # Construction Engineer Regiment

		command = { type = supply_consumption which = infantry value = 0.06 }
		command = { type = supply_consumption which = cavalry value = 0.06 }
		command = { type = supply_consumption which = motorized value = 0.06 }
		command = { type = supply_consumption which = mechanized value = 0.06 }
		command = { type = supply_consumption which = armor value = 0.04 }
		command = { type = supply_consumption which = light_armor value = 0.03 }
		command = { type = supply_consumption which = paratrooper value = 0.06 }
		command = { type = supply_consumption which = marine value = 0.06 }
		command = { type = supply_consumption which = bergsjaeger value = 0.06 }
		command = { type = supply_consumption which = garrison value = 0.03 }
		command = { type = supply_consumption which = hq value = 0.16 }
		command = { type = supply_consumption which = militia value = 0.06 }
		command = { type = supply_consumption which = armored_car value = 0.01 }
		command = { type = supply_consumption which = engineer value = 0.02 } # Pionier Regiment
		command = { type = supply_consumption which = police value = 0.01 }
		command = { type = supply_consumption which = b_u7 value = 0.02 } # Infantry Regiment
		command = { type = supply_consumption which = b_u7 value = 0.02 } # Cavalry Regiment
		command = { type = supply_consumption which = b_u9 value = 0.01 } # Construction Engineer Regiment

		command = { type = transport_weight which = infantry value = 0.6 }
		command = { type = transport_weight which = cavalry value = 0.6 }
		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 = 0.4 }
		command = { type = transport_weight which = light_armor value = 0.3 }
		command = { type = transport_weight which = paratrooper value = 0.6 }
		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 = 0.3 }
		command = { type = transport_weight which = hq value = 1.6 }
		command = { type = transport_weight which = militia value = 0.6 }

		command = { type = transport_weight which = armored_car value = 0.1 }
		command = { type = transport_weight which = engineer value = 0.2 }
		command = { type = transport_weight which = police value = 0.1 }
		command = { type = transport_weight which = b_u7 value = 0.2 } # Infantry Regiment
		command = { type = transport_weight which = b_u8 value = 0.2 } # Cavalry Regiment
		command = { type = transport_weight which = b_u9 value = 0.1 } # Construction Engineer Regiment

		command = { type = activate which = 5070 } # 1935 Heavy Industry 
		command = { type = activate which = 5080 } # 1937 Heavy Industry 
	}
}

# ###################################################################
# # Depression, Recovery, Isolated Country and associated techs #####
# ###################################################################

application = { # Minor Depression
	id = 5970
	name = TECH_APP_INDUSTRY_87_NAME
	desc = TECH_APP_INDUSTRY_87_DESC

	position = { x = 150 y = 58 }
	year = 1936

	component = { # ComponentOne
		id = 5971
		name = TECH_CMP_INDUSTRY_87_1_NAME
		type = nuclear_physics
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5972
		name = TECH_CMP_INDUSTRY_87_2_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5973
		name = TECH_CMP_INDUSTRY_87_3_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5974
		name = TECH_CMP_INDUSTRY_87_4_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5975
		name = TECH_CMP_INDUSTRY_87_5_NAME
		type = management
		difficulty = 5
	}

	required = { 9999 }	# fake id to prevent research

	effects = {
		command = { type = deactivate which = 5280 } # Labor Reform
		command = { type = deactivate which = 5950 } # Isolated Nation
		command = { type = deactivate which = 5690 } # No Depression
		command = { type = relative_manpower value = -1 }
		command = { type = research_mod value = -3 }
		command = { type = industrial_modifier which = total value = -5 }
		command = { type = industrial_modifier which = supplies	value = -5 }
		command = { type = building_prod_mod which = ic value = -5 }
		command = { type = building_prod_mod which = infrastructure value = -5 }
		command = { type = building_prod_mod which = land_fort value = -5 }
		command = { type = building_prod_mod which = coastal_fort value = -5 }
		command = { type = building_prod_mod which = flak value = -5 }
		command = { type = building_prod_mod which = air_base value = -5 }
		command = { type = building_prod_mod which = naval_base value = -5 }
		command = { type = build_time which = infantry value = 5 where = relative }
		command = { type = build_time which = cavalry value = 5 where = relative }
		command = { type = build_time which = militia value = 5 where = relative }
		command = { type = build_time which = garrison value = 5 where = relative }
		command = { type = build_time which = bergsjaeger value = 5 where = relative }
		command = { type = build_time which = paratrooper value = 5 where = relative }
		command = { type = build_time which = marine value = 5 where = relative }
		command = { type = build_time which = hq value = 5 where = relative }
		command = { type = build_time which = armor value = 5 where = relative }
		command = { type = build_time which = light_armor value = 5 where = relative }
		command = { type = build_time which = motorized value = 5 where = relative }
		command = { type = build_time which = mechanized value = 5 where = relative }
		command = { type = build_time which = heavy_armor value = 5 where = relative }
		command = { type = build_time which = light_armor_brigade value = 5 where = relative }
		command = { type = build_time which = anti_tank value = 5 where = relative }
		command = { type = build_time which = tank_destroyer value = 5 where = relative }
		command = { type = build_time which = armored_car value = 5 where = relative }
		command = { type = build_time which = artillery value = 5 where = relative }
		command = { type = build_time which = rocket_artillery value = 5 where = relative }
		command = { type = build_time which = sp_artillery value = 5 where = relative }
		command = { type = build_time which = sp_rct_artillery value = 5 where = relative }
		command = { type = build_time which = anti_air value = 5 where = relative }
		command = { type = build_time which = police value = 5 where = relative }
		command = { type = build_time which = engineer value = 5 where = relative }
		command = { type = build_time which = b_u4 value = 5 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = 5 where = relative } # VH Artillery
		command = { type = build_time which = b_u6 value = 5 where = relative } # LT artillery
		command = { type = build_time which = b_u7 value = 5 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u8 value = 5 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = 5 where = relative } # Construction Engineer Regiment
		command = { type = build_time which = b_u10 value = 5 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = 5 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = 5 where = relative }
		command = { type = build_time which = multi_role value = 5 where = relative }
		command = { type = build_time which = cas value = 5 where = relative }
		command = { type = build_time which = tactical_bomber value = 5 where = relative }
		command = { type = build_time which = strategic_bomber value = 5 where = relative }
		command = { type = build_time which = naval_bomber value = 5 where = relative }
		command = { type = build_time which = transport_plane value = 5 where = relative }

		command = { type = build_time which = escort value = 5 where = relative }
		command = { type = build_time which = b_u12 value = 5 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = 5 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = 5 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = 5 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_time which = carrier value = 5 where = relative }
		command = { type = build_time which = escort_carrier value = 5 where = relative }
		command = { type = build_time which = battleship value = 5 where = relative }
		command = { type = build_time which = battlecruiser value = 5 where = relative }
		command = { type = build_time which = heavy_cruiser value = 5 where = relative }
		command = { type = build_time which = light_cruiser value = 5 where = relative }
		command = { type = build_time which = destroyer value = 5 where = relative }
		command = { type = build_time which = submarine value = 5 where = relative }
		command = { type = build_time which = nuclear_submarine value = 5 where = relative }
		command = { type = build_time which = transport value = 5 where = relative }

		command = { type = build_time which = cag value = 5 where = relative }
		command = { type = build_time which = naval_asw value = 5 where = relative } # ASW Escort CAG
		command = { type = build_time which = naval_radar_l value = 5 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = 5 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = 5 where = relative } # Light AA Battery 
		command = { type = build_time which = naval_sa_l value = 5 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = 5 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = 5 where = relative } # Cruiser Fire Control
		command = { type = build_time which = naval_anti_air_s value = 5 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = 5 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = 5 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = 5 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = 5 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = 5 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u1 value = 5 where = relative } # Escort CAG
		command = { type = build_time which = b_u2 value = 5 where = relative } # BB/BC Configuration
		command = { type = build_time which = b_u3 value = 5 where = relative } # CA/CL Configuration
		command = { type = build_time which = b_u17 value = 5 where = relative } # 610mm Torpedo Destroyer
		command = { type = build_time which = naval_spotter_l value = 5 where = relative } # Submarine Equipment
		command = { type = build_time which = naval_mines value = 5 where = relative } # Heavy Submarine Equipment
		command = { type = build_time which = b_u16 value = 5 where = relative } # Large Submarine Equipment
	}
}

application = { # Major Depression
	id = 5960
	name = TECH_APP_INDUSTRY_86_NAME
	desc = TECH_APP_INDUSTRY_86_DESC

	position = { x = 155 y = 73 }
	year = 1936

	component = { # ComponentOne
		id = 5961
		name = TECH_CMP_INDUSTRY_86_1_NAME
		type = nuclear_physics
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5962
		name = TECH_CMP_INDUSTRY_86_2_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5963
		name = TECH_CMP_INDUSTRY_86_3_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5964
		name = TECH_CMP_INDUSTRY_86_4_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5965
		name = TECH_CMP_INDUSTRY_86_5_NAME
		type = management
		difficulty = 5
	}

	required = { 9999 }	# fake id to prevent research

	effects = {
		command = { type = relative_manpower value = -2 }
		command = { type = research_mod value = -3 }
		command = { type = industrial_modifier which = total value = -5 }
		command = { type = industrial_modifier which = supplies	value = -5 }
		command = { type = building_prod_mod which = ic value = -5 }
		command = { type = building_prod_mod which = infrastructure value = -5 }
		command = { type = building_prod_mod which = land_fort value = -5 }
		command = { type = building_prod_mod which = coastal_fort value = -5 }
		command = { type = building_prod_mod which = flak value = -5 }
		command = { type = building_prod_mod which = air_base value = -5 }
		command = { type = building_prod_mod which = naval_base value = -5 }
		command = { type = build_time which = infantry value = 5 where = relative }
		command = { type = build_time which = cavalry value = 5 where = relative }
		command = { type = build_time which = militia value = 5 where = relative }
		command = { type = build_time which = garrison value = 5 where = relative }
		command = { type = build_time which = bergsjaeger value = 5 where = relative }
		command = { type = build_time which = paratrooper value = 5 where = relative }
		command = { type = build_time which = marine value = 5 where = relative }
		command = { type = build_time which = hq value = 5 where = relative }
		command = { type = build_time which = armor value = 5 where = relative }
		command = { type = build_time which = light_armor value = 5 where = relative }
		command = { type = build_time which = motorized value = 5 where = relative }
		command = { type = build_time which = mechanized value = 5 where = relative }
		command = { type = build_time which = heavy_armor value = 5 where = relative }
		command = { type = build_time which = light_armor_brigade value = 5 where = relative }
		command = { type = build_time which = anti_tank value = 5 where = relative }
		command = { type = build_time which = tank_destroyer value = 5 where = relative }
		command = { type = build_time which = armored_car value = 5 where = relative }
		command = { type = build_time which = artillery value = 5 where = relative }
		command = { type = build_time which = rocket_artillery value = 5 where = relative }
		command = { type = build_time which = sp_artillery value = 5 where = relative }
		command = { type = build_time which = sp_rct_artillery value = 5 where = relative }
		command = { type = build_time which = anti_air value = 5 where = relative }
		command = { type = build_time which = police value = 5 where = relative }
		command = { type = build_time which = engineer value = 5 where = relative }
		command = { type = build_time which = b_u4 value = 5 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = 5 where = relative } # VH Artillery
		command = { type = build_time which = b_u6 value = 5 where = relative } # LT Artillery
		command = { type = build_time which = b_u7 value = 5 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u8 value = 5 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = 5 where = relative } # Construction Engineer Regiment
		command = { type = build_time which = b_u10 value = 5 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = 5 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = 5 where = relative }
		command = { type = build_time which = multi_role value = 5 where = relative }
		command = { type = build_time which = cas value = 5 where = relative }
		command = { type = build_time which = tactical_bomber value = 5 where = relative }
		command = { type = build_time which = strategic_bomber value = 5 where = relative }
		command = { type = build_time which = naval_bomber value = 5 where = relative }
		command = { type = build_time which = transport_plane value = 5 where = relative }

		command = { type = build_time which = escort value = 5 where = relative }
		command = { type = build_time which = b_u12 value = 5 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = 5 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = 5 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = 5 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_time which = carrier value = 5 where = relative }
		command = { type = build_time which = escort_carrier value = 5 where = relative }
		command = { type = build_time which = battleship value = 5 where = relative }
		command = { type = build_time which = battlecruiser value = 5 where = relative }
		command = { type = build_time which = heavy_cruiser value = 5 where = relative }
		command = { type = build_time which = light_cruiser value = 5 where = relative }
		command = { type = build_time which = destroyer value = 5 where = relative }
		command = { type = build_time which = submarine value = 5 where = relative }
		command = { type = build_time which = nuclear_submarine value = 5 where = relative }
		command = { type = build_time which = transport value = 5 where = relative }

		command = { type = build_time which = cag value = 5 where = relative }
		command = { type = build_time which = naval_asw value = 5 where = relative } # ASW Escort CAG
		command = { type = build_time which = naval_radar_l value = 5 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = 5 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = 5 where = relative } # Light AA Battery 
		command = { type = build_time which = naval_sa_l value = 5 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = 5 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = 5 where = relative } # Cruiser Fire Control
		command = { type = build_time which = naval_anti_air_s value = 5 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = 5 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = 5 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = 5 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = 5 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = 5 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u1 value = 5 where = relative } # Escort CAG
		command = { type = build_time which = b_u2 value = 5 where = relative } # BB/BC Configuration
		command = { type = build_time which = b_u3 value = 5 where = relative } # CA/CL Configuration
		command = { type = build_time which = b_u17 value = 5 where = relative } # 610mm Torpedo Destroyer
		command = { type = build_time which = naval_spotter_l value = 5 where = relative } # Submarine Equipment
		command = { type = build_time which = naval_mines value = 5 where = relative } # Heavy Submarine Equipment
		command = { type = build_time which = b_u16 value = 5 where = relative } # Large Submarine Equipment
	}
}

application = { # Great Depression
	id = 5130
	name = TECH_APP_INDUSTRY_13_NAME
	desc = TECH_APP_INDUSTRY_13_DESC

	position = { x = 160 y = 88 }
	year = 1936

	component = { # ComponentOne
		id = 5131
		name = TECH_CMP_INDUSTRY_13_1_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5132
		name = TECH_CMP_INDUSTRY_13_2_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5133
		name = TECH_CMP_INDUSTRY_13_3_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5134
		name = TECH_CMP_INDUSTRY_13_4_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5135
		name = TECH_CMP_INDUSTRY_13_5_NAME
		type = management
		difficulty = 5
	}

	required = { 9999 } # Fake Tech ID to prevent research

	effects = {
		command = { type = relative_manpower value = -2 }
		command = { type = research_mod value = -3 }
		command = { type = industrial_modifier which = total value = -5 }
		command = { type = industrial_modifier which = supplies	value = -5 }
		command = { type = building_prod_mod which = ic value = -5 }
		command = { type = building_prod_mod which = infrastructure value = -5 }
		command = { type = building_prod_mod which = land_fort value = -5 }
		command = { type = building_prod_mod which = coastal_fort value = -5 }
		command = { type = building_prod_mod which = flak value = -5 }
		command = { type = building_prod_mod which = air_base value = -5 }
		command = { type = building_prod_mod which = naval_base value = -5 }
		command = { type = build_time which = infantry value = 5 where = relative }
		command = { type = build_time which = cavalry value = 5 where = relative }
		command = { type = build_time which = militia value = 5 where = relative }
		command = { type = build_time which = garrison value = 5 where = relative }
		command = { type = build_time which = bergsjaeger value = 5 where = relative }
		command = { type = build_time which = paratrooper value = 5 where = relative }
		command = { type = build_time which = marine value = 5 where = relative }
		command = { type = build_time which = hq value = 5 where = relative }
		command = { type = build_time which = armor value = 5 where = relative }
		command = { type = build_time which = light_armor value = 5 where = relative }
		command = { type = build_time which = motorized value = 5 where = relative }
		command = { type = build_time which = mechanized value = 5 where = relative }
		command = { type = build_time which = heavy_armor value = 5 where = relative }
		command = { type = build_time which = light_armor_brigade value = 5 where = relative }
		command = { type = build_time which = anti_tank value = 5 where = relative }
		command = { type = build_time which = tank_destroyer value = 5 where = relative }
		command = { type = build_time which = armored_car value = 5 where = relative }
		command = { type = build_time which = artillery value = 5 where = relative }
		command = { type = build_time which = rocket_artillery value = 5 where = relative }
		command = { type = build_time which = sp_artillery value = 5 where = relative }
		command = { type = build_time which = sp_rct_artillery value = 5 where = relative }
		command = { type = build_time which = anti_air value = 5 where = relative }
		command = { type = build_time which = police value = 5 where = relative }
		command = { type = build_time which = engineer value = 5 where = relative }
		command = { type = build_time which = b_u4 value = 5 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = 5 where = relative } # VH Artillery
		command = { type = build_time which = b_u6 value = 5 where = relative } # LT Artillery
		command = { type = build_time which = b_u7 value = 5 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u8 value = 5 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = 5 where = relative } # Construction Engineer Regiment
		command = { type = build_time which = b_u10 value = 5 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = 5 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = 5 where = relative }
		command = { type = build_time which = multi_role value = 5 where = relative }
		command = { type = build_time which = cas value = 5 where = relative }
		command = { type = build_time which = tactical_bomber value = 5 where = relative }
		command = { type = build_time which = strategic_bomber value = 5 where = relative }
		command = { type = build_time which = naval_bomber value = 5 where = relative }
		command = { type = build_time which = transport_plane value = 5 where = relative }

		command = { type = build_time which = escort value = 5 where = relative }
		command = { type = build_time which = b_u12 value = 5 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = 5 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = 5 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = 5 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_time which = carrier value = 5 where = relative }
		command = { type = build_time which = escort_carrier value = 5 where = relative }
		command = { type = build_time which = battleship value = 5 where = relative }
		command = { type = build_time which = battlecruiser value = 5 where = relative }
		command = { type = build_time which = heavy_cruiser value = 5 where = relative }
		command = { type = build_time which = light_cruiser value = 5 where = relative }
		command = { type = build_time which = destroyer value = 5 where = relative }
		command = { type = build_time which = submarine value = 5 where = relative }
		command = { type = build_time which = nuclear_submarine value = 5 where = relative }
		command = { type = build_time which = transport value = 5 where = relative }

		command = { type = build_time which = cag value = 5 where = relative }
		command = { type = build_time which = naval_asw value = 5 where = relative } # ASW Escort CAG
		command = { type = build_time which = naval_radar_l value = 5 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = 5 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = 5 where = relative } # Light AA Battery 
		command = { type = build_time which = naval_sa_l value = 5 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = 5 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = 5 where = relative } # Cruiser Fire Control
		command = { type = build_time which = naval_anti_air_s value = 5 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = 5 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = 5 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = 5 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = 5 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = 5 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u1 value = 5 where = relative } # Escort CAG
		command = { type = build_time which = b_u2 value = 5 where = relative } # BB/BC Configuration
		command = { type = build_time which = b_u3 value = 5 where = relative } # CA/CL Configuration
		command = { type = build_time which = b_u17 value = 5 where = relative } # 610mm Torpedo Destroyer
		command = { type = build_time which = naval_torpedoes_l value = 5 where = relative } # Submarine Equipment
		command = { type = build_time which = naval_mines value = 5 where = relative } # Heavy Submarine Equipment
		command = { type = build_time which = b_u16 value = 5 where = relative } # Large Submarine Equipment
	}
}


application = { # No Depression
	id = 5690
	name = TECH_APP_INDUSTRY_88_NAME
	desc = TECH_APP_INDUSTRY_88_DESC

	position = { x = 16 y = 58 }
	year = 1936

	component = { # ComponentOne
		id = 5691
		name = TECH_CMP_INDUSTRY_88_1_NAME
		type = nuclear_physics
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5692
		name = TECH_CMP_INDUSTRY_88_2_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5693
		name = TECH_CMP_INDUSTRY_88_3_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5694
		name = TECH_CMP_INDUSTRY_88_4_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5695
		name = TECH_CMP_INDUSTRY_88_5_NAME
		type = management
		difficulty = 5
	}

	required = { 9999 }	# Fake ID to prevent research

	effects = {
		command = { type = deactivate which = 5950 } # Isolated Nation
		command = { type = deactivate which = 5960 } # Depression techs	
		command = { type = deactivate which = 5970 }
		command = { type = deactivate which = 5130 } 
		command = { type = deactivate which = 5920 } # Military recovery program
		command = { type = deactivate which = 5930 } # Economic recovery program
		command = { type = deactivate which = 5150 } # Military recovery techs
		command = { type = deactivate which = 5160 }
		command = { type = deactivate which = 5170 }
		command = { type = deactivate which = 5180 } # Economic recovery techs
		command = { type = deactivate which = 5190 }
		command = { type = deactivate which = 5200 }
		command = { type = deactivate which = 5990 } # External recovery
	}
}

application = { # Isolated Country
	id = 5950
	name = TECH_APP_INDUSTRY_91_NAME
	desc = TECH_APP_INDUSTRY_91_DESC

	position = { x = 16 y = 78 }
	year = 1936

	component = { # ComponentOne
		id = 5951
		name = TECH_CMP_INDUSTRY_91_1_NAME
		type = nuclear_physics
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5952
		name = TECH_CMP_INDUSTRY_91_2_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5953
		name = TECH_CMP_INDUSTRY_91_3_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5954
		name = TECH_CMP_INDUSTRY_91_4_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5955
		name = TECH_CMP_INDUSTRY_91_5_NAME
		type = management
		difficulty = 5
	}

	required = { 9999 }	# Fake ID to prevent research

	effects = {
		command = { type = allow_building which = ic }
		command = { type = activate which = 13030 } # Experimental Coal to Oil
		command = { type = activate which = 13040 } # Direct Coal to Oil
		command = { type = activate which = 13050 } # Indirect Coal to Oil
		command = { type = activate which = 13060 } # Experimental Synthetic Rubber
		command = { type = activate which = 13070 } # Basic Synthetic Rubber
		command = { type = activate which = 13080 } # Advanced Synthetic Rubber
		command = { type = deactivate which = 5690 } # No depression
		command = { type = deactivate which = 5960 } # Depression techs	
		command = { type = deactivate which = 5970 }
		command = { type = deactivate which = 5130 }
		command = { type = deactivate which = 5920 } # Military recovery program
		command = { type = deactivate which = 5930 } # Economic recovery program
		command = { type = deactivate which = 5150 } # Military recovery techs
		command = { type = deactivate which = 5160 }
		command = { type = deactivate which = 5170 }
		command = { type = deactivate which = 5180 } # Economic recovery techs
		command = { type = deactivate which = 5190 }
		command = { type = deactivate which = 5200 }
		command = { type = deactivate which = 5990 } # External recovery
	}
}

application = { # External recovery
	id = 5990
	name = TECH_APP_INDUSTRY_90_NAME
	desc = TECH_APP_INDUSTRY_90_DESC

	position = { x = 300 y = 88 }
	year = 1936

	component = { # ComponentOne
		id = 5991
		name = TECH_CMP_INDUSTRY_90_1_NAME
		type = nuclear_physics
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5992
		name = TECH_CMP_INDUSTRY_90_2_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5993
		name = TECH_CMP_INDUSTRY_90_3_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5994
		name = TECH_CMP_INDUSTRY_90_4_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5995
		name = TECH_CMP_INDUSTRY_90_5_NAME
		type = management
		difficulty = 5
	}

	required = { 9999 }	# Fake ID to prevent research

	effects = {
		command = { type = deactivate which = 5920 } # Military recovery program
		command = { type = deactivate which = 5930 } # Economic recovery program
		command = { type = deactivate which = 5150 } # Military recovery techs
		command = { type = deactivate which = 5160 }
		command = { type = deactivate which = 5170 }
		command = { type = deactivate which = 5180 } # Economic recovery techs
		command = { type = deactivate which = 5190 }
		command = { type = deactivate which = 5200 }
	}
}

application = { # Military Recovery Program
	id = 5920
	name = TECH_APP_INDUSTRY_78_NAME
	desc = TECH_APP_INDUSTRY_78_DESC

	# Hidden Technology
	year = 1936

	component = { # ComponentOne
		id = 5921
		name = TECH_CMP_INDUSTRY_78_1_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5922
		name = TECH_CMP_INDUSTRY_78_2_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5923
		name = TECH_CMP_INDUSTRY_78_3_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5924
		name = TECH_CMP_INDUSTRY_78_4_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5925
		name = TECH_CMP_INDUSTRY_78_5_NAME
		type = management
		difficulty = 5
	}

	required = { 9999 } # Fake ID to prevent research

	effects = {
		command = { type = deactivate which = 5990 } # External recovery
		command = { type = deactivate which = 5930 } # Economic recovery
		command = { type = activate which = 5150 } # 1936 Military Recovery
		command = { type = activate which = 5160 } # 1937 Military Recovery
		command = { type = activate which = 5170 } # 1938 Military Recovery
		command = { type = deactivate which = 5300 } # 1939 Small Arms
		command = { type = deactivate which = 5340 } # 1940 Heavy Arms
		command = { type = deactivate which = 5410 } # 1940 Automotive
		command = { type = deactivate which = 5450 } # 1940 Shipbuilding
	}
}

application = { # 1936 Military Recovery
	id = 5150
	name = TECH_APP_INDUSTRY_14_NAME
	desc = TECH_APP_INDUSTRY_14_DESC

	position = { x = 160 y = 107 }
	year = 1936

	component = { # ComponentOne
		id = 5151
		name = TECH_CMP_INDUSTRY_14_1_NAME
		type = industrial_engineering
		difficulty = 10
	}
	component = { # ComponentTwo
		id = 5152
		name = TECH_CMP_INDUSTRY_14_2_NAME
		type = mechanics
		difficulty = 10
	}
	component = { # ComponentThree
		id = 5153
		name = TECH_CMP_INDUSTRY_14_3_NAME
		type = artillery
		difficulty = 10
	}
	component = { # ComponentFour
		id = 5154
		name = TECH_CMP_INDUSTRY_14_4_NAME
		type = general_equipment
		difficulty = 10
	}
	component = { # ComponentFive
		id = 5155
		name = TECH_CMP_INDUSTRY_14_5_NAME
		type = management #nuclear_physics
		difficulty = 2
	}

	required = { 5130 5920 } # Great Depression AND Military Recovery Program 
	# Activated by: Military Recovery Program (5920)

	effects = {
		command = { type = activate which = 13030 } # Experimental Coal to Oil
		command = { type = activate which = 13060 } # Experimental Synthetic Rubber
		command = { type = relative_manpower value = 1 }
		command = { type = research_mod value = 4 }
		command = { type = industrial_modifier which = total value = 10 }
		command = { type = industrial_modifier which = supplies	value = 10 }
		command = { type = building_prod_mod which = ic value = 10 }
		command = { type = building_prod_mod which = infrastructure value = 10 }
		command = { type = building_prod_mod which = land_fort value = 10 }
		command = { type = building_prod_mod which = coastal_fort value = 10 }
		command = { type = building_prod_mod which = flak value = 10 }
		command = { type = building_prod_mod which = air_base value = 10 }
		command = { type = building_prod_mod which = naval_base value = 10 }
		command = { type = build_time which = infantry value = -10 where = relative }
		command = { type = build_time which = cavalry value = -10 where = relative }
		command = { type = build_time which = militia value = -10 where = relative }
		command = { type = build_time which = paratrooper value = -10 where = relative }
		command = { type = build_time which = marine value = -10 where = relative }
		command = { type = build_time which = bergsjaeger value = -10 where = relative }
		command = { type = build_time which = hq value = -10 where = relative }
		command = { type = build_time which = garrison value = -10 where = relative }
		command = { type = build_time which = armor value = -10 where = relative }
		command = { type = build_time which = light_armor value = -10 where = relative }
		command = { type = build_time which = motorized value = -10 where = relative }
		command = { type = build_time which = mechanized value = -10 where = relative }
		command = { type = build_time which = heavy_armor value = -10 where = relative }
		command = { type = build_time which = light_armor_brigade value = -10 where = relative }
		command = { type = build_time which = anti_tank value = -10 where = relative }
		command = { type = build_time which = tank_destroyer value = -10 where = relative }
		command = { type = build_time which = armored_car value = -10 where = relative }
		command = { type = build_time which = artillery value = -10 where = relative }
		command = { type = build_time which = rocket_artillery value = -10 where = relative }
		command = { type = build_time which = sp_artillery value = -10 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -10 where = relative }
		command = { type = build_time which = anti_air value = -10 where = relative }
		command = { type = build_time which = police value = -10 where = relative }
		command = { type = build_time which = engineer value = -10 where = relative }
		command = { type = build_time which = b_u4 value = -10 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -10 where = relative } # VH Artillery
		command = { type = build_time which = b_u6 value = -10 where = relative } # LT artillery
		command = { type = build_time which = b_u7 value = -10 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u8 value = -10 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -10 where = relative } # Construction Engineer Regiment
		command = { type = build_time which = b_u10 value = -10 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -10 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -10 where = relative }
		command = { type = build_time which = multi_role value = -10 where = relative }
		command = { type = build_time which = cas value = -10 where = relative }
		command = { type = build_time which = tactical_bomber value = -10 where = relative }
		command = { type = build_time which = strategic_bomber value = -10 where = relative }
		command = { type = build_time which = naval_bomber value = -10 where = relative }
		command = { type = build_time which = transport_plane value = -10 where = relative }

		command = { type = build_time which = escort value = -10 where = relative }
		command = { type = build_time which = b_u12 value = -10 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -10 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -10 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -10 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_time which = carrier value = -10 where = relative }
		command = { type = build_time which = escort_carrier value = -10 where = relative }
		command = { type = build_time which = battleship value = -10 where = relative }
		command = { type = build_time which = battlecruiser value = -10 where = relative }
		command = { type = build_time which = heavy_cruiser value = -10 where = relative }
		command = { type = build_time which = light_cruiser value = -10 where = relative }
		command = { type = build_time which = destroyer value = -10 where = relative }
		command = { type = build_time which = submarine value = -10 where = relative }
		command = { type = build_time which = nuclear_submarine value = -10 where = relative }
		command = { type = build_time which = transport value = -10 where = relative }

		command = { type = build_time which = cag value = -10 where = relative }
		command = { type = build_time which = naval_asw value = -10 where = relative } # ASW Escort CAG
		command = { type = build_time which = naval_radar_l value = -10 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -10 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = -10 where = relative } # Light AA Battery 
		command = { type = build_time which = naval_sa_l value = -10 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -10 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -10 where = relative } # Cruiser Fire Control
		command = { type = build_time which = naval_anti_air_s value = -10 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -10 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -10 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -10 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -10 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -10 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u1 value = -10 where = relative } # Escort CAG
		command = { type = build_time which = b_u2 value = -10 where = relative } # BB/BC Configuration
		command = { type = build_time which = b_u3 value = -10 where = relative } # CA/CL Configuration
		command = { type = build_time which = b_u17 value = -10 where = relative } # 610mm Torpedo Destroyer
		command = { type = build_time which = naval_torpedoes_l value = -10 where = relative } # Submarine Equipment
		command = { type = build_time which = naval_mines value = -10 where = relative } # Heavy Submarine Equipment
		command = { type = build_time which = b_u16 value = -10 where = relative } # Large Submarine Equipment
	}
}

application = { # 1937 Military Recovery
	id = 5160
	name = TECH_APP_INDUSTRY_15_NAME
	desc = TECH_APP_INDUSTRY_15_DESC

	position = { x = 160 y = 125 }
	year = 1937

	component = { # ComponentOne
		id = 5161
		name = TECH_CMP_INDUSTRY_15_1_NAME
		type = industrial_engineering
		difficulty = 10
	}
	component = { # ComponentTwo
		id = 5162
		name = TECH_CMP_INDUSTRY_15_2_NAME
		type = mechanics
		difficulty = 10
	}
	component = { # ComponentThree
		id = 5163
		name = TECH_CMP_INDUSTRY_15_3_NAME
		type = artillery
		difficulty = 10
	}
	component = { # ComponentFour
		id = 5164
		name = TECH_CMP_INDUSTRY_15_4_NAME
		type = general_equipment
		difficulty = 10
	}
	component = { # ComponentFive
		id = 5165
		name = TECH_CMP_INDUSTRY_15_5_NAME
		type = management #nuclear_physics
		difficulty = 2
	}

	required = { 5150 5020 } # 1936 Military Recovery AND 1936 Light Industry
	# Activated by: Military Recovery Program (5920)

	effects = {
		command = { type = allow_building which = ic }
		command = { type = activate which = 13040 } # Direct Coal to Oil
		command = { type = activate which = 13070 } # Basic Synthetic Rubber
		command = { type = relative_manpower value = 2 }
		command = { type = allow_building which = ic }
		command = { type = research_mod value = 3 }
		command = { type = industrial_modifier which = total value = 3 }
		command = { type = industrial_modifier which = supplies	value = 3 }
		command = { type = building_prod_mod which = ic value = 3 }
		command = { type = building_prod_mod which = infrastructure value = 3 }
		command = { type = building_prod_mod which = land_fort value = 3 }
		command = { type = building_prod_mod which = coastal_fort value = 3 }
		command = { type = building_prod_mod which = flak value = 3 }
		command = { type = building_prod_mod which = air_base value = 3 }
		command = { type = building_prod_mod which = naval_base value = 3 }
		command = { type = build_time which = infantry value = -3 where = relative }
		command = { type = build_time which = cavalry value = -3 where = relative }
		command = { type = build_time which = militia value = -3 where = relative }
		command = { type = build_time which = paratrooper value = -3 where = relative }
		command = { type = build_time which = marine value = -3 where = relative }
		command = { type = build_time which = bergsjaeger value = -3 where = relative }
		command = { type = build_time which = hq value = -3 where = relative }
		command = { type = build_time which = garrison value = -3 where = relative }
		command = { type = build_time which = armor value = -3 where = relative }
		command = { type = build_time which = light_armor value = -3 where = relative }
		command = { type = build_time which = motorized value = -3 where = relative }
		command = { type = build_time which = mechanized value = -3 where = relative }
		command = { type = build_time which = heavy_armor value = -3 where = relative }
		command = { type = build_time which = light_armor_brigade value = -3 where = relative }
		command = { type = build_time which = anti_tank value = -3 where = relative }
		command = { type = build_time which = tank_destroyer value = -3 where = relative }
		command = { type = build_time which = armored_car value = -3 where = relative }
		command = { type = build_time which = artillery value = -3 where = relative }
		command = { type = build_time which = rocket_artillery value = -3 where = relative }
		command = { type = build_time which = sp_artillery value = -3 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -3 where = relative }
		command = { type = build_time which = anti_air value = -3 where = relative }
		command = { type = build_time which = police value = -3 where = relative }
		command = { type = build_time which = engineer value = -3 where = relative }
		command = { type = build_time which = b_u4 value = -3 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -3 where = relative } # VH Artillery
		command = { type = build_time which = b_u6 value = -3 where = relative } # LT artillery
		command = { type = build_time which = b_u7 value = -3 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u8 value = -3 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -3 where = relative } # Construction Engineer Regiment
		command = { type = build_time which = b_u10 value = -3 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -3 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -3 where = relative }
		command = { type = build_time which = multi_role value = -3 where = relative }
		command = { type = build_time which = cas value = -3 where = relative }
		command = { type = build_time which = tactical_bomber value = -3 where = relative }
		command = { type = build_time which = strategic_bomber value = -3 where = relative }
		command = { type = build_time which = naval_bomber value = -3 where = relative }
		command = { type = build_time which = transport_plane value = -3 where = relative }

		command = { type = build_time which = escort value = -3 where = relative }
		command = { type = build_time which = b_u12 value = -3 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -3 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -3 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -3 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_time which = carrier value = -3 where = relative }
		command = { type = build_time which = escort_carrier value = -3 where = relative }
		command = { type = build_time which = battleship value = -3 where = relative }
		command = { type = build_time which = battlecruiser value = -3 where = relative }
		command = { type = build_time which = heavy_cruiser value = -3 where = relative }
		command = { type = build_time which = light_cruiser value = -3 where = relative }
		command = { type = build_time which = destroyer value = -3 where = relative }
		command = { type = build_time which = submarine value = -3 where = relative }
		command = { type = build_time which = nuclear_submarine value = -3 where = relative }
		command = { type = build_time which = transport value = -3 where = relative }

		command = { type = build_time which = cag value = -3 where = relative }
		command = { type = build_time which = naval_asw value = -3 where = relative } # ASW Escort CAG
		command = { type = build_time which = naval_radar_l value = -3 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -3 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = -3 where = relative } # Light AA Battery 
		command = { type = build_time which = naval_sa_l value = -3 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -3 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -3 where = relative } # Cruiser Fire Control
		command = { type = build_time which = naval_anti_air_s value = -3 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -3 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -3 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -3 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -3 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -3 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u1 value = -3 where = relative } # Escort CAG
		command = { type = build_time which = b_u2 value = -3 where = relative } # BB/BC Configuration
		command = { type = build_time which = b_u3 value = -3 where = relative } # CA/CL Configuration
		command = { type = build_time which = b_u17 value = -3 where = relative } # 610mm Torpedo Destroyer
		command = { type = build_time which = naval_torpedoes_l value = -3 where = relative } # Submarine Equipment
		command = { type = build_time which = naval_mines value = -3 where = relative } # Heavy Submarine Equipment
		command = { type = build_time which = b_u16 value = -3 where = relative } # Large Submarine Equipment
	}
}

application = { # 1938 Military Recovery
	id = 5170
	name = TECH_APP_INDUSTRY_16_NAME
	desc = TECH_APP_INDUSTRY_16_DESC

	position = { x = 160 y = 143 }
	year = 1938

	component = { # ComponentOne
		id = 5171
		name = TECH_CMP_INDUSTRY_16_1_NAME
		type = industrial_engineering
		difficulty = 10
	}
	component = { # ComponentTwo
		id = 5172
		name = TECH_CMP_INDUSTRY_16_2_NAME
		type = mechanics
		difficulty = 10
	}
	component = { # ComponentThree
		id = 5173
		name = TECH_CMP_INDUSTRY_16_3_NAME
		type = artillery
		difficulty = 10
	}
	component = { # ComponentFour
		id = 5174
		name = TECH_CMP_INDUSTRY_16_4_NAME
		type = general_equipment
		difficulty = 10
	}
	component = { # ComponentFive
		id = 5175
		name = TECH_CMP_INDUSTRY_16_5_NAME
		type = management #nuclear_physics
		difficulty = 2
	}

	required = { 5160 5030 } # 1937 Military Recovery AND 1938 Light Industry
	# Activated by: Military Recovery Program (5920)

	effects = {
		command = { type = activate which = 13050 } # Indirect Coal to Oil
		command = { type = activate which = 13080 } # Advanced Synthetic Rubber
		command = { type = relative_manpower value = 2 }
		command = { type = research_mod value = 2 }
		command = { type = peacetime_ic_mod value = -1 } # Mirroring effects of 1940 Heavy Arms
		command = { type = industrial_modifier which = total value = 3 }
		command = { type = industrial_modifier which = supplies	value = 2 }
		command = { type = building_prod_mod which = ic value = 2 }
		command = { type = building_prod_mod which = infrastructure value = 2 }
		command = { type = building_prod_mod which = land_fort value = 4 }
		command = { type = building_prod_mod which = coastal_fort value = 4 }
		command = { type = building_prod_mod which = flak value = 5 }
		command = { type = building_prod_mod which = air_base value = 2 }
		command = { type = building_prod_mod which = naval_base value = 2 }
		command = { type = activate which = 1890 } # Full Cavalry Motorization
		command = { type = activate which = 1910 } # Infantry Support Unit Motorization
		command = { type = gain_tech which = 1870 } # Limited Cavalry Motorization
		command = { type = gain_tech which = 1880 } # Cavalry Support Unit Motorization
		command = { type = gain_tech which = 1900 } # Limited Infantry Motorization
		command = { type = build_time which = infantry value = -7 where = relative }
		command = { type = build_time which = cavalry value = -7 where = relative }
		command = { type = build_time which = militia value = -7 where = relative }
		command = { type = build_time which = paratrooper value = -7 where = relative }
		command = { type = build_time which = marine value = -7 where = relative }
		command = { type = build_time which = bergsjaeger value = -7 where = relative }
		command = { type = build_time which = hq value = -7 where = relative }
		command = { type = build_time which = garrison value = -7 where = relative }
		command = { type = build_time which = armor value = -7 where = relative }
		command = { type = build_time which = light_armor value = -7 where = relative }
		command = { type = build_time which = motorized value = -7 where = relative }
		command = { type = build_time which = mechanized value = -7 where = relative }
		command = { type = build_time which = heavy_armor value = -7 where = relative }
		command = { type = build_time which = light_armor_brigade value = -7 where = relative }
		command = { type = build_time which = anti_tank value = -2 where = relative }
		command = { type = build_time which = tank_destroyer value = -7 where = relative }
		command = { type = build_time which = armored_car value = -7 where = relative }
		command = { type = build_time which = artillery value = -7 where = relative }
		command = { type = build_time which = rocket_artillery value = -7 where = relative }
		command = { type = build_time which = sp_artillery value = -7 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -7 where = relative }
		command = { type = build_time which = anti_air value = -7 where = relative }
		command = { type = build_time which = police value = -7 where = relative }
		command = { type = build_time which = engineer value = -7 where = relative }
		command = { type = build_time which = b_u4 value = -7 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -7 where = relative } # VH Artillery
		command = { type = build_time which = b_u6 value = -7 where = relative } # LT artillery
		command = { type = build_time which = b_u7 value = -7 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u8 value = -7 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -7 where = relative } # Construction Engineer Regiment
		command = { type = build_time which = b_u10 value = -7 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -7 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -7 where = relative }
		command = { type = build_time which = multi_role value = -7 where = relative }
		command = { type = build_time which = cas value = -7 where = relative }
		command = { type = build_time which = tactical_bomber value = -7 where = relative }
		command = { type = build_time which = strategic_bomber value = -7 where = relative }
		command = { type = build_time which = naval_bomber value = -7 where = relative }
		command = { type = build_time which = transport_plane value = -7 where = relative }

		command = { type = build_time which = escort value = -7 where = relative }
		command = { type = build_time which = b_u12 value = -7 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -7 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -7 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -7 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_time which = carrier value = -7 where = relative }
		command = { type = build_time which = escort_carrier value = -7 where = relative }
		command = { type = build_time which = battleship value = -7 where = relative }
		command = { type = build_time which = battlecruiser value = -7 where = relative }
		command = { type = build_time which = heavy_cruiser value = -7 where = relative }
		command = { type = build_time which = light_cruiser value = -7 where = relative }
		command = { type = build_time which = destroyer value = -7 where = relative }
		command = { type = build_time which = submarine value = -7 where = relative }
		command = { type = build_time which = nuclear_submarine value = -7 where = relative }
		command = { type = build_time which = transport value = -7 where = relative }

		command = { type = build_time which = cag value = -7 where = relative }
		command = { type = build_time which = naval_asw value = -7 where = relative } # ASW Escort CAG
		command = { type = build_time which = naval_radar_l value = -7 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -7 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = -7 where = relative } # Light AA Battery 
		command = { type = build_time which = naval_sa_l value = -7 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -7 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -7 where = relative } # Cruiser Fire Control
		command = { type = build_time which = naval_anti_air_s value = -7 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -7 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -7 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -7 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -7 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -7 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u1 value = -7 where = relative } # Escort CAG
		command = { type = build_time which = b_u2 value = -7 where = relative } # BB/BC Configuration
		command = { type = build_time which = b_u3 value = -7 where = relative } # CA/CL Configuration
		command = { type = build_time which = b_u17 value = -7 where = relative } # 610mm Torpedo Destroyer
		command = { type = build_time which = naval_torpedoes_l value = -7 where = relative } # Submarine Equipment
		command = { type = build_time which = naval_mines value = -7 where = relative } # Heavy Submarine Equipment
		command = { type = build_time which = b_u16 value = -7 where = relative } # Large Submarine Equipment

		command = { type = build_cost which = infantry value = 2.5 where = relative }
		command = { type = build_cost which = militia value = 2.5 where = relative }
		command = { type = build_cost which = garrison value = 2.5 where = relative }
		command = { type = build_cost which = cavalry value = 2.5 where = relative }
		command = { type = build_cost which = motorized value = 2.5 where = relative }
		command = { type = build_cost which = mechanized value = 2.5 where = relative }
		command = { type = build_cost which = armor value = 2.5 where = relative }
		command = { type = build_cost which = light_armor value = 2.5 where = relative }

		command = { type = build_cost which = heavy_armor value = 2.5 where = relative }
		command = { type = build_cost which = light_armor_brigade value = 2.5 where = relative }
		command = { type = build_cost which = tank_destroyer value = 2.5 where = relative }
		command = { type = build_cost which = police value = 2.5 where = relative }
		command = { type = build_cost which = engineer value = 2.5 where = relative }
		command = { type = build_cost which = artillery value = 2.5 where = relative }
		command = { type = build_cost which = anti_tank value = 2.5 where = relative }
		command = { type = build_cost which = rocket_artillery value = 2.5 where = relative }
		command = { type = build_cost which = anti_air value = 2.5 where = relative }
		command = { type = build_cost which = sp_artillery value = 2.5 where = relative }
		command = { type = build_cost which = sp_rct_artillery value = 2.5 where = relative }
		command = { type = build_cost which = armored_car value = 2.5 where = relative }
		command = { type = build_cost which = b_u4 value = 2.5 where = relative } # Towed Artillery
		command = { type = build_cost which = b_u5 value = 2.5 where = relative } # VH Artillery
		command = { type = build_cost which = b_u6 value = 2.5 where = relative } # LT Artillery
		command = { type = build_cost which = b_u7 value = 2.5 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u8 value = 2.5 where = relative } # Cavalry Regiment
		command = { type = build_cost which = b_u9 value = 2.5 where = relative } # Construction Engineer Regiment
		command = { type = build_cost which = b_u10 value = 2.5 where = relative } # Assault Gun
		command = { type = build_cost which = b_u11 value = 2.5 where = relative } # Heavy Tank Destroyer

		command = { type = build_cost which = interceptor value = 2.5 where = relative }
		command = { type = build_cost which = multi_role value = 2.5 where = relative }
		command = { type = build_cost which = cas value = 2.5 where = relative }
		command = { type = build_cost which = tactical_bomber value = 2.5 where = relative }
		command = { type = build_cost which = strategic_bomber value = 2.5 where = relative }
		command = { type = build_cost which = naval_bomber value = 2.5 where = relative }
		command = { type = build_cost which = transport_plane value = 2.5 where = relative }

		command = { type = build_cost which = escort value = 5.0 where = relative }
		command = { type = build_cost which = b_u12 value = 2.5 where = relative } # Twin Engine Light Bomber
		command = { type = build_cost which = b_u13 value = 2.5 where = relative } # Naval Attack
		command = { type = build_cost which = b_u14 value = 2.5 where = relative } # Mixed Air Group
		command = { type = build_cost which = b_u15 value = 2.5 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_cost which = carrier value = 2.5 where = relative }
		command = { type = build_cost which = escort_carrier value = 5.0 where = relative }
		command = { type = build_cost which = battleship value = 2.5 where = relative }
		command = { type = build_cost which = battlecruiser value = 2.5 where = relative }
		command = { type = build_cost which = heavy_cruiser value = 2.5 where = relative }
		command = { type = build_cost which = light_cruiser value = 2.5 where = relative }
		command = { type = build_cost which = destroyer value = 2.5 where = relative }
		command = { type = build_cost which = submarine value = 2.5 where = relative }
		command = { type = build_cost which = nuclear_submarine value = 2.5 where = relative }
		command = { type = build_cost which = transport value = 2.5 where = relative }

		command = { type = build_cost which = cag value = 2.5 where = relative }
		command = { type = build_cost which = naval_asw value = 2.5 where = relative } # ASW Escort CAG
		command = { type = build_cost which = b_u1 value = 2.5 where = relative } # Escort CAG
		command = { type = build_cost which = naval_radar_l value = 2.5 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = 2.5 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_spotter_l value = 2.5 where = relative } # Light AA Battery
		command = { type = build_cost which = naval_anti_air_l value = 2.5 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = naval_sa_l value = 2.5 where = relative } # Secondary Fire Control
		command = { type = build_cost which = naval_improved_hull_l value = 2.5 where = relative } # Cruiser Fire Control
		command = { type = build_cost which = naval_anti_air_s value = 2.5 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_cost which = naval_fire_controll_s value = 2.5 where = relative } # Fleet Destroyer
		command = { type = build_cost which = naval_improved_hull_s value = 2.5 where = relative } # Scout Destroyer
		command = { type = build_cost which = naval_radar_s value = 2.5 where = relative } # ASuW Destroyer
		command = { type = build_cost which = naval_spotter_s value = 2.5 where = relative } # ASW Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = 2.5 where = relative } # Torpedo Destroyer
		command = { type = build_cost which = b_u2 value = 2.5 where = relative } # BB/BC Configuration
		command = { type = build_cost which = b_u3 value = 2.5 where = relative } # CA/CL Configuration
		command = { type = build_cost which = b_u17 value = 2.5 where = relative } # 610mm Torpedo Destroyer
		command = { type = build_cost which = naval_torpedoes_l value = 2.5 where = relative } # Submarine Equipment
		command = { type = build_cost which = naval_mines value = 2.5 where = relative } # Heavy Submarine Equipment
		command = { type = build_cost which = b_u16 value = 2.5 where = relative } # Large Submarine Equipment

	}
}

application = { # Economic Recovery Program
	id = 5930
	name = TECH_APP_INDUSTRY_79_NAME
	desc = TECH_APP_INDUSTRY_79_DESC

	# Hidden Technology
	year = 1936

	component = { # ComponentOne
		id = 5931
		name = TECH_CMP_INDUSTRY_79_1_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5932
		name = TECH_CMP_INDUSTRY_79_2_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5933
		name = TECH_CMP_INDUSTRY_79_3_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5934
		name = TECH_CMP_INDUSTRY_79_4_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5935
		name = TECH_CMP_INDUSTRY_79_5_NAME
		type = management
		difficulty = 5
	}

	required = { 9999 } # Fake ID to prevent research

	effects = {
		command = { type = deactivate which = 5990 } # External recovery
		command = { type = deactivate which = 5920 } # Military recovery
		command = { type = activate which = 5180 } # 1936 Economic Recovery
		command = { type = activate which = 5190 } # 1937 Economic Recovery
		command = { type = activate which = 5200 } # 1938 Economic Recovery
	}
}

application = { # 1936 Economic Recovery
	id = 5180
	name = TECH_APP_INDUSTRY_17_NAME
	desc = TECH_APP_INDUSTRY_17_DESC

	position = { x = 300 y = 107 }
	year = 1936

	component = { # ComponentOne
		id = 5181
		name = TECH_CMP_INDUSTRY_17_1_NAME
		type = industrial_engineering
		difficulty = 10
	}
	component = { # ComponentTwo
		id = 5182
		name = TECH_CMP_INDUSTRY_17_2_NAME
		type = mechanics
		difficulty = 10
	}
	component = { # ComponentThree
		id = 5183
		name = TECH_CMP_INDUSTRY_17_3_NAME
		type = management
		difficulty = 10
	}
	component = { # ComponentFour
		id = 5184
		name = TECH_CMP_INDUSTRY_17_4_NAME
		type = management
		difficulty = 10
	}
	component = { # ComponentFive
		id = 5185
		name = TECH_CMP_INDUSTRY_17_5_NAME
		type = management #nuclear_physics
		difficulty = 2
	}

	required = { 5130 5930 } # Great Depression AND Economic Recovery Program
	# Activated by: Economic Recovery Program (5930)

	effects = {
		command = { type = relative_manpower value = 2 }
		command = { type = research_mod value = 2 }
		command = { type = industrial_modifier which = total value = 5 }
		command = { type = industrial_modifier which = supplies	value = 5 }
		command = { type = building_prod_mod which = ic value = 5 }
		command = { type = building_prod_mod which = infrastructure value = 5 }
		command = { type = building_prod_mod which = land_fort value = 5 }
		command = { type = building_prod_mod which = coastal_fort value = 5 }
		command = { type = building_prod_mod which = flak value = 5 }
		command = { type = building_prod_mod which = air_base value = 5 }
		command = { type = building_prod_mod which = naval_base value = 5 }
		command = { type = build_time which = infantry value = -5 where = relative }
		command = { type = build_time which = cavalry value = -5 where = relative }
		command = { type = build_time which = militia value = -5 where = relative }
		command = { type = build_time which = paratrooper value = -5 where = relative }
		command = { type = build_time which = marine value = -5 where = relative }
		command = { type = build_time which = bergsjaeger value = -5 where = relative }
		command = { type = build_time which = hq value = -5 where = relative }
		command = { type = build_time which = garrison value = -5 where = relative }
		command = { type = build_time which = armor value = -5 where = relative }
		command = { type = build_time which = light_armor value = -5 where = relative }
		command = { type = build_time which = motorized value = -5 where = relative }
		command = { type = build_time which = mechanized value = -5 where = relative }
		command = { type = build_time which = heavy_armor value = -5 where = relative }
		command = { type = build_time which = light_armor_brigade value = -5 where = relative }
		command = { type = build_time which = anti_tank value = -5 where = relative }
		command = { type = build_time which = tank_destroyer value = -5 where = relative }
		command = { type = build_time which = armored_car value = -5 where = relative }
		command = { type = build_time which = artillery value = -5 where = relative }
		command = { type = build_time which = rocket_artillery value = -5 where = relative }
		command = { type = build_time which = sp_artillery value = -5 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -5 where = relative }
		command = { type = build_time which = anti_air value = -5 where = relative }
		command = { type = build_time which = police value = -5 where = relative }
		command = { type = build_time which = engineer value = -5 where = relative }
		command = { type = build_time which = b_u4 value = -5 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -5 where = relative } # VH Artillery
		command = { type = build_time which = b_u6 value = -5 where = relative } # LT artillery
		command = { type = build_time which = b_u7 value = -5 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u8 value = -5 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -5 where = relative } # Construction Engineer Regiment
		command = { type = build_time which = b_u10 value = -5 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -5 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -5 where = relative }
		command = { type = build_time which = multi_role value = -5 where = relative }
		command = { type = build_time which = cas value = -5 where = relative }
		command = { type = build_time which = tactical_bomber value = -5 where = relative }
		command = { type = build_time which = strategic_bomber value = -5 where = relative }
		command = { type = build_time which = naval_bomber value = -5 where = relative }
		command = { type = build_time which = transport_plane value = -5 where = relative }

		command = { type = build_time which = escort value = -5 where = relative }
		command = { type = build_time which = b_u12 value = -5 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -5 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -5 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -5 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_time which = carrier value = -5 where = relative }
		command = { type = build_time which = escort_carrier value = -5 where = relative }
		command = { type = build_time which = battleship value = -5 where = relative }
		command = { type = build_time which = battlecruiser value = -5 where = relative }
		command = { type = build_time which = heavy_cruiser value = -5 where = relative }
		command = { type = build_time which = light_cruiser value = -5 where = relative }
		command = { type = build_time which = destroyer value = -5 where = relative }
		command = { type = build_time which = submarine value = -5 where = relative }
		command = { type = build_time which = nuclear_submarine value = -5 where = relative }
		command = { type = build_time which = transport value = -5 where = relative }

		command = { type = build_time which = cag value = -5 where = relative }
		command = { type = build_time which = naval_asw value = -5 where = relative } # ASW Escort CAG
		command = { type = build_time which = naval_radar_l value = -5 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -5 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = -5 where = relative } # Light AA Battery 
		command = { type = build_time which = naval_sa_l value = -5 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -5 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -5 where = relative } # Cruiser Fire Control
		command = { type = build_time which = naval_anti_air_s value = -5 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -5 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -5 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -5 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -5 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -5 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u1 value = -5 where = relative } # Escort CAG
		command = { type = build_time which = b_u2 value = -5 where = relative } # BB/BC Configuration
		command = { type = build_time which = b_u3 value = -5 where = relative } # CA/CL Configuration
		command = { type = build_time which = b_u17 value = -5 where = relative } # 610mm Torpedo Destroyer
		command = { type = build_time which = naval_torpedoes_l value = -5 where = relative } # Submarine Equipment
		command = { type = build_time which = naval_mines value = -5 where = relative } # Heavy Submarine Equipment
		command = { type = build_time which = b_u16 value = -5 where = relative } # Large Submarine Equipment
	}
}

application = { # 1938 Economic Recovery
	id = 5190
	name = TECH_APP_INDUSTRY_18_NAME
	desc = TECH_APP_INDUSTRY_18_DESC

	position = { x = 300 y = 125 }
	year = 1938

	component = { # ComponentOne
		id = 5191
		name = TECH_CMP_INDUSTRY_18_1_NAME
		type = industrial_engineering
		difficulty = 10
	}
	component = { # ComponentTwo
		id = 5192
		name = TECH_CMP_INDUSTRY_18_2_NAME
		type = mechanics
		difficulty = 10
	}
	component = { # ComponentThree
		id = 5193
		name = TECH_CMP_INDUSTRY_18_3_NAME
		type = management
		difficulty = 10
	}
	component = { # ComponentFour
		id = 5194
		name = TECH_CMP_INDUSTRY_18_4_NAME
		type = management
		difficulty = 10
	}
	component = { # ComponentFive
		id = 5195
		name = TECH_CMP_INDUSTRY_18_5_NAME
		type = management #nuclear_physics
		difficulty = 2
	}

	required = { 5030 5180 } # 1938 Light Industry AND 1936 Economic Recovery
	# Activated by: Economic Recovery Program (5930)

	effects = {
		command = { type = relative_manpower value = 2 }
		command = { type = allow_building which = ic }
		command = { type = research_mod value = 3 }
		command = { type = industrial_modifier which = total value = 5 }
		command = { type = industrial_modifier which = supplies	value = 5 }
		command = { type = building_prod_mod which = ic value = 5 }
		command = { type = building_prod_mod which = infrastructure value = 5 }
		command = { type = building_prod_mod which = land_fort value = 5 }
		command = { type = building_prod_mod which = coastal_fort value = 5 }
		command = { type = building_prod_mod which = flak value = 5 }
		command = { type = building_prod_mod which = air_base value = 5 }
		command = { type = building_prod_mod which = naval_base value = 5 }
		command = { type = build_time which = infantry value = -5 where = relative }
		command = { type = build_time which = cavalry value = -5 where = relative }
		command = { type = build_time which = militia value = -5 where = relative }
		command = { type = build_time which = paratrooper value = -5 where = relative }
		command = { type = build_time which = marine value = -5 where = relative }
		command = { type = build_time which = bergsjaeger value = -5 where = relative }
		command = { type = build_time which = hq value = -5 where = relative }
		command = { type = build_time which = garrison value = -5 where = relative }
		command = { type = build_time which = armor value = -5 where = relative }
		command = { type = build_time which = light_armor value = -5 where = relative }
		command = { type = build_time which = motorized value = -5 where = relative }
		command = { type = build_time which = mechanized value = -5 where = relative }
		command = { type = build_time which = heavy_armor value = -5 where = relative }
		command = { type = build_time which = light_armor_brigade value = -5 where = relative }
		command = { type = build_time which = anti_tank value = -5 where = relative }
		command = { type = build_time which = tank_destroyer value = -5 where = relative }
		command = { type = build_time which = armored_car value = -5 where = relative }
		command = { type = build_time which = artillery value = -5 where = relative }
		command = { type = build_time which = rocket_artillery value = -5 where = relative }
		command = { type = build_time which = sp_artillery value = -5 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -5 where = relative }
		command = { type = build_time which = anti_air value = -5 where = relative }
		command = { type = build_time which = police value = -5 where = relative }
		command = { type = build_time which = engineer value = -5 where = relative }
		command = { type = build_time which = b_u4 value = -5 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -5 where = relative } # VH Artillery
		command = { type = build_time which = b_u6 value = -5 where = relative } # LT Artillery
		command = { type = build_time which = b_u7 value = -5 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u8 value = -5 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -5 where = relative } # Construction Engineer Regiment
		command = { type = build_time which = b_u10 value = -5 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -5 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -5 where = relative }
		command = { type = build_time which = multi_role value = -5 where = relative }
		command = { type = build_time which = cas value = -5 where = relative }
		command = { type = build_time which = tactical_bomber value = -5 where = relative }
		command = { type = build_time which = strategic_bomber value = -5 where = relative }
		command = { type = build_time which = naval_bomber value = -5 where = relative }
		command = { type = build_time which = transport_plane value = -5 where = relative }

		command = { type = build_time which = escort value = -5 where = relative }
		command = { type = build_time which = b_u12 value = -5 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -5 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -5 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -5 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_time which = carrier value = -5 where = relative }
		command = { type = build_time which = escort_carrier value = -5 where = relative }
		command = { type = build_time which = battleship value = -5 where = relative }
		command = { type = build_time which = battlecruiser value = -5 where = relative }
		command = { type = build_time which = heavy_cruiser value = -5 where = relative }
		command = { type = build_time which = light_cruiser value = -5 where = relative }
		command = { type = build_time which = destroyer value = -5 where = relative }
		command = { type = build_time which = submarine value = -5 where = relative }
		command = { type = build_time which = nuclear_submarine value = -5 where = relative }
		command = { type = build_time which = transport value = -5 where = relative }

		command = { type = build_time which = cag value = -5 where = relative }
		command = { type = build_time which = naval_asw value = -5 where = relative } # ASW Escort CAG
		command = { type = build_time which = naval_radar_l value = -5 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -5 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = -5 where = relative } # Light AA Battery 
		command = { type = build_time which = naval_sa_l value = -5 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -5 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -5 where = relative } # Cruiser Fire Control
		command = { type = build_time which = naval_anti_air_s value = -5 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -5 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -5 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -5 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -5 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -5 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u1 value = -5 where = relative } # Escort CAG
		command = { type = build_time which = b_u2 value = -5 where = relative } # BB/BC Configuration
		command = { type = build_time which = b_u3 value = -5 where = relative } # CA/CL Configuration
		command = { type = build_time which = b_u17 value = -5 where = relative } # 610mm Torpedo Destroyer
		command = { type = build_time which = naval_torpedoes_l value = -5 where = relative } # Submarine Equipment
		command = { type = build_time which = naval_mines value = -5 where = relative } # Heavy Submarine Equipment
		command = { type = build_time which = b_u16 value = -5 where = relative } # Large Submarine Equipment
	}
}

application = { # 1940 Economic Recovery
	id = 5200
	name = TECH_APP_INDUSTRY_19_NAME
	desc = TECH_APP_INDUSTRY_19_DESC

	position = { x = 300 y = 143 }
	year = 1940

	component = { # ComponentOne
		id = 5201
		name = TECH_CMP_INDUSTRY_19_1_NAME
		type = industrial_engineering
		difficulty = 10
	}
	component = { # ComponentTwo
		id = 5202
		name = TECH_CMP_INDUSTRY_19_2_NAME
		type = mechanics
		difficulty = 10
	}
	component = { # ComponentThree
		id = 5203
		name = TECH_CMP_INDUSTRY_19_3_NAME
		type = management
		difficulty = 10
	}
	component = { # ComponentFour
		id = 5204
		name = TECH_CMP_INDUSTRY_19_4_NAME
		type = management
		difficulty = 10
	}
	component = { # ComponentFive
		id = 5205
		name = TECH_CMP_INDUSTRY_19_5_NAME
		type = management #nuclear_physics
		difficulty = 2
	}

	required = { 5040 5190 } # 1940 Light Industry AND 1938 Economic Recovery
	# Activated by: Economic Recovery Program (5930)

	effects = {
		#command = { type = gain_tech which = 5280 } # Labor Reform
		command = { type = relative_manpower value = 1 }
		command = { type = research_mod value = 4 }
		command = { type = industrial_modifier which = total value = 5 }
		command = { type = industrial_modifier which = supplies	value = 5 }
		command = { type = building_prod_mod which = ic value = 5 }
		command = { type = building_prod_mod which = infrastructure value = 5 }
		command = { type = building_prod_mod which = land_fort value = 5 }
		command = { type = building_prod_mod which = coastal_fort value = 5 }
		command = { type = building_prod_mod which = flak value = 5 }
		command = { type = building_prod_mod which = air_base value = 5 }
		command = { type = building_prod_mod which = naval_base value = 5 }
		command = { type = build_time which = infantry value = -5 where = relative }
		command = { type = build_time which = cavalry value = -5 where = relative }
		command = { type = build_time which = militia value = -5 where = relative }
		command = { type = build_time which = paratrooper value = -5 where = relative }
		command = { type = build_time which = marine value = -5 where = relative }
		command = { type = build_time which = bergsjaeger value = -5 where = relative }
		command = { type = build_time which = hq value = -5 where = relative }
		command = { type = build_time which = garrison value = -5 where = relative }
		command = { type = build_time which = armor value = -5 where = relative }
		command = { type = build_time which = light_armor value = -5 where = relative }
		command = { type = build_time which = motorized value = -5 where = relative }
		command = { type = build_time which = mechanized value = -5 where = relative }
		command = { type = build_time which = heavy_armor value = -5 where = relative }
		command = { type = build_time which = light_armor_brigade value = -5 where = relative }
		command = { type = build_time which = anti_tank value = -5 where = relative }
		command = { type = build_time which = tank_destroyer value = -5 where = relative }
		command = { type = build_time which = armored_car value = -5 where = relative }
		command = { type = build_time which = artillery value = -5 where = relative }
		command = { type = build_time which = rocket_artillery value = -5 where = relative }
		command = { type = build_time which = sp_artillery value = -5 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -5 where = relative }
		command = { type = build_time which = anti_air value = -5 where = relative }
		command = { type = build_time which = police value = -5 where = relative }
		command = { type = build_time which = engineer value = -5 where = relative }
		command = { type = build_time which = b_u4 value = -5 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -5 where = relative } # VH Artillery
		command = { type = build_time which = b_u6 value = -5 where = relative } # LT Artillery
		command = { type = build_time which = b_u7 value = -5 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u8 value = -5 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -5 where = relative } # Construction Engineer Regiment
		command = { type = build_time which = b_u10 value = -5 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -5 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -5 where = relative }
		command = { type = build_time which = multi_role value = -5 where = relative }
		command = { type = build_time which = cas value = -5 where = relative }
		command = { type = build_time which = tactical_bomber value = -5 where = relative }
		command = { type = build_time which = strategic_bomber value = -5 where = relative }
		command = { type = build_time which = naval_bomber value = -5 where = relative }
		command = { type = build_time which = transport_plane value = -5 where = relative }

		command = { type = build_time which = escort value = -5 where = relative }
		command = { type = build_time which = b_u12 value = -5 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -5 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -5 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -5 where = relative } # Twin Engine/Heavy Fighter

		command = { type = build_time which = carrier value = -5 where = relative }
		command = { type = build_time which = escort_carrier value = -5 where = relative }
		command = { type = build_time which = battleship value = -5 where = relative }
		command = { type = build_time which = battlecruiser value = -5 where = relative }
		command = { type = build_time which = heavy_cruiser value = -5 where = relative }
		command = { type = build_time which = light_cruiser value = -5 where = relative }
		command = { type = build_time which = destroyer value = -5 where = relative }
		command = { type = build_time which = submarine value = -5 where = relative }
		command = { type = build_time which = nuclear_submarine value = -5 where = relative }
		command = { type = build_time which = transport value = -5 where = relative }

		command = { type = build_time which = cag value = -5 where = relative }
		command = { type = build_time which = naval_asw value = -5 where = relative } # ASW Escort CAG
		command = { type = build_time which = naval_radar_l value = -5 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -5 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_spotter_l value = -5 where = relative } # Light AA Battery 
		command = { type = build_time which = naval_sa_l value = -5 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -5 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -5 where = relative } # Cruiser Fire Control
		command = { type = build_time which = naval_anti_air_s value = -5 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -5 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -5 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -5 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -5 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -5 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u1 value = -5 where = relative } # Escort CAG
		command = { type = build_time which = b_u2 value = -5 where = relative } # BB/BC Configuration
		command = { type = build_time which = b_u3 value = -5 where = relative } # CA/CL Configuration
		command = { type = build_time which = b_u17 value = -5 where = relative } # 610mm Torpedo Destroyer
		command = { type = build_time which = naval_torpedoes_l value = -5 where = relative } # Submarine Equipment
		command = { type = build_time which = naval_mines value = -5 where = relative } # Heavy Submarine Equipment
		command = { type = build_time which = b_u16 value = -5 where = relative } # Large Submarine Equipment
	}
}

# ###################################################################
# # Agricultural & Labor Reform/Rationalization #####################
# ###################################################################

application = { # Basic Agriculture
	id = 5240
	name = TECH_APP_INDUSTRY_23_NAME
	desc = TECH_APP_INDUSTRY_23_DESC

	position = { x = 16 y = 35 }
	year = 1900

	component = { # ComponentOne
		id = 5241
		name = TECH_CMP_INDUSTRY_23_1_NAME
		type = management
		difficulty = 3
	}
	component = { # ComponentTwo
		id = 5242
		name = TECH_CMP_INDUSTRY_23_2_NAME
		type = general_equipment
		difficulty = 3
	}
	component = { # ComponentThree
		id = 5243
		name = TECH_CMP_INDUSTRY_23_3_NAME
		type = mechanics
		difficulty = 3
	}
	component = { # ComponentFour
		id = 5244
		name = TECH_CMP_INDUSTRY_23_4_NAME
		type = management
		difficulty = 3
	}
	component = { # ComponentFive
		id = 5245
		name = TECH_CMP_INDUSTRY_23_5_NAME
		type = management
		difficulty = 6
	}

	required = { 5830 }	# Subsistence Economy (or better)

	effects = {
		command = { type = industrial_modifier which = supplies	value = 2 }
		command = { type = relative_manpower value = 5 }
	}
}
application = { # Improved Agriculture
	id = 5250
	name = TECH_APP_INDUSTRY_24_NAME
	desc = TECH_APP_INDUSTRY_24_DESC

	position = { x = 160 y = 35 }
	year = 1920

	component = { # ComponentOne
		id = 5251
		name = TECH_CMP_INDUSTRY_24_1_NAME
		type = management
		difficulty = 4
	}
	component = { # ComponentTwo
		id = 5252
		name = TECH_CMP_INDUSTRY_24_2_NAME
		type = general_equipment
		difficulty = 4
	}
	component = { # ComponentThree
		id = 5253
		name = TECH_CMP_INDUSTRY_24_3_NAME
		type = mechanics
		difficulty = 4
	}
	component = { # ComponentFour
		id = 5254
		name = TECH_CMP_INDUSTRY_24_4_NAME
		type = management
		difficulty = 4
	}
	component = { # ComponentFive
		id = 5255
		name = TECH_CMP_INDUSTRY_24_5_NAME
		type = management
		difficulty = 9
	}

	required = { 5240 5210 } # Basic Agriculture AND Agricultural Economy 
	# Activated by: # Agricultural Economy (5210)

	effects = {
		command = { type = industrial_modifier which = supplies	value = 4 }
		command = { type = relative_manpower value = 6 }

	}
}

application = { # Modern Agriculture
	id = 5260
	name = TECH_APP_INDUSTRY_25_NAME
	desc = TECH_APP_INDUSTRY_25_DESC

	position = { x = 310 y = 35 }	
	year = 1938

	component = { # ComponentOne
		id = 5261
		name = TECH_CMP_INDUSTRY_25_1_NAME
		type = management
		difficulty = 6
	}
	component = { # ComponentTwo
		id = 5262
		name = TECH_CMP_INDUSTRY_25_2_NAME
		type = general_equipment
		difficulty = 10
	}
	component = { # ComponentThree
		id = 5263
		name = TECH_CMP_INDUSTRY_25_3_NAME
		type = industrial_engineering
		difficulty = 6
	}
	component = { # ComponentFour
		id = 5264
		name = TECH_CMP_INDUSTRY_25_4_NAME
		type = nuclear_physics
		difficulty = 2
	}
	component = { # ComponentFive
		id = 5265
		name = TECH_CMP_INDUSTRY_25_5_NAME
		type = management
		difficulty = 12
	}

	required = { 5030 5250 5840 13010 } # 1938 Lt Ind, Improved Agriculture, Pre-Industrial Economy AND Chemical Synthesis
	# Activated by: # Pre-Industrial Economy (5840)

	effects = {
		command = { type = industrial_modifier which = supplies	value = 4 }
		command = { type = relative_manpower value = 7 }
	}
}

application = { # Motorised Agriculture
	id = 5270
	name = TECH_APP_INDUSTRY_26_NAME
	desc = TECH_APP_INDUSTRY_26_DESC

	position = { x = 310 y = 55 }
	year = 1943

	component = { # ComponentOne
		id = 5271
		name = TECH_CMP_INDUSTRY_26_1_NAME
		type = management
		difficulty = 7
	}
	component = { # ComponentTwo
		id = 5272
		name = TECH_CMP_INDUSTRY_26_2_NAME
		type = mechanics
		difficulty = 12
	}
	component = { # ComponentThree
		id = 5273
		name = TECH_CMP_INDUSTRY_26_3_NAME
		type = industrial_engineering
		difficulty = 7
	}
	component = { # ComponentFour
		id = 5274
		name = TECH_CMP_INDUSTRY_26_4_NAME
		type = nuclear_physics
		difficulty = 2
	}
	component = { # ComponentFive
		id = 5275
		name = TECH_CMP_INDUSTRY_26_5_NAME
		type = management
		difficulty = 14
	}

	required = { 5050 5260 5220 13010 } # 1942 Lt Ind, Modern Agriculture, Semi-Industrialized Economy AND Chemical Synthesis
	# Activated by: # Semi-Industrialised Economy (5220)

	effects = {
		command = { type = industrial_modifier which = supplies	value = 4 }
		command = { type = relative_manpower value = 8 }
	}
}

application = { # Mechanised Agriculture
	id = 5700
	name = TECH_APP_INDUSTRY_57_NAME
	desc = TECH_APP_INDUSTRY_57_DESC

	position = { x = 460 y = 55 }
	year = 1948

	component = { # ComponentOne
		id = 5701
		name = TECH_CMP_INDUSTRY_57_1_NAME
		type = management
		difficulty = 8
	}
	component = { # ComponentTwo
		id = 5702
		name = TECH_CMP_INDUSTRY_57_2_NAME
		type = mechanics
		difficulty = 14
	}
	component = { # ComponentThree
		id = 5703
		name = TECH_CMP_INDUSTRY_57_3_NAME
		type = nuclear_physics
		difficulty = 2
	}
	component = { # ComponentFour
		id = 5704
		name = TECH_CMP_INDUSTRY_57_4_NAME
		type = general_equipment
		difficulty = 8
	}
	component = { # ComponentFive
		id = 5705
		name = TECH_CMP_INDUSTRY_57_5_NAME
		type = management
		difficulty = 16
	}

	required = { 5710 5270 5230 13010 } # 1947 Lt Ind, Motorised Agriculture, Fully Industrialized Economy AND Chemical Synthesis
	# Activated by: # Fully Industrialised Economy (5230)

	effects = {
		command = { type = industrial_modifier which = supplies	value = 4 }
		command = { type = relative_manpower value = 9 }
	}
}

application = { # Labor Reform
	id = 5280
	name = TECH_APP_INDUSTRY_27_NAME
	desc = TECH_APP_INDUSTRY_27_DESC

	position = { x = 160 y = 162 }
	year = 1940

	component = { # ComponentOne
		id = 5281
		name = TECH_CMP_INDUSTRY_27_1_NAME
		type = management
		difficulty = 8
	}
	component = { # ComponentTwo
		id = 5282
		name = TECH_CMP_INDUSTRY_27_2_NAME
		type = management
		difficulty = 8
	}
	component = { # ComponentThree
		id = 5283
		name = TECH_CMP_INDUSTRY_27_3_NAME
		type = industrial_engineering
		difficulty = 6
	}
	component = { # ComponentFour
		id = 5284
		name = TECH_CMP_INDUSTRY_27_4_NAME
		type = industrial_engineering
		difficulty = 6
	}
	component = { # ComponentFive
		id = 5285
		name = TECH_CMP_INDUSTRY_27_5_NAME
		type = nuclear_physics
		difficulty = 2
	}

	required = { 5840 } # Pre-Industrial Economy
	# Activated by: Event 8010

	effects = {
		command = { type = relative_manpower value = 10 }
	}
}

application = { # Labor Rationalization
	id = 5290
	name = TECH_APP_INDUSTRY_28_NAME
	desc = TECH_APP_INDUSTRY_28_DESC

	position = { x = 300 y = 162 }
	year = 1944

	component = { # ComponentOne
		id = 5291
		name = TECH_CMP_INDUSTRY_28_1_NAME
		type = management
		difficulty = 9
	}
	component = { # ComponentTwo
		id = 5292
		name = TECH_CMP_INDUSTRY_28_2_NAME
		type = management
		difficulty = 9
	}
	component = { # ComponentThree
		id = 5293
		name = TECH_CMP_INDUSTRY_28_3_NAME
		type = industrial_engineering
		difficulty = 7
	}
	component = { # ComponentFour
		id = 5294
		name = TECH_CMP_INDUSTRY_28_4_NAME
		type = industrial_engineering
		difficulty = 7
	}
	component = { # ComponentFive
		id = 5295
		name = TECH_CMP_INDUSTRY_28_5_NAME
		type = nuclear_physics
		difficulty = 2
	}

	OR_required = { 5280 5200 } # Labor Reform OR 1938 Economic Recovery
	# Activated by: Event 8010

	effects = {
		command = { type = relative_manpower value = 10 }
	}
}

# ###################################################################
# # Electronics/Radar/Cryptology ####################################
# ###################################################################

application = { # 1930 Electronics
	id = 5660
	name = TECH_APP_INDUSTRY_77_NAME
	desc = TECH_APP_INDUSTRY_77_DESC

	position = { x = 437 y = 90 }
	year = 1930

	component = { # ComponentOne
		id = 5661
		name = TECH_CMP_INDUSTRY_77_1_NAME
		type = mathematics
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5662
		name = TECH_CMP_INDUSTRY_77_2_NAME
		type = electronics
		difficulty = 7
	}
	component = { # ComponentThree
		id = 5663
		name = TECH_CMP_INDUSTRY_77_3_NAME
		type = nuclear_physics
		difficulty = 2
	}
	component = { # ComponentFour
		id = 5664
		name = TECH_CMP_INDUSTRY_77_4_NAME
		type = electronics
		difficulty = 7
	}
	component = { # ComponentFive
		id = 5665
		name = TECH_CMP_INDUSTRY_77_5_NAME
		type = management
		difficulty = 5
	}

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

	effects = {
		command = { type = activate which = 2680 } # 1937 Armored Scout Car
		command = { type = activate which = 2950 } # 1930 Air Defense System
		command = { type = research_mod value = 3 }
	}
}

application = { # 1937 Electronics
	id = 5500
	name = TECH_APP_INDUSTRY_71_NAME
	desc = TECH_APP_INDUSTRY_71_DESC

	position = { x = 450 y = 110 }
	year = 1937
	
	component = { # ComponentOne
		id = 5501
		name = TECH_CMP_INDUSTRY_71_1_NAME
		type = mathematics
		difficulty = 6
	}
	component = { # ComponentTwo
		id = 5502
		name = TECH_CMP_INDUSTRY_71_2_NAME
		type = electronics
		difficulty = 8
	}
	component = { # ComponentThree
		id = 5503
		name = TECH_CMP_INDUSTRY_71_3_NAME
		type = nuclear_physics
		difficulty = 2
	}
	component = { # ComponentFour
		id = 5504
		name = TECH_CMP_INDUSTRY_71_4_NAME
		type = electronics
		difficulty = 8
	}
	component = { # ComponentFive
		id = 5505
		name = TECH_CMP_INDUSTRY_71_5_NAME
		type = management
		difficulty = 6
	}

	required = { 5660 } # 1930 Electronics
	OR_required = { 5230 5030 } # Fully Industrialized Economy OR 1938 Light Industry
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = activate which = 2690 } # 1941 Armored Car (6 Wheel)
		command = { type = activate which = 2960 } # 1938 Air Defense System 

		command = { type = activate which = 4200 } # 1938 Patrol Aircraft 
		command = { type = activate which = 4300 } # 1938 Strategic Bomber 
		command = { type = activate which = 4420 } # 1942 Transport Plane 
		command = { type = activate which = 4700 } # 1938 Multi-role Fighter
		command = { type = activate which = 4800 } # 1939 Escort Fighter
		command = { type = activate which = 7490 } # Developmental Turbojet Engine
		command = { type = activate which = 9380 } # Rudimentary Night Operations
		command = { type = activate which = 9850 } # Rudimentary Sea Patrol
 
		command = { type = research_mod value = 3 }
		command = { type = gain_tech which = 5590 }
	}
}

application = { # 1939 Electronics
	id = 5510
	name = TECH_APP_INDUSTRY_72_NAME
	desc = TECH_APP_INDUSTRY_72_DESC

	position = { x = 450 y = 170 }
	year = 1939

	component = { # ComponentOne
		id = 5511
		name = TECH_CMP_INDUSTRY_72_1_NAME
		type = mathematics
		difficulty = 7
	}

	component = { # ComponentTwo
		id = 5512
		name = TECH_CMP_INDUSTRY_72_2_NAME
		type = electronics
		difficulty = 9
	}

	component = { # ComponentThree
		id = 5513
		name = TECH_CMP_INDUSTRY_72_3_NAME
		type = nuclear_physics
		difficulty = 2
	}

	component = { # ComponentFour
		id = 5514
		name = TECH_CMP_INDUSTRY_72_4_NAME
		type = electronics
		difficulty = 9
	}

	component = { # ComponentFive
		id = 5515
		name = TECH_CMP_INDUSTRY_72_5_NAME
		type = management
		difficulty = 7
	}

	required = { 5500 } # 1937 Electronics
	OR_required = { 5230 5040 } # Fully Industrialized Economy OR 1940 Light Industry
	# Activated by: Pre-Industrial Economy (5840)

	effects = { 
		command = { type = activate which = 2930 } # 1942 Anti-Aircraft Artillery 

		command = { type = activate which = 4120 } # 1942 Tactical Bomber 
		command = { type = activate which = 4210 } # 1940 Patrol Aircraft 
		command = { type = activate which = 4310 } # 1940 Strategic Bomber 
		command = { type = activate which = 4530 } # 1942 Light Bomber Development 
		command = { type = activate which = 4630 } # 1941 Light Fighter
		command = { type = activate which = 4710 } # 1940 Multi-role Fighter
		command = { type = activate which = 4810 } # 1941 Escort Fighter

		command = { type = activate which = 9340 } # Developed Night Operations 
		command = { type = activate which = 9360 } # Significant Field Modifications

		command = { type = research_mod value = 4 }
		command = { type = gain_tech which = 5600 }
	}
}

application = { # 1941 Electronics
	id = 5520
	name = TECH_APP_INDUSTRY_44_NAME
	desc = TECH_APP_INDUSTRY_44_DESC

	position = { x = 450 y = 230 }
	year = 1941

	component = { # ComponentOne
		id = 5521
		name = TECH_CMP_INDUSTRY_44_1_NAME
		type = mathematics
		difficulty = 8
	}
	component = { # ComponentTwo
		id = 5522
		name = TECH_CMP_INDUSTRY_44_2_NAME
		type = electronics
		difficulty = 10
	}
	component = { # ComponentThree
		id = 5523
		name = TECH_CMP_INDUSTRY_44_3_NAME
		type = nuclear_physics
		difficulty = 2
	}
	component = { # ComponentFour
		id = 5524
		name = TECH_CMP_INDUSTRY_44_4_NAME
		type = electronics
		difficulty = 10
	}
	component = { # ComponentFive
		id = 5525
		name = TECH_CMP_INDUSTRY_44_5_NAME
		type = management
		difficulty = 8
		
	}

	required = { 5510 } # 1939 Electronics
	OR_required = { 5230 5050 } # Fully Industrialized Economy OR 1942 Light Industry
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = activate which = 2700 } # 1944 Armored Car (8 Wheel)
		command = { type = activate which = 2970 } # 1943 Air Defense System 

		command = { type = activate which = 4130 } # 1944 Medium Bomber 
		command = { type = activate which = 4220 } # 1943 Patrol Aircraft 
		command = { type = activate which = 4320 } # 1943 Strategic Bomber 
		command = { type = activate which = 4430 } # 1945 Transport Plane 
		command = { type = activate which = 4540 } # 1944 Light Bomber Development 
		command = { type = activate which = 4640 } # 1943 Light Fighter
		command = { type = activate which = 4720 } # 1942 Multi-role Fighter
		command = { type = activate which = 4820 } # 1943 Escort Fighter
		command = { type = activate which = 8180 } # Blind Attacks: Destroyer
		command = { type = activate which = 8420 } # Blind Attacks: Submarine

		command = { type = research_mod value = 4 }
		command = { type = gain_tech which = 5650 }
	}
}

application = { # 1937 Encryption
	id = 5530
	name = TECH_APP_INDUSTRY_45_NAME
	desc = TECH_APP_INDUSTRY_45_DESC

	position = { x = 460 y = 130 }
	year = 1937
		
	component = { # ComponentOne
		id = 5531
		name = TECH_CMP_INDUSTRY_45_1_NAME
		type = general_equipment
		difficulty = 6
	}
	component = { # ComponentTwo
		id = 5532
		name = TECH_CMP_INDUSTRY_45_2_NAME
		type = general_equipment
		difficulty = 6
	}
	component = { # ComponentThree
		id = 5533
		name = TECH_CMP_INDUSTRY_45_3_NAME
		type = mathematics
		difficulty = 6
	}
	component = { # ComponentFour
		id = 5534
		name = TECH_CMP_INDUSTRY_45_4_NAME
		type = management
		difficulty = 6
	}
	component = { # ComponentFive
		id = 5535
		name = TECH_CMP_INDUSTRY_45_5_NAME
		type = centralized_execution
		difficulty = 6
	}

	required = { 5500 } # 1937 Electronics
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = intelligence which = them value = -10 }
		command = { type = surprise which = naval value = 5 }
		command = { type = surprise which = land value = 5 }
		command = { type = surprise which = air value = 5 }
		command = { type = army_detection which = them value = -3 }
	}
}

application = { # 1939 Encryption
	id = 5540
	name = TECH_APP_INDUSTRY_46_NAME
	desc = TECH_APP_INDUSTRY_46_DESC

	position = { x = 460 y = 190 }
	year = 1939

	component = { # ComponentOne
		id = 5541
		name = TECH_CMP_INDUSTRY_46_1_NAME
		type = general_equipment
		difficulty = 7
	}
	component = { # ComponentTwo
		id = 5542
		name = TECH_CMP_INDUSTRY_46_2_NAME
		type = general_equipment
		difficulty = 7
	}
	component = { # ComponentThree
		id = 5543
		name = TECH_CMP_INDUSTRY_46_3_NAME
		type = mathematics
		difficulty = 7
	}
	component = { # ComponentFour
		id = 5544
		name = TECH_CMP_INDUSTRY_46_4_NAME
		type = management
		difficulty = 7
	}
	component = { # ComponentFive
		id = 5545
		name = TECH_CMP_INDUSTRY_46_5_NAME
		type = centralized_execution
		difficulty = 7
		
	}

	required = { 5510 5530 } # 1939 Electronics & 1937 Encryption
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = activate which = 8400 } # Wolfpack Tactics
		command = { type = intelligence which = them value = -10 }
		command = { type = surprise which = naval value = 5 }
		command = { type = surprise which = land value = 5 }
		command = { type = surprise which = air value = 5 }
		command = { type = army_detection which = them value = -3 }
	}
}

application = { # 1941 Encryption
	id = 5550
	name = TECH_APP_INDUSTRY_47_NAME
	desc = TECH_APP_INDUSTRY_47_DESC

	position = { x = 460 y = 250 }
	year = 1941

	component = { # ComponentOne
		id = 5551
		name = TECH_CMP_INDUSTRY_47_1_NAME
		type = general_equipment
		difficulty = 8
	}
	component = { # ComponentTwo
		id = 5552
		name = TECH_CMP_INDUSTRY_47_2_NAME
		type = electronics
		difficulty = 8
	}
	component = { # ComponentThree
		id = 5553
		name = TECH_CMP_INDUSTRY_47_3_NAME
		type = mathematics
		difficulty = 8
	}
	component = { # ComponentFour
		id = 5554
		name = TECH_CMP_INDUSTRY_47_4_NAME
		type = management
		difficulty = 8
	}
	component = { # ComponentFive
		id = 5555
		name = TECH_CMP_INDUSTRY_47_5_NAME
		type = centralized_execution
		difficulty = 8
	}

	required = { 5520 5540 } # 1941 Electronics & 1939 Encryption
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = intelligence which = them value = -10 }
		command = { type = surprise which = naval value = 5 }
		command = { type = surprise which = land value = 5 }
		command = { type = surprise which = air value = 5 }
		command = { type = army_detection which = them value = -3 }
	}
}

application = { # 1938 Decryption
	id = 5560
	name = TECH_APP_INDUSTRY_48_NAME
	desc = TECH_APP_INDUSTRY_48_DESC

	position = { x = 460 y = 150 }
	year = 1938
		
	component = { # ComponentOne
		id = 5561
		name = TECH_CMP_INDUSTRY_48_1_NAME
		type = general_equipment
		difficulty = 7
	}
	component = { # ComponentTwo
		id = 5562
		name = TECH_CMP_INDUSTRY_48_2_NAME
		type = mathematics
		difficulty = 7
	}
	component = { # ComponentThree
		id = 5563
		name = TECH_CMP_INDUSTRY_48_3_NAME
		type = mathematics
		difficulty = 7
	}
	component = { # ComponentFour
		id = 5564
		name = TECH_CMP_INDUSTRY_48_4_NAME
		type = management
		difficulty = 7
	}
	component = { # ComponentFive
		id = 5565
		name = TECH_CMP_INDUSTRY_48_5_NAME
		type = training
		difficulty = 7
	}

	required = { 5500 } # 1937 Electronics
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = intelligence which = us value = 20 }
		command = { type = surprise which = naval value = 5 }
		command = { type = surprise which = land value = 5 }
		command = { type = surprise which = air value = 5 }
		command = { type = army_detection which = us value = 6 }
	}
}

application = { # 1940 Decryption
	id = 5570
	name = TECH_APP_INDUSTRY_49_NAME
	desc = TECH_APP_INDUSTRY_49_DESC

	position = { x = 460 y = 210 }
	year = 1940

	component = { # ComponentOne
		id = 5571
		name = TECH_CMP_INDUSTRY_49_1_NAME
		type = general_equipment
		difficulty = 8
	}
	component = { # ComponentTwo
		id = 5572
		name = TECH_CMP_INDUSTRY_49_2_NAME
		type = mathematics
		difficulty = 8
	}
	component = { # ComponentThree
		id = 5573
		name = TECH_CMP_INDUSTRY_49_3_NAME
		type = mathematics
		difficulty = 8
	}
	component = { # ComponentFour
		id = 5574
		name = TECH_CMP_INDUSTRY_49_4_NAME
		type = management
		difficulty = 8
	}
	component = { # ComponentFive
		id = 5575
		name = TECH_CMP_INDUSTRY_49_5_NAME
		type = training
		difficulty = 8
	}

	required = { 5510 5560 } # 1939 Electronics & 1938 Decryption
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = intelligence which = us value = 20 }
		command = { type = surprise which = naval value = 5 }
		command = { type = surprise which = land value = 5 }
		command = { type = surprise which = air value = 5 }
		command = { type = army_detection which = us value = 6 }
	}
}

application = { # 1942 Decryption
	id = 5580
	name = TECH_APP_INDUSTRY_50_NAME
	desc = TECH_APP_INDUSTRY_50_DESC

	position = { x = 460 y = 270 }
	year = 1942

	component = { # ComponentOne
		id = 5581
		name = TECH_CMP_INDUSTRY_50_1_NAME
		type = electronics
		difficulty = 9
	}
	component = { # ComponentTwo
		id = 5582
		name = TECH_CMP_INDUSTRY_50_2_NAME
		type = mathematics
		difficulty = 9
	}
	component = { # ComponentThree
		id = 5583
		name = TECH_CMP_INDUSTRY_50_3_NAME
		type = mathematics
		difficulty = 9
	}
	component = { # ComponentFour
		id = 5584
		name = TECH_CMP_INDUSTRY_50_4_NAME
		type = management
		difficulty = 9
	}
	component = { # ComponentFive
		id = 5585
		name = TECH_CMP_INDUSTRY_50_5_NAME
		type = training
		difficulty = 9
	}

	required = { 5520 5570 } # 1941 Electronics & 1940 Decryption
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = intelligence which = us value = 20 }
		command = { type = surprise which = naval value = 5 }
		command = { type = surprise which = land value = 5 }
		command = { type = surprise which = air value = 5 }
		command = { type = army_detection which = us value = 6 }
	}
}

application = { # Radar Theory
	id = 5590
	name = TECH_APP_INDUSTRY_51_NAME
	desc = TECH_APP_INDUSTRY_51_DESC

	position = { x = 437 y = 290 }
	year = 1936

	component = { # ComponentOne
		id = 5591
		name = TECH_CMP_INDUSTRY_51_1_NAME
		type = nuclear_physics
		difficulty = 9
	}
	component = { # ComponentTwo
		id = 5592
		name = TECH_CMP_INDUSTRY_51_2_NAME
		type = mathematics
		difficulty = 9
	}
	component = { # ComponentThree
		id = 5593
		name = TECH_CMP_INDUSTRY_51_3_NAME
		type = electronics
		difficulty = 10
	}
	component = { # ComponentFour
		id = 5594
		name = TECH_CMP_INDUSTRY_51_4_NAME
		type = electronics
		difficulty = 10
	}
	component = { # ComponentFive
		id = 5595
		name = TECH_CMP_INDUSTRY_51_5_NAME
		type = electronics
		difficulty = 10
	}

	required = { 5660 5220 } # 1930 Electronics AND Semi-Industrialised Economy 
	# Activated by: # Semi-Industrialised Economy (5220)

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

application = { # Functional Radar
	id = 5600
	name = TECH_APP_INDUSTRY_52_NAME
	desc = TECH_APP_INDUSTRY_52_DESC

	position = { x = 450 y = 310 }
	year = 1937

	component = { # ComponentOne
		id = 5601
		name = TECH_CMP_INDUSTRY_52_1_NAME
		type = electronics
		difficulty = 9
	}
	component = { # ComponentTwo
		id = 5602
		name = TECH_CMP_INDUSTRY_52_2_NAME
		type = nuclear_physics
		difficulty = 2
	}
	component = { # ComponentThree
		id = 5603
		name = TECH_CMP_INDUSTRY_52_3_NAME
		type = general_equipment
		difficulty = 7
	}
	component = { # ComponentFour
		id = 5604
		name = TECH_CMP_INDUSTRY_52_4_NAME
		type = electronics
		difficulty = 9
	}
	component = { # ComponentFive
		id = 5605
		name = TECH_CMP_INDUSTRY_52_5_NAME
		type = management
		difficulty = 7
	}

	required = { 5500 5590 } # 1937 Electronics AND Radar Theory
	# Activated by: # Semi-Industrialised Economy (5220)

	effects = {
		command = { type = allow_building which = radar_station }
	}
}

application = { # Low-end Decimetric Radar
	id = 5610
	name = TECH_APP_INDUSTRY_53_NAME
	desc = TECH_APP_INDUSTRY_53_DESC

	position = { x = 460 y = 330 }
	year = 1939

	component = { # ComponentOne
		id = 5611
		name = TECH_CMP_INDUSTRY_53_1_NAME
		type = electronics
		difficulty = 10
	}
	component = { # ComponentTwo
		id = 5612
		name = TECH_CMP_INDUSTRY_53_2_NAME
		type = nuclear_physics
		difficulty = 2
	}
	component = { # ComponentThree
		id = 5613
		name = TECH_CMP_INDUSTRY_53_3_NAME
		type = general_equipment
		difficulty = 7
	}
	component = { # ComponentFour
		id = 5614
		name = TECH_CMP_INDUSTRY_53_4_NAME
		type = electronics
		difficulty = 9
	}
	component = { # ComponentFive
		id = 5615
		name = TECH_CMP_INDUSTRY_53_5_NAME
		type = management
		difficulty = 7
	}

	required = { 5600 } # Functional Radar
	# Activated by: # Semi-Industrialised Economy (5220)

	effects = {
		command = { type = activate which = 9130 } # Plotting and Filter Room
		command = { type = radar_eff value = 30 }

		command = { type = new_model which = naval_radar_l value = 4 } # Improved Fire Control System (BB)
		command = { type = new_model which = naval_radar_l value = 3 } # Interwar Fire Control System (BB)
		command = { type = scrap_model which = naval_radar_l value = 3 } # Interwar Fire Control System (BB)
		command = { type = scrap_model which = naval_radar_l value = 2 } # WW1 Fire Control System (BB)

		command = { type = new_model which = naval_spotter_l value = 4 } # Improved AA Battery
		command = { type = new_model which = naval_spotter_l value = 3 } # Interwar AA Battery
		command = { type = scrap_model which = naval_spotter_l value = 3 } # Interwar AA Battery
		command = { type = scrap_model which = naval_spotter_l value = 2 } # WW1 AA Battery
		command = { type = scrap_model which = naval_spotter_l value = 0 } # Obsolete Light AA Battery

		command = { type = new_model which = naval_fire_controll_l value = 4 } # Improved Fire Control System (BC)
		command = { type = new_model which = naval_fire_controll_l value = 3 } # Interwar Fire Control System (BC)
		command = { type = scrap_model which = naval_fire_controll_l value = 3 } # Interwar Fire Control System (BC)
		command = { type = scrap_model which = naval_fire_controll_l value = 2 } # WW1 Fire Control System (BC)

		command = { type = new_model which = naval_improved_hull_l value = 4 } # Improved Fire Control System (CA/CL)
		command = { type = new_model which = naval_improved_hull_l value = 3 } # Interwar Fire Control System (CA/CL)
		command = { type = scrap_model which = naval_improved_hull_l value = 3 } # Interwar Fire Control System (CA/CL)
		command = { type = scrap_model which = naval_improved_hull_l value = 2 } # WW1 Fire Control System (CA/CL)

		command = { type = new_model which = naval_anti_air_l value = 4 } # Improved AA Cruiser Conversion
		command = { type = new_model which = naval_anti_air_l value = 3 } # Interwar AA Cruiser Conversion
		command = { type = scrap_model which = naval_anti_air_l value = 3 } # Interwar AA Cruiser Conversion

		command = { type = build_time which = naval_radar_l value = -2 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -2 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_anti_air_l value = -2 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_sa_l value = -2 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_improved_hull_l value = -2 where = relative } # Cruiser Fire Control

		command = { type = build_cost which = naval_radar_l value = 1 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = 1 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_anti_air_l value = 1 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = naval_sa_l value = 1 where = relative } # Secondary Fire Control
		command = { type = build_cost which = naval_improved_hull_l value = 1 where = relative } # Cruiser Fire Control
	}
}

application = { # High-end Decimetric Radar
	id = 5620
	name = TECH_APP_INDUSTRY_54_NAME
	desc = TECH_APP_INDUSTRY_54_DESC

	position = { x = 470 y = 350 }
	year = 1940
		
	component = { # ComponentOne
		id = 5621
		name = TECH_CMP_INDUSTRY_54_1_NAME
		type = electronics
		difficulty = 10
	}
	component = { # ComponentTwo
		id = 5622
		name = TECH_CMP_INDUSTRY_54_2_NAME
		type = nuclear_physics
		difficulty = 2
	}
	component = { # ComponentThree
		id = 5623
		name = TECH_CMP_INDUSTRY_54_3_NAME
		type = general_equipment
		difficulty = 8
	}
	component = { # ComponentFour
		id = 5624
		name = TECH_CMP_INDUSTRY_54_4_NAME
		type = electronics
		difficulty = 10
	}
	component = { # ComponentFive
		id = 5625
		name = TECH_CMP_INDUSTRY_54_5_NAME
		type = management
		difficulty = 8
	}

	required = { 5610 } # Low-end Decimetric Radar
	# Activated by: # Semi-Industrialised Economy (5220)

	effects = {
		command = { type = activate which = 8290 } # Central Fighter Direction Control

		command = { type = radar_eff value = 20 }

		command = { type = new_model which = naval_radar_l value = 5 } # Improved Decimetric Fire Control Radar (BB)
		command = { type = scrap_model which = naval_radar_l value = 4 } # Decimetric Fire Control Radar (BB)

		command = { type = new_model which = naval_spotter_l value = 5 } # Improved Decimetric AA Battery
		command = { type = scrap_model which = naval_spotter_l value = 4 } # Decimetric AA Battery

		command = { type = new_model which = naval_fire_controll_l value = 5 } # Improved Decimetric Fire Control Radar (BC)
		command = { type = scrap_model which = naval_fire_controll_l value = 4 } # Decimetric Fire Control Radar (BC)

		command = { type = new_model which = naval_improved_hull_l value = 5 } # Improved DecimetricFire Control Radar (CA/CL)
		command = { type = scrap_model which = naval_improved_hull_l value = 4 } # Decimetric Fire Control Radar (CA/CL)

		command = { type = new_model which = naval_anti_air_l value = 5 } # Improved Decimetric AA Cruiser Conversion
		command = { type = scrap_model which = naval_anti_air_l value = 4 } # Decimetric AA Cruiser Conversion

		command = { type = new_model which = naval_anti_air_s value = 5 } # Decimetric AAW DD Radar
		command = { type = new_model which = naval_anti_air_s value = 4 } # Improved AAW DD Fire Control
		command = { type = new_model which = naval_anti_air_s value = 3 } # Interwar AAW DD Fire Control
		command = { type = scrap_model which = naval_anti_air_s value = 4 } # Improved AAW DD Fire Control
		command = { type = scrap_model which = naval_anti_air_s value = 3 } # Interwar AAW DD Fire Control
		command = { type = scrap_model which = naval_anti_air_s value = 2 } # WW1 AAW DD Fire Control
		command = { type = scrap_model which = naval_anti_air_s value = 0 } # AAW DD Optimization

		command = { type = new_model which = naval_fire_controll_s value = 5 } # Decimetric Fleet DD Radar
		command = { type = new_model which = naval_fire_controll_s value = 4 } # Improved Fleet DD Fire Control
		command = { type = new_model which = naval_fire_controll_s value = 3 } # Interwar Fleet DD Fire Control
		command = { type = scrap_model which = naval_fire_controll_s value = 4 } # Improved Fleet DD Fire Control
		command = { type = scrap_model which = naval_fire_controll_s value = 3 } # Interwar Fleet DD Fire Control
		command = { type = scrap_model which = naval_fire_controll_s value = 2 } # WW1 Fleet DD Fire Control
		command = { type = scrap_model which = naval_fire_controll_s value = 0 } # Fleet DD Optimization 

		command = { type = new_model which = naval_improved_hull_s value = 5 } # Decimetric Scout DD Radar
		command = { type = new_model which = naval_improved_hull_s value = 4 } # Improved Scout DD Fire Control
		command = { type = new_model which = naval_improved_hull_s value = 3 } # Interwar Scout DD Fire Control
		command = { type = scrap_model which = naval_improved_hull_s value = 4 } # Improved Scout DD Fire Control
		command = { type = scrap_model which = naval_improved_hull_s value = 3 } # Interwar Scout DD Fire Control
		command = { type = scrap_model which = naval_improved_hull_s value = 2 } # WW1 Scout DD Fire Control
		command = { type = scrap_model which = naval_improved_hull_s value = 0 } # Scout DD Optimization 

		command = { type = new_model which = naval_radar_s value = 5 } # Decimetric ASuW DD Radar
		command = { type = new_model which = naval_radar_s value = 4 } # Improved ASuW DD Fire Control
		command = { type = new_model which = naval_radar_s value = 3 } # Interwar ASuW DD Fire Control
		command = { type = scrap_model which = naval_radar_s value = 4 } # Improved ASuW DD Fire Control
		command = { type = scrap_model which = naval_radar_s value = 3 } # Interwar ASuW DD Fire Control
		command = { type = scrap_model which = naval_radar_s value = 2 } # WW1 ASuW DD Fire Control
		command = { type = scrap_model which = naval_radar_s value = 0 } # ASuW DD Optimization

		command = { type = new_model which = naval_spotter_s value = 5 } # Decimetric ASW Radar
		command = { type = new_model which = naval_spotter_s value = 4 } # Improved ASW Fire Control
		command = { type = new_model which = naval_spotter_s value = 3 } # Interwar ASW Fire Control
		command = { type = scrap_model which = naval_spotter_s value = 4 } # Improved ASW Fire Control
		command = { type = scrap_model which = naval_spotter_s value = 3 } # Interwar ASW Fire Control
		command = { type = scrap_model which = naval_spotter_s value = 2 } # WW1 ASW Fire Control
		command = { type = scrap_model which = naval_spotter_s value = 0 } # ASW DD Fire Optimization

		command = { type = new_model which = naval_torpedoes_s value = 5 } # Decimetric Torpedo DD Radar
		command = { type = new_model which = naval_torpedoes_s value = 4 } # Improved Torpedo DD Fire Control
		command = { type = new_model which = naval_torpedoes_s value = 3 } # Interwar Torpedo DD Fire Control
		command = { type = scrap_model which = naval_torpedoes_s value = 4 } # Improved Torpedo DD Fire Control
		command = { type = scrap_model which = naval_torpedoes_s value = 3 } # Interwar Torpedo DD Fire Control
		command = { type = scrap_model which = naval_torpedoes_s value = 2 } # WW1 Torpedo DD Fire Control
		command = { type = scrap_model which = naval_torpedoes_s value = 0 } # Torpedo DD Optimization

		command = { type = new_model which = b_u17 value = 5 } # Decimetric 610mm Torpedo DD Radar
		command = { type = new_model which = b_u17 value = 4 } # Improved 610mm Torpedo DD Fire Control
		command = { type = new_model which = b_u17 value = 3 } # Interwar 610mm Torpedo DD Fire Control
		command = { type = scrap_model which = b_u17 value = 4 } # Improved 610mm Torpedo DD Fire Control
		command = { type = scrap_model which = b_u17 value = 3 } # Interwar 610mm Torpedo DD Fire Control
		command = { type = scrap_model which = b_u17 value = 2 } # WW1 610mm Torpedo DD Fire Control
		command = { type = scrap_model which = b_u17 value = 0 } # 610mm Torpedo DD Optimization
	}
}

application = { # Low-end Centimetric Radar
	id = 5630
	name = TECH_APP_INDUSTRY_55_NAME
	desc = TECH_APP_INDUSTRY_55_DESC

	position = { x = 460 y = 390 }
	year = 1942

	component = { # ComponentOne
		id = 5631
		name = TECH_CMP_INDUSTRY_55_1_NAME
		type = electronics
		difficulty = 11
	}

	component = { # ComponentTwo
		id = 5632
		name = TECH_CMP_INDUSTRY_55_2_NAME
		type = nuclear_physics
		difficulty = 3
	}

	component = { # ComponentThree
		id = 5633
		name = TECH_CMP_INDUSTRY_55_3_NAME
		type = general_equipment
		difficulty = 8
	}

	component = { # ComponentFour
		id = 5634
		name = TECH_CMP_INDUSTRY_55_4_NAME
		type = electronics
		difficulty = 11
	}

	component = { # ComponentFive
		id = 5635
		name = TECH_CMP_INDUSTRY_55_5_NAME
		type = management
		difficulty = 8
	}

	required = { 5620 5650 } # High-end Decimetric Radar AND Radar Refinements 
	# Activated by: # Semi-Industrialised Economy (5220)

	effects = {
		command = { type = activate which = 8550 } # Radar Fighting Tactical Doctrine
		command = { type = activate which = 9350 } # Sophisticated Night Operations

		command = { type = radar_eff value = 30 }

		command = { type = new_model which = naval_radar_l value = 6 } # Centimetric Fire Control Radar (BB)
		command = { type = scrap_model which = naval_radar_l value = 5 } # Improved Decimetric Fire Control Radar (BB)

		command = { type = new_model which = naval_spotter_l value = 6 } # Centimetric AA Battery
		command = { type = scrap_model which = naval_spotter_l value = 5 } # Improved Decimetric AA Battery

		command = { type = new_model which = naval_fire_controll_l value = 6 } # Centimetric Fire Control Radar (BC)
		command = { type = scrap_model which = naval_fire_controll_l value = 5 } # Improved Decimetric Fire Control Radar (BC)

		command = { type = new_model which = naval_improved_hull_l value = 6 } # Centimetric Fire Control Radar (CA/CL)
		command = { type = scrap_model which = naval_improved_hull_l value = 5 } # Improved Decimetric Fire Control Radar (CA/CL)
		command = { type = new_model which = naval_anti_air_l value = 6 } # Centimetric AA Cruiser Conversion
		command = { type = scrap_model which = naval_anti_air_l value = 5 } # Improved Decimetric AA Cruiser Conversion

		command = { type = new_model which = naval_anti_air_s value = 6 } # Centimetric AAW DD Radar
		command = { type = scrap_model which = naval_anti_air_s value = 5 } # Decimetric AAW DD Radar
		command = { type = new_model which = naval_fire_controll_s value = 6 } # Centimetric Fleet DD Radar
		command = { type = scrap_model which = naval_fire_controll_s value = 5 } # Decimetric Fleet DD Radar
		command = { type = new_model which = naval_improved_hull_s value = 6 } # Centimetric Scout DD Radar
		command = { type = scrap_model which = naval_improved_hull_s value = 5 } # Decimetric Scout DD Radar
		command = { type = new_model which = naval_radar_s value = 6 } # Centimetric ASuW DD Radar
		command = { type = scrap_model which = naval_radar_s value = 5 } # Decimetric ASuW DD Radar
		command = { type = new_model which = naval_spotter_s value = 6 } # Centimetric ASW Radar
		command = { type = scrap_model which = naval_spotter_s value = 5 } # Decimetric ASW Radar
		command = { type = new_model which = naval_torpedoes_s value = 6 } # Centimetric Torpedo DD Radar
		command = { type = scrap_model which = naval_torpedoes_s value = 5 } # Decimetric Torpedo DD Radar
		command = { type = new_model which = b_u17 value = 6 } # Centimetric 610mm Torpedo DD Radar
		command = { type = scrap_model which = b_u17 value = 5 } # Decimetric 610mm Torpedo DD Radar

		command = { type = build_time which = naval_radar_l value = -2 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -2 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_anti_air_l value = -2 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_sa_l value = -2 where = relative } # Secondary Fire Control 
		command = { type = build_time which = naval_improved_hull_l value = -2 where = relative } # Cruiser Fire Control

		command = { type = build_time which = naval_anti_air_s value = -2 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -2 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -2 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -2 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -2 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -2 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = -2 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_cost which = naval_radar_l value = 1 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = 1 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_anti_air_l value = 1 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = naval_sa_l value = 1 where = relative } # Secondary Fire Control
		command = { type = build_cost which = naval_improved_hull_l value = 1 where = relative } # Cruiser Fire Control

		command = { type = build_cost which = naval_anti_air_s value = 1 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_cost which = naval_fire_controll_s value = 1 where = relative } # Fleet Destroyer
		command = { type = build_cost which = naval_improved_hull_s value = 1 where = relative } # Scout Destroyer
		command = { type = build_cost which = naval_radar_s value = 1 where = relative } # ASuW Destroyer
		command = { type = build_cost which = naval_spotter_s value = 1 where = relative } # ASW Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = 1 where = relative } # Torpedo Destroyer
		command = { type = build_cost which = b_u17 value = 1 where = relative } # 610mm Torpedo Destroyer
	}
}

application = { # High-end Centimetric Radar
	id = 5640
	name = TECH_APP_INDUSTRY_56_NAME
	desc = TECH_APP_INDUSTRY_56_DESC

	position = { x = 470 y = 410 }
	year = 1944

	component = { # ComponentOne
		id = 5641
		name = TECH_CMP_INDUSTRY_56_1_NAME
		type = electronics
		difficulty = 13
	}
	component = { # ComponentTwo
		id = 5642
		name = TECH_CMP_INDUSTRY_56_2_NAME
		type = nuclear_physics
		difficulty = 4
	}
	component = { # ComponentThree
		id = 5643
		name = TECH_CMP_INDUSTRY_56_3_NAME
		type = general_equipment
		difficulty = 9
	}
	component = { # ComponentFour
		id = 5644
		name = TECH_CMP_INDUSTRY_56_4_NAME
		type = electronics
		difficulty = 13
	}
	component = { # ComponentFive
		id = 5645
		name = TECH_CMP_INDUSTRY_56_5_NAME
		type = management
		difficulty = 9
	}

	required = { 5630 } # Low-end Centimetric Radar
	# Activated by: # Semi-Industrialised Economy (5220)

	effects = {
		command = { type = radar_eff value = 20 }

		command = { type = new_model which = naval_radar_l value = 7 } # Improved Centimetric Fire Control Radar (BB)
		command = { type = scrap_model which = naval_radar_l value = 6 } # Centimetric Fire Control Radar (BB)

		command = { type = new_model which = naval_spotter_l value = 7 } # Improved Centimetric AA Battery
		command = { type = scrap_model which = naval_spotter_l value = 6 } # Centimetric AA Battery

		command = { type = new_model which = naval_fire_controll_l value = 7 } # Improved Centimetric Fire Control Radar (BC)
		command = { type = scrap_model which = naval_fire_controll_l value = 6 } # Centimetric Fire Control Radar (BC)

		command = { type = new_model which = naval_improved_hull_l value = 7 } # Improved Centimetric Fire Control Radar (CA/CL)
		command = { type = scrap_model which = naval_improved_hull_l value = 6 } # Centimetric Fire Control Radar (CA/CL)
		command = { type = new_model which = naval_anti_air_l value = 7 } # Improved Centimetric AA Cruiser Conversion
		command = { type = scrap_model which = naval_anti_air_l value = 6 } # Centrimetric AA Cruiser Conversion

		command = { type = new_model which = naval_anti_air_s value = 7 } # Improved Centimetric AAW DD Radar
		command = { type = scrap_model which = naval_anti_air_s value = 6 } # Centimetric AAW DD Radar
		command = { type = new_model which = naval_fire_controll_s value = 7 } #Improved Centimetric Fleet DD Radar
		command = { type = scrap_model which = naval_fire_controll_s value = 6 } # Centimetric Fleet DD Radar
		command = { type = new_model which = naval_improved_hull_s value = 7 } #Improved Centimetric Scout DD Radar
		command = { type = scrap_model which = naval_improved_hull_s value = 6 } # Centimetric Scout DD Radar
		command = { type = new_model which = naval_radar_s value = 7 } #Improved Centimetric ASuW DD Radar
		command = { type = scrap_model which = naval_radar_s value = 6 } # Centimetric ASuW DD Radar
		command = { type = new_model which = naval_spotter_s value = 7 } #Improved Centimetric ASW Radar
		command = { type = scrap_model which = naval_spotter_s value = 6 } # Centimetric ASW Radar
		command = { type = new_model which = naval_torpedoes_s value = 7 } #Improved Centimetric Torpedo DD Radar
		command = { type = scrap_model which = naval_torpedoes_s value = 6 } # Centimetric Torpedo DD Radar
		command = { type = new_model which = b_u17 value = 7 } #Improved Centimetric 610mm Torpedo DD Radar
		command = { type = scrap_model which = b_u17 value = 6 } # Centimetric 610mm Torpedo DD Radar

		command = { type = build_time which = naval_radar_l value = -2 where = relative } # Battleship Fire Control
		command = { type = build_time which = naval_fire_controll_l value = -2 where = relative } # Battlecruiser Fire Control
		command = { type = build_time which = naval_sa_l value = -2 where = relative } # Secondary Fire Control
		command = { type = build_time which = naval_anti_air_l value = -2 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = naval_improved_hull_l value = -2 where = relative } # Cruiser Fire Control

		command = { type = build_time which = naval_anti_air_s value = -2 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = -2 where = relative } # Fleet Destroyer
		command = { type = build_time which = naval_improved_hull_s value = -2 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = -2 where = relative } # ASuW Destroyer
		command = { type = build_time which = naval_spotter_s value = -2 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = -2 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = -2 where = relative } # 610mm Torpedo Destroyer

		command = { type = build_cost which = naval_radar_l value = 1 where = relative } # Battleship Fire Control
		command = { type = build_cost which = naval_fire_controll_l value = 1 where = relative } # Battlecruiser Fire Control
		command = { type = build_cost which = naval_anti_air_l value = 1 where = relative } # AA Cruiser Conversion
		command = { type = build_cost which = naval_sa_l value = 1 where = relative } # Secondary Fire Control
		command = { type = build_cost which = naval_improved_hull_l value = 1 where = relative } # Cruiser Fire Control

		command = { type = build_cost which = naval_anti_air_s value = 1 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_cost which = naval_fire_controll_s value = 1 where = relative } # Fleet Destroyer
		command = { type = build_cost which = naval_improved_hull_s value = 1 where = relative } # Scout Destroyer
		command = { type = build_cost which = naval_radar_s value = 1 where = relative } # ASuW Destroyer
		command = { type = build_cost which = naval_spotter_s value = 1 where = relative } # ASW Destroyer
		command = { type = build_cost which = naval_torpedoes_s value = 1 where = relative } # Torpedo Destroyer
		command = { type = build_cost which = b_u17 value = 1 where = relative } # 610mm Torpedo Destroyer
	}
}

application = { # Radar Refinements
	id = 5650
	name = TECH_APP_INDUSTRY_76_NAME
	desc = TECH_APP_INDUSTRY_76_DESC

	position = { x = 450 y = 370 }
	year = 1941

	component = { # ComponentOne
		id = 5651
		name = TECH_CMP_INDUSTRY_76_1_NAME
		type = nuclear_physics
		difficulty = 9
	}

	component = { # ComponentTwo
		id = 5652
		name = TECH_CMP_INDUSTRY_76_2_NAME
		type = mathematics
		difficulty = 9
	}

	component = { # ComponentThree
		id = 5653
		name = TECH_CMP_INDUSTRY_76_3_NAME
		type = electronics
		difficulty = 9
	}

	component = { # ComponentFour
		id = 5654
		name = TECH_CMP_INDUSTRY_76_4_NAME
		type = electronics
		difficulty = 9
	}

	component = { # ComponentFive
		id = 5655
		name = TECH_CMP_INDUSTRY_76_5_NAME
		type = electronics
		difficulty = 9
	}

	required = { 5510 5600 } # 1939 Electronics AND Functional Radar
	# Activated by: # Semi-Industrialised Economy (5220)

	effects = {
		command = { type = activate which = 9860 } # Developed Sea Patrol

		command = { type = research_mod value = 2 }
		command = { type = radar_eff value = 20 }
	}
}

# ###################################################################
# # War Casualty Effects  ###########################################
# ###################################################################

application = { # Light War casualties
	id = 5850
	name = TECH_APP_INDUSTRY_81_NAME
	desc = TECH_APP_INDUSTRY_81_DESC

	# position = { x = 0 y = 0 }
	year = 1936

	component = { # ComponentOne
		id = 5851
		name = TECH_CMP_INDUSTRY_81_1_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentTwo
		id = 5852
		name = TECH_CMP_INDUSTRY_81_2_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentThree
		id = 5853
		name = TECH_CMP_INDUSTRY_81_3_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentFour
		id = 5854
		name = TECH_CMP_INDUSTRY_81_4_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentFive
		id = 5855
		name = TECH_CMP_INDUSTRY_81_5_NAME
		type = management
		difficulty = 5
	}

	required = { 9999 } # Fake ID to prevent research

	effects = {
		command = { type = relative_manpower value = -5.0 }
	}
}

application = { # Average War casualties
	id = 5860
	name = TECH_APP_INDUSTRY_82_NAME
	desc = TECH_APP_INDUSTRY_82_DESC

	# position = { x = 0 y = 0 }
	year = 1936

	component = { # ComponentOne
		id = 5861
		name = TECH_CMP_INDUSTRY_82_1_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentTwo
		id = 5862
		name = TECH_CMP_INDUSTRY_82_2_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentThree
		id = 5863
		name = TECH_CMP_INDUSTRY_82_3_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentFour
		id = 5864
		name = TECH_CMP_INDUSTRY_82_4_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentFive
		id = 5865
		name = TECH_CMP_INDUSTRY_82_5_NAME
		type = management
		difficulty = 5
	}

	required = { 9999 } # Fake ID to prevent research

	effects = {
		command = { type = relative_manpower value = -5 }
	}
}

application = { # Heavy War casualties
	id = 5870
	name = TECH_APP_INDUSTRY_83_NAME
	desc = TECH_APP_INDUSTRY_83_DESC

	# position = { x = 0 y = 0 }
	year = 1936

	component = { # ComponentOne
		id = 5871
		name = TECH_CMP_INDUSTRY_83_1_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentTwo
		id = 5872
		name = TECH_CMP_INDUSTRY_83_2_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentThree
		id = 5873
		name = TECH_CMP_INDUSTRY_83_3_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentFour
		id = 5874
		name = TECH_CMP_INDUSTRY_83_4_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentFive
		id = 5875
		name = TECH_CMP_INDUSTRY_83_5_NAME
		type = management
		difficulty = 5
	}

	required = { 9999 } # Fake ID to prevent research

	effects = {
		command = { type = relative_manpower value = -5 }
		command = { type = morale which = land value = -1 }
	}
}

application = { # Severe War casualties
	id = 5880
	name = TECH_APP_INDUSTRY_84_NAME
	desc = TECH_APP_INDUSTRY_84_DESC

	# position = { x = 0 y = 0 }
	year = 1936

	component = { # ComponentOne
		id = 5881
		name = TECH_CMP_INDUSTRY_84_1_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentTwo
		id = 5882
		name = TECH_CMP_INDUSTRY_84_2_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentThree
		id = 5883
		name = TECH_CMP_INDUSTRY_84_3_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentFour
		id = 5884
		name = TECH_CMP_INDUSTRY_84_4_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentFive
		id = 5885
		name = TECH_CMP_INDUSTRY_84_5_NAME
		type = management
		difficulty = 5
	}

	required = { 9999 } # Fake ID to prevent research

	effects = {
		command = { type = relative_manpower value = -5 }
		command = { type = morale which = land value = -2 }
	}
}

application = { # Additional War casualties
	id = 5890
	name = TECH_APP_INDUSTRY_85_NAME
	desc = TECH_APP_INDUSTRY_85_DESC

	# position = { x = 0 y = 0 }
	year = 1936

	component = { # ComponentOne
		id = 5891
		name = TECH_CMP_INDUSTRY_85_1_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentTwo
		id = 5892
		name = TECH_CMP_INDUSTRY_85_2_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentThree
		id = 5893
		name = TECH_CMP_INDUSTRY_85_3_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentFour
		id = 5894
		name = TECH_CMP_INDUSTRY_85_4_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentFive
		id = 5895
		name = TECH_CMP_INDUSTRY_85_5_NAME
		type = management
		difficulty = 5
	}

	required = { 9999 } # Fake ID to prevent research

	effects = {
		command = { type = relative_manpower value = -2.5 }
	}
}

# ###################################################################
# # Quality/Quantity/Reliability  ###################################
# ###################################################################

application = { # Quality First
	id = 5900
	name = TECH_APP_INDUSTRY_73_NAME
	desc = TECH_APP_INDUSTRY_73_DESC

	# position = { x = 0 y = 0 }
	year = 1930

	component = { # ComponentOne
		id = 5901
		name = TECH_CMP_INDUSTRY_73_1_NAME
		type = nuclear_physics
		difficulty = 5
	}

	component = { # ComponentTwo
		id = 5902
		name = TECH_CMP_INDUSTRY_73_2_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentThree
		id = 5903
		name = TECH_CMP_INDUSTRY_73_3_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentFour
		id = 5904
		name = TECH_CMP_INDUSTRY_73_4_NAME
		type = management
		difficulty = 5
	}

	component = { # ComponentFive
		id = 5905
		name = TECH_CMP_INDUSTRY_73_5_NAME
		type = management
		difficulty = 5
	}

	required = { 9999 } # Fake ID to prevent research

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

		command = { type = max_organization which = infantry value = 3.25 }
		command = { type = max_organization which = cavalry value = 3.5 }
		command = { type = max_organization which = motorized value = 3.75 }
		command = { type = max_organization which = mechanized value = 3.75 }
		command = { type = max_organization which = light_armor value = 2.5 }
		command = { type = max_organization which = armor value = 2.75 }
		command = { type = max_organization which = paratrooper value = 4.0 }
		command = { type = max_organization which = marine value = 3.25 }
		command = { type = max_organization which = bergsjaeger value = 3.5 }
		command = { type = max_organization which = garrison value = 2.5 }
		command = { type = max_organization which = hq value = 2.5 }
		command = { type = max_organization which = militia value = 2.5 }
		command = { type = max_organization which = cas value = 3.0 }
		command = { type = max_organization which = interceptor value = 2.5 }
		command = { type = max_organization which = multi_role value = 3.0 }
		command = { type = max_organization which = naval_bomber value = 1.5 }
		command = { type = max_organization which = strategic_bomber value = 3.0 }
		command = { type = max_organization which = tactical_bomber value = 3.0 }

		command = { type = max_organization which = anti_air value = 0.25 }
		command = { type = max_organization which = anti_tank value = 0.5 }
		command = { type = max_organization which = armored_car value = 0.5 }
		command = { type = max_organization which = artillery value = 0.25 }
		command = { type = max_organization which = engineer value = 0.5 }
		command = { type = max_organization which = heavy_armor value = 0.5 }
		command = { type = max_organization which = light_armor_brigade value = 0.25 }
		command = { type = max_organization which = police value = 0.25 }
		command = { type = max_organization which = rocket_artillery value = 0.25 }
		command = { type = max_organization which = sp_rct_artillery value = 0.5 }
		command = { type = max_organization which = sp_artillery value = 0.25 }
		command = { type = max_organization which = super_heavy_armor value = 0.5 }
		command = { type = max_organization which = tank_destroyer value = 0.25 }
		command = { type = max_organization which = b_u4 value = 0.25 } # Towed Artillery
		command = { type = max_organization which = b_u5 value = 0.25 } # VH Artillery
		command = { type = max_organization which = b_u7 value = 0.50 } # Infantry Regiment
		command = { type = max_organization which = b_u8 value = 0.50 } # Cavalry Regiment
		command = { type = max_organization which = b_u9 value = 0.25 } # Construction Engineer Regiment
		command = { type = max_organization which = b_u10 value = 0.25 } # Assault Gun
		command = { type = max_organization which = b_u11 value = 0.50 } # Heavy Tank Destroyer

		command = { type = max_organization which = escort value = 1.5 }
		command = { type = max_organization which = b_u13 value = 0.25 } # Naval Attack

		command = { type = build_cost which = infantry value = 10 where = relative }
		command = { type = build_cost which = cavalry value = 10 where = relative }
		command = { type = build_cost which = militia value = 10 where = relative }
		command = { type = build_cost which = garrison value = 10 where = relative }
		command = { type = build_cost which = bergsjaeger value = 10 where = relative }
		command = { type = build_cost which = marine value = 10 where = relative }
		command = { type = build_cost which = paratrooper value = 10 where = relative }
		command = { type = build_cost which = hq value = 10 where = relative }
		command = { type = build_cost which = armor value = 20 where = relative }
		command = { type = build_cost which = light_armor value = 20 where = relative }
		command = { type = build_cost which = motorized value = 10 where = relative }
		command = { type = build_cost which = mechanized value = 10 where = relative }
		command = { type = build_cost which = heavy_armor value = 10 where = relative }
		command = { type = build_cost which = super_heavy_armor value = 10 where = relative }
		command = { type = build_cost which = light_armor_brigade value = 10 where = relative }
		command = { type = build_cost which = anti_tank value = 10 where = relative }
		command = { type = build_cost which = tank_destroyer value = 10 where = relative }
		command = { type = build_cost which = armored_car value = 10 where = relative }
		command = { type = build_cost which = artillery value = 10 where = relative }
		command = { type = build_cost which = anti_air value = 10 where = relative }
		command = { type = build_cost which = rocket_artillery value = 10 where = relative }
		command = { type = build_cost which = sp_artillery value = 10 where = relative }
		command = { type = build_cost which = sp_rct_artillery value = 10 where = relative }
		command = { type = build_cost which = police value = 10 where = relative }
		command = { type = build_cost which = engineer value = 10 where = relative }
		command = { type = build_cost which = b_u4 value = 10 where = relative } # Towed Artillery
		command = { type = build_cost which = b_u5 value = 10 where = relative } # VH Artillery
		command = { type = build_cost which = b_u6 value = 10 where = relative } # LT Artillery
		command = { type = build_cost which = b_u7 value = 10 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u8 value = 10 where = relative } # Cavalry Regiment
		command = { type = build_cost which = b_u9 value = 10 where = relative } # Construction Engineer Regiment
		command = { type = build_cost which = b_u10 value = 10 where = relative } # Assault Gun
		command = { type = build_cost which = b_u11 value = 10 where = relative } # Heavy Tank Destroyer

		command = { type = build_cost which = interceptor value = 10 where = relative }
		command = { type = build_cost which = multi_role value = 10 where = relative }
		command = { type = build_cost which = cas value = 10 where = relative }
		command = { type = build_cost which = tactical_bomber value = 10 where = relative }
		command = { type = build_cost which = strategic_bomber value = 10 where = relative }
		command = { type = build_cost which = naval_bomber value = 10 where = relative }

		command = { type = build_cost which = escort value = 20 where = relative }
		command = { type = build_cost which = b_u12 value = 10 where = relative } # Twin Engine Light Bomber
		command = { type = build_cost which = b_u13 value = 10 where = relative } # Naval Attack
		command = { type = build_cost which = b_u14 value = 10 where = relative } # Mixed Air Group
		command = { type = build_cost which = b_u15 value = 10 where = relative } # Twin Engine/Heavy Fighter
	}
}

application = { # Quantity First
	id = 5910
	name = TECH_APP_INDUSTRY_74_NAME
	desc = TECH_APP_INDUSTRY_74_DESC

	# position = { x = 0 y = 0 }
	year = 1930

	component = { # ComponentOne
		id = 5911
		name = TECH_CMP_INDUSTRY_74_1_NAME
		type = nuclear_physics
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5912
		name = TECH_CMP_INDUSTRY_74_2_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5913
		name = TECH_CMP_INDUSTRY_74_3_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5914
		name = TECH_CMP_INDUSTRY_74_4_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5915
		name = TECH_CMP_INDUSTRY_74_5_NAME
		type = management
		difficulty = 5
	}

	required = { 9999 } # Fake ID to prevent research

	effects = {
		command = { type = tc_mod value = 10 }
		command = { type = research_mod value = -2 }
		command = { type = industrial_modifier which = gearing_limit value = 5 }

		command = { type = max_organization which = infantry value = -3.25 }
		command = { type = max_organization which = cavalry value = -3.5 }
		command = { type = max_organization which = motorized value = -3.75 }
		command = { type = max_organization which = mechanized value = -3.75 }
		command = { type = max_organization which = light_armor value = -2.5 }
		command = { type = max_organization which = armor value = -2.75 }
		command = { type = max_organization which = paratrooper value = -4.0 }
		command = { type = max_organization which = marine value = -3.25 }
		command = { type = max_organization which = bergsjaeger value = -3.5 }
		command = { type = max_organization which = garrison value = -2.5 }
		command = { type = max_organization which = hq value = -2.5 }
		command = { type = max_organization which = militia value = -2.5 }
		command = { type = max_organization which = cas value = -3.0 }
		command = { type = max_organization which = interceptor value = -2.5 }
		command = { type = max_organization which = multi_role value = -3.0 }
		command = { type = max_organization which = naval_bomber value = -1.5 }
		command = { type = max_organization which = strategic_bomber value = -3.0 }
		command = { type = max_organization which = tactical_bomber value = -3.0 }
 
		command = { type = max_organization which = anti_air value = -0.25 }
		command = { type = max_organization which = anti_tank value = -0.5 }
		command = { type = max_organization which = armored_car value = -0.5 }
		command = { type = max_organization which = artillery value = -0.25 }
		command = { type = max_organization which = engineer value = -0.5 }
		command = { type = max_organization which = heavy_armor value = -0.5 }
		command = { type = max_organization which = light_armor_brigade value = -0.25 }
		command = { type = max_organization which = police value = -0.25 }
		command = { type = max_organization which = rocket_artillery value = -0.25 }
		command = { type = max_organization which = sp_artillery value = -0.25 }
		command = { type = max_organization which = sp_rct_artillery value = -0.5 }
		command = { type = max_organization which = super_heavy_armor value = -0.5 }
		command = { type = max_organization which = tank_destroyer value = -0.25 }
		command = { type = max_organization which = b_u4 value = -0.25 } # Towed Artillery
		command = { type = max_organization which = b_u5 value = -0.25 } # VH Artillery
		command = { type = max_organization which = b_u7 value = -0.50 } # Infantry Regiment
		command = { type = max_organization which = b_u8 value = -0.50 } # Cavalry Regiment
		command = { type = max_organization which = b_u9 value = -0.25 } # Construction Engineer Regiment
		command = { type = max_organization which = b_u10 value = -0.25 } # Assault Gun
		command = { type = max_organization which = b_u11 value = -0.50 } # Heavy Tank Destroyer

		command = { type = max_organization which = escort value = -1.5 }
		command = { type = max_organization which = b_u13 value = -0.25 } # Naval Attack

		command = { type = build_time which = infantry value = -10 where = relative }
		command = { type = build_time which = cavalry value = -10 where = relative }
		command = { type = build_time which = militia value = -10 where = relative }
		command = { type = build_time which = garrison value = -10 where = relative }
		command = { type = build_time which = bergsjaeger value = -10 where = relative }
		command = { type = build_time which = marine value = -10 where = relative }
		command = { type = build_time which = paratrooper value = -10 where = relative }
		command = { type = build_time which = hq value = -10 where = relative }
		command = { type = build_time which = armor value = -10 where = relative }
		command = { type = build_time which = light_armor value = -10 where = relative }
		command = { type = build_time which = motorized value = -10 where = relative }
		command = { type = build_time which = mechanized value = -10 where = relative }
		command = { type = build_time which = heavy_armor value = -10 where = relative }
		command = { type = build_time which = super_heavy_armor value = -10 where = relative }
		command = { type = build_time which = light_armor_brigade value = -10 where = relative }
		command = { type = build_time which = anti_tank value = -10 where = relative }
		command = { type = build_time which = tank_destroyer value = -10 where = relative }
		command = { type = build_time which = armored_car value = -10 where = relative }
		command = { type = build_time which = artillery value = -10 where = relative }
		command = { type = build_time which = rocket_artillery value = -10 where = relative }
		command = { type = build_time which = sp_artillery value = -10 where = relative }
		command = { type = build_time which = anti_air value = -10 where = relative }
		command = { type = build_time which = sp_rct_artillery value = -10 where = relative }
		command = { type = build_time which = police value = -10 where = relative }
		command = { type = build_time which = engineer value = -10 where = relative }
		command = { type = build_time which = b_u4 value = -10 where = relative } # Towed Artillery
		command = { type = build_time which = b_u5 value = -10 where = relative } # VH Artillery
		command = { type = build_time which = b_u6 value = -10 where = relative } # LT Artillery
		command = { type = build_time which = b_u7 value = -10 where = relative } # Infantry Regiment
		command = { type = build_time which = b_u8 value = -10 where = relative } # Cavalry Regiment
		command = { type = build_time which = b_u9 value = -10 where = relative } # Construction Engineer Regiment
		command = { type = build_time which = b_u10 value = -10 where = relative } # Assault Gun
		command = { type = build_time which = b_u11 value = -10 where = relative } # Heavy Tank Destroyer

		command = { type = build_time which = interceptor value = -10 where = relative }
		command = { type = build_time which = multi_role value = -10 where = relative }
		command = { type = build_time which = cas value = -10 where = relative }
		command = { type = build_time which = tactical_bomber value = -10 where = relative }
		command = { type = build_time which = strategic_bomber value = -10 where = relative }
		command = { type = build_time which = naval_bomber value = -10 where = relative }
		command = { type = build_time which = transport_plane value = -10 where = relative }

		command = { type = build_time which = escort value = -10 where = relative }
		command = { type = build_time which = b_u12 value = -10 where = relative } # Twin Engine Light Bomber
		command = { type = build_time which = b_u13 value = -10 where = relative } # Naval Attack
		command = { type = build_time which = b_u14 value = -10 where = relative } # Mixed Air Group
		command = { type = build_time which = b_u15 value = -10 where = relative } # Twin Engine/Heavy Fighter
	}
}

application = { # Reliability First
	id = 5940
	name = TECH_APP_INDUSTRY_75_NAME
	desc = TECH_APP_INDUSTRY_75_DESC

	# position = { x = 0 y = 0 }
	year = 1930

	component = { # ComponentOne
		id = 5941
		name = TECH_CMP_INDUSTRY_75_1_NAME
		type = nuclear_physics
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 5942
		name = TECH_CMP_INDUSTRY_75_2_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentThree
		id = 5943
		name = TECH_CMP_INDUSTRY_75_3_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFour
		id = 5944
		name = TECH_CMP_INDUSTRY_75_4_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFive
		id = 5945
		name = TECH_CMP_INDUSTRY_75_5_NAME
		type = management
		difficulty = 5
	}

	required = { 9999 } # Fake ID to prevent research

	effects = {
		
		command = { type = supply_dist_mod value = 5 }
		command = { type = repair_mod value = 5 }

		command = { type = morale which = infantry value = 3.25 }
		command = { type = morale which = cavalry value = 3.75 }
		command = { type = morale which = motorized value = 3.75 }
		command = { type = morale which = mechanized value = 3.75 }
		command = { type = morale which = light_armor value = 2.75 }
		command = { type = morale which = armor value = 3.0 }
		command = { type = morale which = paratrooper value = 4.0 }
		command = { type = morale which = marine value = 3.25 }
		command = { type = morale which = bergsjaeger value = 3.5 }
		command = { type = morale which = garrison value = 2.0 }
		command = { type = morale which = hq value = 1.75 }
		command = { type = morale which = militia value = 2.5 }
 
		command = { type = morale which = anti_air value = 0.25 }
		command = { type = morale which = anti_tank value = 0.25 }
		command = { type = morale which = armored_car value = 0.5 }
		command = { type = morale which = artillery value = 0.25 }
		command = { type = morale which = engineer value = 0.25 }
		command = { type = morale which = heavy_armor value = 0.25 }
		command = { type = morale which = light_armor_brigade value = 0.5 }
		command = { type = morale which = police value = 0.25 }
		command = { type = morale which = rocket_artillery value = 0.25 }
		command = { type = morale which = sp_artillery value = 0.50 }
		command = { type = morale which = sp_rct_artillery value = 0.25 }
		command = { type = morale which = super_heavy_armor value = 0.25 }
		command = { type = morale which = tank_destroyer value = 0.5 }
		command = { type = morale which = b_u4 value = 0.25 } # Towed Artillery
		command = { type = morale which = b_u5 value = 0.50 } # VH Artillery
		command = { type = morale which = b_u6 value = 0.25 } # LT Artillery
		command = { type = morale which = b_u7 value = 0.25 } # Infantry Regiment
		command = { type = morale which = b_u8 value = 0.50 } # Cavalry Regiment
		command = { type = morale which = b_u9 value = 0.25 } # Construction Engineer Regiment
		command = { type = morale which = b_u10 value = 0.50 } # Assault Gun
		command = { type = morale which = b_u11 value = 0.25 } # Heavy Tank Destroyer

		command = { type = morale which = cas value = 2.0 }
		command = { type = morale which = interceptor value = 3.5 }
		command = { type = morale which = multi_role value = 3.0 }
		command = { type = morale which = naval_bomber value = 2.0 }
		command = { type = morale which = strategic_bomber value = 2.0 }
		command = { type = morale which = tactical_bomber value = 2.0 }
		command = { type = morale which = transport_plane value = 3.0 }

		command = { type = morale which = b_u14 value = 0.5 } # Mixed Air Group

		command = { type = supply_consumption which = infantry value = -0.06 }
		command = { type = supply_consumption which = cavalry value = -0.06 }
		command = { type = supply_consumption which = militia value = -0.05 }
		command = { type = supply_consumption which = garrison value = -0.03 }
		command = { type = supply_consumption which = bergsjaeger value = -0.07 }
		command = { type = supply_consumption which = marine value = -0.08 }
		command = { type = supply_consumption which = paratrooper value = -0.07 }
		command = { type = supply_consumption which = hq value = -0.16 }
		command = { type = supply_consumption which = armor value = -0.28 }
		command = { type = supply_consumption which = light_armor value = -0.19 }
		command = { type = supply_consumption which = motorized value = -0.11 }
		command = { type = supply_consumption which = mechanized value = -0.16 }

		command = { type = supply_consumption which = anti_air value = -0.03 }
		command = { type = supply_consumption which = anti_tank value = -0.02 }
		command = { type = supply_consumption which = armored_car value = -0.02 }
		command = { type = supply_consumption which = artillery value = -0.04 }
		command = { type = supply_consumption which = sp_artillery value = -0.05 }
		command = { type = supply_consumption which = rocket_artillery value = -0.04 }
		command = { type = supply_consumption which = heavy_armor value = -0.11 }
		command = { type = supply_consumption which = super_heavy_armor value = -0.06 }
		command = { type = supply_consumption which = light_armor_brigade value = -0.04 }
		command = { type = supply_consumption which = tank_destroyer value = -0.04 }
		command = { type = supply_consumption which = sp_rct_artillery value = -0.09 }
		command = { type = supply_consumption which = engineer value = -0.02 }
		command = { type = supply_consumption which = police value = -0.01 }

		command = { type = supply_consumption which = b_u4 value = -0.05 } # Towed Artillery
		command = { type = supply_consumption which = b_u5 value = -0.06 } # VH Artillery
		command = { type = supply_consumption which = b_u6 value = -0.03 } # LT Artillery
		command = { type = supply_consumption which = b_u7 value = -0.01 } # Infantry Regiment
		command = { type = supply_consumption which = b_u8 value = -0.02 } # Cavalry Regiment
		command = { type = supply_consumption which = b_u9 value = -0.02 } # Construction Engineer Regiment
		command = { type = supply_consumption which = b_u10 value = -0.06 } # Assault Gun
		command = { type = supply_consumption which = b_u11 value = -0.09 } # Heavy Tank Destroyer

		command = { type = transport_weight which = infantry value = -0.6 }
		command = { type = transport_weight which = cavalry value = -0.6 }
		command = { type = transport_weight which = militia value = -0.5 }
		command = { type = transport_weight which = garrison value = -0.3 }
		command = { type = transport_weight which = bergsjaeger value = -0.4 }
		command = { type = transport_weight which = marine value = -0.7 }
		command = { type = transport_weight which = paratrooper value = -0.4 }
		command = { type = transport_weight which = hq value = -1.6 }
		command = { type = transport_weight which = armor value = -2.0 }
		command = { type = transport_weight which = light_armor value = -1.4 }
		command = { type = transport_weight which = motorized value = -0.8 }
		command = { type = transport_weight which = mechanized value = -1.1 }

		command = { type = transport_weight which = anti_air value = -0.3 }
		command = { type = transport_weight which = anti_tank value = -0.2 }
		command = { type = transport_weight which = armored_car value = -0.2 }
		command = { type = transport_weight which = artillery value = -0.4 }
		command = { type = transport_weight which = sp_artillery value = -0.5 }
		command = { type = transport_weight which = rocket_artillery value = -0.4 }
		command = { type = transport_weight which = heavy_armor value = -1.1 }
		command = { type = transport_weight which = super_heavy_armor value = -0.6 }
		command = { type = transport_weight which = light_armor_brigade value = -0.4 }
		command = { type = transport_weight which = tank_destroyer value = -0.4 }
		command = { type = transport_weight which = sp_rct_artillery value = -0.9 }
		command = { type = transport_weight which = engineer value = -0.2 }
		command = { type = transport_weight which = police value = -0.1 }

		command = { type = transport_weight which = b_u4 value = -0.5 } # Towed Artillery
		command = { type = transport_weight which = b_u5 value = -0.6 } # VH Artillery
		command = { type = transport_weight which = b_u6 value = -0.3 } # Lt Artillery
		command = { type = transport_weight which = b_u7 value = -0.1 } # Infantry Regiment
		command = { type = transport_weight which = b_u8 value = -0.2 } # Cavalry Regiment
		command = { type = transport_weight which = b_u9 value = -0.2 } # Construction Engineer Regiment
		command = { type = transport_weight which = b_u10 value = -0.6 } # Assault Gun
		command = { type = transport_weight which = b_u11 value = -0.9 } # Heavy Tank Destroyer

		command = { type = supply_consumption which = cas value = -0.14 }
		command = { type = supply_consumption which = interceptor value = -0.11 }
		command = { type = supply_consumption which = multi_role value = -0.12 }
		command = { type = supply_consumption which = naval_bomber value = -0.05 }
		command = { type = supply_consumption which = strategic_bomber value = -0.42 }
		command = { type = supply_consumption which = tactical_bomber value = -0.19 }
		command = { type = supply_consumption which = transport_plane value = -0.31 }
		command = { type = supply_consumption which = escort value = -0.10 }
		command = { type = supply_consumption which = b_u12 value = -0.02 } # Twin Engine Light Bomber
		command = { type = supply_consumption which = b_u13 value = -0.01 } # Naval Attack
		command = { type = supply_consumption which = b_u14 value = -0.01 } # Mixed Air Group
		command = { type = supply_consumption which = b_u15 value = -0.02 } # Twin Engine/Heavy Fighter

		command = { type = build_cost which = infantry value = 10 where = relative }
		command = { type = build_cost which = cavalry value = 10 where = relative }
		command = { type = build_cost which = militia value = 10 where = relative }
		command = { type = build_cost which = garrison value = 10 where = relative }
		command = { type = build_cost which = bergsjaeger value = 10 where = relative }
		command = { type = build_cost which = marine value = 10 where = relative }
		command = { type = build_cost which = paratrooper value = 10 where = relative }
		command = { type = build_cost which = hq value = 10 where = relative }
		command = { type = build_cost which = armor value = 20 where = relative }
		command = { type = build_cost which = light_armor value = 20 where = relative }
		command = { type = build_cost which = motorized value = 10 where = relative }
		command = { type = build_cost which = mechanized value = 10 where = relative }
		command = { type = build_cost which = heavy_armor value = 10 where = relative }
		command = { type = build_cost which = super_heavy_armor value = 10 where = relative }
		command = { type = build_cost which = light_armor_brigade value = 10 where = relative }
		command = { type = build_cost which = anti_tank value = 10 where = relative }
		command = { type = build_cost which = tank_destroyer value = 10 where = relative }
		command = { type = build_cost which = armored_car value = 10 where = relative }
		command = { type = build_cost which = artillery value = 10 where = relative }
		command = { type = build_cost which = anti_air value = 10 where = relative }
		command = { type = build_cost which = rocket_artillery value = 10 where = relative }
		command = { type = build_cost which = sp_artillery value = 10 where = relative }
		command = { type = build_cost which = sp_rct_artillery value = 10 where = relative }
		command = { type = build_cost which = police value = 10 where = relative }
		command = { type = build_cost which = engineer value = 10 where = relative }
		command = { type = build_cost which = b_u4 value = 10 where = relative } # Towed Artillery
		command = { type = build_cost which = b_u5 value = 10 where = relative } # VH Artillery
		command = { type = build_cost which = b_u6 value = 10 where = relative } # LT Artillery
		command = { type = build_cost which = b_u7 value = 10 where = relative } # Infantry Regiment
		command = { type = build_cost which = b_u8 value = 10 where = relative } # Cavalry Regiment
		command = { type = build_cost which = b_u9 value = 10 where = relative } # Construction Engineer Regiment
		command = { type = build_cost which = b_u10 value = 10 where = relative } # Assault Gun
		command = { type = build_cost which = b_u11 value = -10 where = relative } # Heavy Tank Destroyer

		command = { type = build_cost which = interceptor value = 10 where = relative }
		command = { type = build_cost which = multi_role value = 10 where = relative }
		command = { type = build_cost which = cas value = 10 where = relative }
		command = { type = build_cost which = tactical_bomber value = 10 where = relative }
		command = { type = build_cost which = strategic_bomber value = 10 where = relative }
		command = { type = build_cost which = naval_bomber value = 10 where = relative }
		command = { type = build_cost which = transport_plane value = 10 where = relative }
		
		command = { type = build_cost which = escort value = 20 where = relative }
		command = { type = build_cost which = b_u12 value = 10 where = relative } # Twin Engine Light Bomber
		command = { type = build_cost which = b_u13 value = 10 where = relative } # Naval Attack
		command = { type = build_cost which = b_u14 value = 10 where = relative } # Mixed Air Group
		command = { type = build_cost which = b_u15 value = 10 where = relative } # Twin Engine/Heavy Fighter		
	}
}

### Synthetic Materials ###

application = { # Chemical Engineering
	id = 13000
	name = TECH_APP_INDUSTRY_130_NAME
	desc = TECH_APP_INDUSTRY_130_DESC

	position = { x = 15 y = 440 } 	
	year = 1910

	component = { # ComponentOne
		id = 13001
		name = TECH_CMP_INDUSTRY_130_1_NAME
		type = nuclear_physics
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 13002
		name = TECH_CMP_INDUSTRY_130_2_NAME
		type = chemistry
		difficulty = 5
	}
	component = { # ComponentThree
		id = 13003
		name = TECH_CMP_INDUSTRY_130_3_NAME
		type = chemistry
		difficulty = 5
	}
	component = { # ComponentFour
		id = 13004
		name = TECH_CMP_INDUSTRY_130_4_NAME
		type = management
		difficulty = 5
	}
	component = { # ComponentFive
		id = 13005
		name = TECH_CMP_INDUSTRY_130_5_NAME
		type = management
		difficulty = 5
	}

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

	effects = { 
		command = { type = industrial_modifier which = supplies	value = 2 }
	}
}

application = { # Chemical Synthesis (artificial fertiliser)
	id = 13010
	name = TECH_APP_INDUSTRY_131_NAME
	desc = TECH_APP_INDUSTRY_131_DESC

	position = { x = 25 y = 458 }
	year = 1920

	component = { # ComponentOne
		id = 13011
		name = TECH_CMP_INDUSTRY_131_1_NAME
		type = nuclear_physics
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 13012
		name = TECH_CMP_INDUSTRY_131_2_NAME
		type = chemistry
		difficulty = 5
	}
	component = { # ComponentThree
		id = 13013
		name = TECH_CMP_INDUSTRY_131_3_NAME
		type = chemistry
		difficulty = 5
	}
	component = { # ComponentFour
		id = 13014
		name = TECH_CMP_INDUSTRY_131_4_NAME
		type = chemistry
		difficulty = 5
	}
	component = { # ComponentFive
		id = 13015
		name = TECH_CMP_INDUSTRY_131_5_NAME
		type = management
		difficulty = 5
	}

	required = { 5840 13000 } # Pre-Industrial economy AND Chemical Engineering
	# Activated by: # Pre-Industrial Economy (5840)

	effects = { 
		command = { type = industrial_modifier which = supplies	value = 2 }
	}
}

application = { # Synthetic Materials (plastics)
	id = 13020
	name = TECH_APP_INDUSTRY_132_NAME
	desc = TECH_APP_INDUSTRY_132_DESC

	position = { x = 35 y = 477 }
	year = 1930

	component = { # ComponentOne
		id = 13021
		name = TECH_CMP_INDUSTRY_132_1_NAME
		type = nuclear_physics
		difficulty = 5
	}
	component = { # ComponentTwo
		id = 13022
		name = TECH_CMP_INDUSTRY_132_2_NAME
		type = chemistry
		difficulty = 5
	}
	component = { # ComponentThree
		id = 13023
		name = TECH_CMP_INDUSTRY_132_3_NAME
		type = chemistry
		difficulty = 5
	}
	component = { # ComponentFour
		id = 13024
		name = TECH_CMP_INDUSTRY_132_4_NAME
		type = chemistry
		difficulty = 5
	}
	component = { # ComponentFive
		id = 13025
		name = TECH_CMP_INDUSTRY_132_5_NAME
		type = management
		difficulty = 5
	}

	required = { 5220 13010 } # Semi-Industrial Economy AND Chemical Synthesis
	# Activated by: # Semi-Industrial Economy (5220)

	effects = { 
		command = { type = research_mod value = 1 }
		command = { type = industrial_modifier which = total value = 1 }
		command = { type = industrial_modifier which = supplies	value = 3 }
	}
}

application = { # Improved Synthetic Materials (plastics)
	id = 13090
	name = TECH_APP_INDUSTRY_139_NAME
	desc = TECH_APP_INDUSTRY_139_DESC

	position = { x = 160 y = 440 }
	year = 1939

	component = { # ComponentOne
		id = 13091
		name = TECH_CMP_INDUSTRY_139_1_NAME
		type = nuclear_physics
		difficulty = 6
	}
	component = { # ComponentTwo
		id = 13092
		name = TECH_CMP_INDUSTRY_139_2_NAME
		type = chemistry
		difficulty = 6
	}
	component = { # ComponentThree
		id = 13093
		name = TECH_CMP_INDUSTRY_139_3_NAME
		type = chemistry
		difficulty = 6
	}
	component = { # ComponentFour
		id = 13094
		name = TECH_CMP_INDUSTRY_139_4_NAME
		type = chemistry
		difficulty = 6
	}
	component = { # ComponentFive
		id = 13095
		name = TECH_CMP_INDUSTRY_139_5_NAME
		type = management
		difficulty = 6
	}

	required = { 5220 13020 } # Semi-Industrial Economy AND Synthetic Materials
	# Activated by: # Semi-Industrial Economy (5220)

	effects = { 
		command = { type = industrial_modifier which = total value = 1 }
		command = { type = industrial_modifier which = supplies	value = 4 }
	}
}

application = { # Advanced Synthetic Materials (plastics)
	id = 13100
	name = TECH_APP_INDUSTRY_1310_NAME
	desc = TECH_APP_INDUSTRY_1310_DESC

	position = { x = 170 y = 458 }
	year = 1944

	component = { # ComponentOne
		id = 13101
		name = TECH_CMP_INDUSTRY_1310_1_NAME
		type = nuclear_physics
		difficulty = 7
	}
	component = { # ComponentTwo
		id = 13102
		name = TECH_CMP_INDUSTRY_1310_2_NAME
		type = chemistry
		difficulty = 7
	}
	component = { # ComponentThree
		id = 13103
		name = TECH_CMP_INDUSTRY_1310_3_NAME
		type = chemistry
		difficulty = 7
	}
	component = { # ComponentFour
		id = 13104
		name = TECH_CMP_INDUSTRY_1310_4_NAME
		type = chemistry
		difficulty = 7
	}
	component = { # ComponentFive
		id = 13105
		name = TECH_CMP_INDUSTRY_1310_5_NAME
		type = management
		difficulty = 7
	}

	required = { 5220 13090 } # Semi-Industrial Economy AND Improved Synthetic Materials
	# Activated by: # Semi-Industrial Economy (5220)

	effects = { 
		command = { type = industrial_modifier which = total value = 1 }
		command = { type = industrial_modifier which = supplies	value = 5 }
	}
}

application = { # Modern Synthetic Materials (plastics)
	id = 13110
	name = TECH_APP_INDUSTRY_1311_NAME
	desc = TECH_APP_INDUSTRY_1311_DESC

	position = { x = 180 y = 477 }
	year = 1949

	component = { # ComponentOne
		id = 13111
		name = TECH_CMP_INDUSTRY_1311_1_NAME
		type = nuclear_physics
		difficulty = 8
	}
	component = { # ComponentTwo
		id = 13112
		name = TECH_CMP_INDUSTRY_1311_2_NAME
		type = chemistry
		difficulty = 8
	}
	component = { # ComponentThree
		id = 13113
		name = TECH_CMP_INDUSTRY_1311_3_NAME
		type = chemistry
		difficulty = 8
	}
	component = { # ComponentFour
		id = 13114
		name = TECH_CMP_INDUSTRY_1311_4_NAME
		type = chemistry
		difficulty = 8
	}
	component = { # ComponentFive
		id = 13115
		name = TECH_CMP_INDUSTRY_1311_5_NAME
		type = management
		difficulty = 8
	}

	required = { 5220 13100 } # Semi-Industrial Economy AND Advanced Synthetic Materials
	# Activated by: # Semi-Industrial Economy (5220)

	effects = {
 		command = { type = industrial_modifier which = total value = 1 }
		command = { type = industrial_modifier which = supplies	value = 6 }
	}
}

application = { # Experimental Coal to Oil Conversion
	id = 13030
	name = TECH_APP_INDUSTRY_133_NAME
	desc = TECH_APP_INDUSTRY_133_DESC

	position = { x = 310 y = 440 }
	year = 1933

	component = { # ComponentOne
		id = 13031
		name = TECH_CMP_INDUSTRY_133_1_NAME
		type = nuclear_physics
		difficulty = 6
	}
	component = { # ComponentTwo
		id = 13032
		name = TECH_CMP_INDUSTRY_133_2_NAME
		type = chemistry
		difficulty = 6
	}
	component = { # ComponentThree
		id = 13033
		name = TECH_CMP_INDUSTRY_133_3_NAME
		type = chemistry
		difficulty = 6
	}
	component = { # ComponentFour
		id = 13034
		name = TECH_CMP_INDUSTRY_133_4_NAME
		type = chemistry
		difficulty = 6
	}
	component = { # ComponentFive
		id = 13035
		name = TECH_CMP_INDUSTRY_133_5_NAME
		type = management
		difficulty = 6
	}

	required = { 5220 13020 } # Semi-Industrial Economy AND Synthetic Materials
	# Activated by: # 1936 Military Recovery (5150) OR Isolated Country (5950) OR PM Event

	effects = { 
		command = { type = industrial_multiplier which = energy_to_oil value = 0.4 }
	}
}

application = { # Direct Coal to Oil Conversion (Bergius Process)
	id = 13040
	name = TECH_APP_INDUSTRY_134_NAME
	desc = TECH_APP_INDUSTRY_134_DESC

	position = { x = 320 y = 458 }
	year = 1937

	component = { # ComponentOne
		id = 13041
		name = TECH_CMP_INDUSTRY_134_1_NAME
		type = nuclear_physics
		difficulty = 7
	}
	component = { # ComponentTwo
		id = 13042
		name = TECH_CMP_INDUSTRY_134_2_NAME
		type = chemistry
		difficulty = 7
	}
	component = { # ComponentThree
		id = 13043
		name = TECH_CMP_INDUSTRY_134_3_NAME
		type = chemistry
		difficulty = 7
	}
	component = { # ComponentFour
		id = 13044
		name = TECH_CMP_INDUSTRY_134_4_NAME
		type = chemistry
		difficulty = 7
	}
	component = { # ComponentFive
		id = 13045
		name = TECH_CMP_INDUSTRY_134_5_NAME
		type = management
		difficulty = 7
	}

	required = { 13030 } # Experimental Coal to Oil
	or_required = { 5080 5090 } # 1937 Heavy Industry OR 1939 Heavy Industry
	# Activated by: # 1937 Military Recovery 1936 (5160) OR Isolated Country (5950) OR FM Event

	effects = { 
		command = { type = allow_building which = synthetic_oil }
		command = { type = industrial_multiplier which = energy_to_oil value = 0.5 }
		command = { type = building_eff_mod which = synthetic_oil value = 10 }
	}
}

application = { # Indirect Coal to Oil Conversion (Fischer-Tropsch Process)
	id = 13050
	name = TECH_APP_INDUSTRY_135_NAME
	desc = TECH_APP_INDUSTRY_135_DESC

	position = { x = 330 y = 477 }
	year = 1940

	component = { # ComponentOne
		id = 13051
		name = TECH_CMP_INDUSTRY_135_1_NAME
		type = nuclear_physics
		difficulty = 7
	}
	component = { # ComponentTwo
		id = 13052
		name = TECH_CMP_INDUSTRY_135_2_NAME
		type = chemistry
		difficulty = 7
	}
	component = { # ComponentThree
		id = 13053
		name = TECH_CMP_INDUSTRY_135_3_NAME
		type = chemistry
		difficulty = 7
	}
	component = { # ComponentFour
		id = 13054
		name = TECH_CMP_INDUSTRY_135_4_NAME
		type = chemistry
		difficulty = 7
	}
	component = { # ComponentFive
		id = 13055
		name = TECH_CMP_INDUSTRY_135_5_NAME
		type = management
		difficulty = 7
	}

	required = { 13040 } # Basic Coal to Oil
	or_required = { 5090 5100 } # 1939 Heavy Industry OR 1941 Heavy Industry
	# Activated by: # 1938 Military Recovery (5170) OR Isolated Nation OR FM Event

	effects = { 
		command = { type = industrial_multiplier which = energy_to_oil value = 0.6 }
		command = { type = building_eff_mod which = synthetic_oil value = 10 }
	}
}

application = { # Experimental Synthetic Rubber 
	id = 13060
	name = TECH_APP_INDUSTRY_136_NAME
	desc = TECH_APP_INDUSTRY_136_DESC

	position = { x = 460 y = 440 }
	year = 1935

	component = { # ComponentOne
		id = 13061
		name = TECH_CMP_INDUSTRY_136_1_NAME
		type = nuclear_physics
		difficulty = 6
	}
	component = { # ComponentTwo
		id = 13062
		name = TECH_CMP_INDUSTRY_136_2_NAME
		type = chemistry
		difficulty = 6
	}
	component = { # ComponentThree
		id = 13063
		name = TECH_CMP_INDUSTRY_136_3_NAME
		type = chemistry
		difficulty = 6
	}
	component = { # ComponentFour
		id = 13064
		name = TECH_CMP_INDUSTRY_136_4_NAME
		type = chemistry
		difficulty = 6
	}
	component = { # ComponentFive
		id = 13065
		name = TECH_CMP_INDUSTRY_136_5_NAME
		type = management
		difficulty = 6
	}

	required = { 5220 13020 } # Semi-Industrial Economy AND Synthetic Materials
	# Activated by: # 1936 Military Recovery (5150) OR Isolated Country (5950) OR PM Event

	effects = { 
		command = { type = industrial_multiplier which = oil_to_rare_materials value = 3 }
	}
}

application = { # Basic Synthetic Rubber
	id = 13070
	name = TECH_APP_INDUSTRY_137_NAME
	desc = TECH_APP_INDUSTRY_137_DESC

	position = { x = 470 y = 458 }
	year = 1938

	component = { # ComponentOne
		id = 13071
		name = TECH_CMP_INDUSTRY_137_1_NAME
		type = nuclear_physics
		difficulty = 7
	}
	component = { # ComponentTwo
		id = 13072
		name = TECH_CMP_INDUSTRY_137_2_NAME
		type = chemistry
		difficulty = 7
	}
	component = { # ComponentThree
		id = 13073
		name = TECH_CMP_INDUSTRY_137_3_NAME
		type = chemistry
		difficulty = 7
	}
	component = { # ComponentFour
		id = 13074
		name = TECH_CMP_INDUSTRY_137_4_NAME
		type = chemistry
		difficulty = 7
	}
	component = { # ComponentFive
		id = 13075
		name = TECH_CMP_INDUSTRY_137_5_NAME
		type = management
		difficulty = 7
	}

	required = { 13060 } # Experimental Oil to Rubber
	or_required = { 5080 5090 } # 1937 Heavy Industry OR 1939 Heavy Industry
	# Activated by: # 1937 Military Recovery (5160) OR Isolated Country (5950) OR FM Event

	effects = { 
		command = { type = allow_building which = synthetic_rares }
		command = { type = industrial_multiplier which = oil_to_rare_materials value = 3.5 }
		command = { type = building_eff_mod which = synthetic_rares value = 10 }
	}
}

application = { # Advanced Synthetic Rubber 
	id = 13080
	name = TECH_APP_INDUSTRY_138_NAME
	desc = TECH_APP_INDUSTRY_138_DESC

	position = { x = 480 y = 477 }
	year = 1941

	component = { # ComponentOne
		id = 13081
		name = TECH_CMP_INDUSTRY_138_1_NAME
		type = nuclear_physics
		difficulty = 8
	}
	component = { # ComponentTwo
		id = 13082
		name = TECH_CMP_INDUSTRY_138_2_NAME
		type = chemistry
		difficulty = 8
	}
	component = { # ComponentThree
		id = 13083
		name = TECH_CMP_INDUSTRY_138_3_NAME
		type = chemistry
		difficulty = 8
	}
	component = { # ComponentFour
		id = 13084
		name = TECH_CMP_INDUSTRY_138_4_NAME
		type = chemistry
		difficulty = 8
	}
	component = { # ComponentFive
		id = 13085
		name = TECH_CMP_INDUSTRY_138_5_NAME
		type = management
		difficulty = 8
	}

	required = { 13070 } # Basic Oil to Rubber
	or_required = { 5090 5100 } # 1939 Heavy Industry OR 1941 Heavy Industry
	# Activated by: # 1938 Military Recovery (5170) OR Isolated Country (5950) OR FM Event

	effects = { 
		command = { type = industrial_multiplier which = oil_to_rare_materials value = 4 }
		command = { type = building_eff_mod which = synthetic_rares value = 10 }
	}
}

# END OF FILE
}