# ##############################
# # INFANTRY TECH ####################
# ##################################
# #
# This file has been modified for 
# #
# CORE for Hearts of Iron 2
# #
# Basic proposal and design by
# #
# McNaughton
# #
# # DD revision by Dec152000
# #
# # Internal version:	AoD 0.70
# #
# ##################################
# ################################
# ##############################
technology = {
	id = 1
	category = infantry
	name = TECH_INFANTRY_NAME # Localized name
	desc = TECH_INFANTRY_DESC # Localized description
# ###################################################################
# # National Geographic/Climate Features - 1000-1090 ################
# ###################################################################

# Configuration
application = {
	id = 1990
	name = TECH_APP_INFANTRY_99_NAME
	desc = TECH_APP_INFANTRY_99_DESC
	year = 1900

	component = { id = 1991 name = TECH_CMP_INFANTRY_99_1_NAME type = management difficulty = 5 }
	component = { id = 1992 name = TECH_CMP_INFANTRY_99_2_NAME type = management difficulty = 5 }
	component = { id = 1993 name = TECH_CMP_INFANTRY_99_3_NAME type = management difficulty = 5 }
	component = { id = 1994 name = TECH_CMP_INFANTRY_99_4_NAME type = management difficulty = 5 }
	component = { id = 1995 name = TECH_CMP_INFANTRY_99_5_NAME type = management difficulty = 5 }

	required = { 6700 6710 6800 6810 6820 6830 6840 6900 6910 6920 6930 6940 9999 } # Prevents abandoning 

	effects = {
		command = { type = ground_def_eff value = 0.780 }
		# Compensates for high AoD infra values:
		command = { type = supply_dist_mod value = -25 }

		command = { type = activate_unit_type which = garrison }

		command = { type = scrap_model which = transport value = 0 }

		command = { type = task_efficiency which = attack value = -0.05 }
		command = { type = task_efficiency which = reserves value = -0.10 }
		command = { type = task_efficiency which = support_attack value = -0.15 }
		command = { type = task_efficiency which = support_defense value = -0.10 }

		command = { type = task_efficiency which = air_superiority value = -0.15 }
		command = { type = task_efficiency which = ground_attack value = -0.15 }
		command = { type = task_efficiency which = interdiction value = -0.15 }

		command = { type = task_efficiency which = installation_strike value = -0.25 }
		command = { type = task_efficiency which = logistical_strike value = -0.25 }
		command = { type = task_efficiency which = runway_cratering value = -0.25 }

		command = { type = task_efficiency which = industrial_bombardment value = -0.35 }
		command = { type = task_efficiency which = strategic_bombardment value = -0.35 }

		command = { type = task_efficiency which = port_strike value = -0.40 }
		command = { type = task_efficiency which = naval_strike value = -0.40 }
		command = { type = task_efficiency which = convoy_air_raiding value = -0.55 }

		command = { type = task_efficiency which = amphibious_assault value = -0.30 }
		command = { type = task_efficiency which = shore_bombardment value = -0.50 }

		command = { type = max_amphib_mod value = 0 }

		command = { type = max_positioning which = carrier value = -0.15 }
		command = { type = min_positioning which = carrier value = -0.10 }
		command = { type = max_positioning which = escort_carrier value = -0.10 }
		command = { type = min_positioning which = escort_carrier value = -0.05 }
		command = { type = max_positioning which = submarine value = -0.05 }
		command = { type = min_positioning which = submarine value = -0.05 }
		command = { type = max_positioning which = nuclear_submarine value = -0.05 }
		command = { type = min_positioning which = nuclear_submarine value = -0.05 }

		command = { type = build_time which = heavy_cruiser where = relative value = 20 }
		command = { type = build_time which = light_cruiser where = relative value = 20 }
		command = { type = build_time which = destroyer where = relative value = 20 }
		command = { type = build_time which = submarine where = relative value = 20 }
		command = { type = build_time which = nuclear_submarine where = relative value = 20 }

		command = { type = build_time which = naval_anti_air_l value = 20 where = relative } # AA Cruiser Conversion
		command = { type = build_time which = b_u3 value = 20 where = relative } # Cruiser Design
		command = { type = build_time which = naval_improved_hull_l value = 20 where = relative } # Cruiser Fire Control

		command = { type = build_time which = naval_anti_air_s value = 20 where = relative } # Anti-Aircraft Destroyer
		command = { type = build_time which = naval_fire_controll_s value = 20 where = relative } # Fleet Destroyer 
		command = { type = build_time which = naval_improved_hull_s value = 20 where = relative } # Scout Destroyer
		command = { type = build_time which = naval_radar_s value = 20 where = relative } # ASuW Destroyer 
		command = { type = build_time which = naval_spotter_s value = 20 where = relative } # ASW Destroyer
		command = { type = build_time which = naval_torpedoes_s value = 20 where = relative } # Torpedo Destroyer
		command = { type = build_time which = b_u17 value = 20 where = relative } # 610mm Torpedo Destroyer

		command = { type = deactivate which = 1000 } # Urban Civilian Experience
		command = { type = deactivate which = 1010 } # Desert Experience
		command = { type = deactivate which = 1020 } # Jungle Civilian Experience
		command = { type = deactivate which = 1030 } # Forest Civilian Experience
		command = { type = deactivate which = 1040 } # Marsh Civilian Experience
		command = { type = deactivate which = 1050 } # Mountain Experience
		command = { type = deactivate which = 1060 } # Hill Experience
		command = { type = deactivate which = 1070 } # Temperate Climate Civilian Experience
		command = { type = deactivate which = 1080 } # Maritime Climate Civilian Experience
		command = { type = deactivate which = 1090 } # Arctic Climate Civilian Experience
		command = { type = deactivate which = 1170 } # 1937 Command, Communications and Supply
		command = { type = deactivate which = 1210 } # 1941 Command, Communications and Supply
		command = { type = deactivate which = 1250 } # 1945 Command, Communications and Supply
		command = { type = deactivate which = 1290 } # 1949 Command, Communications and Supply
		command = { type = deactivate which = 1340 } # Alpine-Combat Specialization
		command = { type = deactivate which = 1350 } # Winter-Combat Specialization
		command = { type = deactivate which = 1700 } # 1935 Marine Division Organization
		command = { type = deactivate which = 1710 } # 1939 Marine Division
		command = { type = deactivate which = 1720 } # 1943 Marine Division
		command = { type = deactivate which = 1730 } # 1947 Marine Division
		command = { type = deactivate which = 1800 } # 1938 Initial Airdrop Testing
		command = { type = deactivate which = 1810 } # 1940 Airborne Division Organization
		command = { type = deactivate which = 1820 } # 1943 Airborne Division Organization
		command = { type = deactivate which = 1830 } # 1947 Airborne Division Organization
		command = { type = deactivate which = 1870 } # Limited Cavalry Motorization
		command = { type = deactivate which = 1880 } # Cavalry Support Unit Motorization
		command = { type = deactivate which = 1890 } # Full Cavalry Motorization
		command = { type = deactivate which = 1900 } # Limited Infantry Motorization
		command = { type = deactivate which = 1910 } # Support Unit Motorization
		command = { type = deactivate which = 1920 } # Full Infantry Motorization
		command = { type = deactivate which = 1970 } # 1943 Urban Assault Equipment

		command = { type = deactivate which = 2000 } # Tank Production Rights
		command = { type = deactivate which = 2010 } # 1930 Postwar Tank Design and Development
		command = { type = deactivate which = 2040 } # 1934 Light Gun Armed Tank Design and Development
		command = { type = deactivate which = 2050 } # 1934 Light MG Armed Tank Design and Development
		command = { type = deactivate which = 2060 } # 1935 Light Tank Production Model
		command = { type = deactivate which = 2070 } # 1938 Light Tank Production Model
		command = { type = deactivate which = 2080 } # 1941 Light Tank Design and Development
		command = { type = deactivate which = 2090 } # 1942 Light Tank Production Model
		command = { type = deactivate which = 2100 } # 1945 Light Tank Production Model
		command = { type = deactivate which = 2120 } # 1935 Medium Tank Design and Development
		command = { type = deactivate which = 2130 } # 1938 Medium Tank Production Model
		command = { type = deactivate which = 2140 } # 1941 Medium Tank Production Model
		command = { type = deactivate which = 2150 } # 1942 Medium Tank Design and Development
		command = { type = deactivate which = 2160 } # 1943 Medium Tank Production Model
		command = { type = deactivate which = 2170 } # 1944 Medium Tank Production Model
		command = { type = deactivate which = 2180 } # 1946 MBT Design and Development
		command = { type = deactivate which = 2190 } # 1947 MBT Production Model
		command = { type = deactivate which = 2200 } # 1948 MBT Production Model
		command = { type = deactivate which = 2240 } # 1938 Infantry Tank Production Model
		command = { type = deactivate which = 2250 } # 1941 Infantry Tank Production Model
		command = { type = deactivate which = 2270 } # 1944 Infantry Tank Production Model
		command = { type = deactivate which = 2280 } # 1947 Infantry Tank Production Model
		command = { type = deactivate which = 2300 } # 1940 Assault Gun Production Model
		command = { type = deactivate which = 2310 } # 1942 Assault Gun Production Model
		command = { type = deactivate which = 2320 } # 1944 Assault Gun Production Model 
		command = { type = deactivate which = 2330 } # 1946 Assault Gun Production Model
		command = { type = deactivate which = 2340 } # 1948 Assault Gun Production Model
		command = { type = deactivate which = 2360 } # 1937 Heavy Tank Design and Development
		command = { type = deactivate which = 2370 } # 1939 Heavy Tank Production Model
		command = { type = deactivate which = 2380 } # 1940 Heavy Tank Design and Development
		command = { type = deactivate which = 2390 } # 1942 Heavy Tank Production Model
		command = { type = deactivate which = 2400 } # 1943 Very Heavy Tank Design and Development
		command = { type = deactivate which = 2410 } # 1945 Heavy Tank Production Model
		command = { type = deactivate which = 2420 } # 1946 Very Heavy Tank Design and Development
		command = { type = deactivate which = 2430 } # 1948 Heavy Tank Production Model
		command = { type = deactivate which = 2450 } # 1942 Light Tank Based SPA
		command = { type = deactivate which = 2460 } # 1944 Medium Tank Based SPA
		command = { type = deactivate which = 2470 } # 1946 Medium Tank Based SPA
		command = { type = deactivate which = 2480 } # 1948 MBT Based SPA
		command = { type = deactivate which = 2490 } # 1940 Light Tank Based Conversion TD
		command = { type = deactivate which = 2500 } # 1942 Light Tank Based Conversion TD
		command = { type = deactivate which = 2510 } # 1943 Medium Tank Based TD
		command = { type = deactivate which = 2520 } # 1945 Medium Tank Based TD
		command = { type = deactivate which = 2530 } # 1947 MBT Based TD
		command = { type = deactivate which = 2540 } # 1936 Light Tank Division Organization
		command = { type = deactivate which = 2550 } # 1939 Light Tank Division Rerganization
		command = { type = deactivate which = 2560 } # 1941 Light Armored Division Reorganization
		command = { type = deactivate which = 2570 } # 1943 Light Armored Division Reorganization
		command = { type = deactivate which = 2580 } # 1945 Light Armored Division Reorganization
		command = { type = deactivate which = 2590 } # 1947 Light Armored Division Reorganization
		command = { type = deactivate which = 2600 } # 1949 Light Armored Division Reorganization
		command = { type = deactivate which = 2610 } # 1936 Tank Division Organization
		command = { type = deactivate which = 2620 } # 1939 Tank Division Rerganization	
		command = { type = deactivate which = 2630 } # 1941 Armored Division Reorganization
		command = { type = deactivate which = 2640 } # 1943 Armored Division Reorganization
		command = { type = deactivate which = 2650 } # 1945 Armored Division Reorganization
		command = { type = deactivate which = 2660 } # 1947 Armored Division Reorganization
		command = { type = deactivate which = 2670 } # 1949 Armored Division Reorganization
		command = { type = deactivate which = 2680 } # 1937 Armored Scout Car
		command = { type = deactivate which = 2690 } # 1941 Armored Car (6 Wheel)
		command = { type = deactivate which = 2700 } # 1944 Armored Car (8 Wheel)
		command = { type = deactivate which = 2710 } # 1947 Light Armored Vehicle
		command = { type = deactivate which = 2720 } # 1950 Light Armored Vehicle
		command = { type = deactivate which = 2730 } # 1935 Anti-Tank Artillery
		command = { type = deactivate which = 2750 } # 1940 Anti-Tank Artillery
		command = { type = deactivate which = 2760 } # 1941 APCR Anti-Tank Round
		command = { type = deactivate which = 2770 } # 1942 Anti-Tank Artillery
		command = { type = deactivate which = 2780 } # 1943 Anti-Tank Artillery
		command = { type = deactivate which = 2790 } # 1944 APDS Anti-Tank Round
		command = { type = deactivate which = 2800 } # 1945 Anti-Tank Artillery
		command = { type = deactivate which = 2810 } # 1946 APDS Anti-Tank Round
		command = { type = deactivate which = 2820 } # 1930 Medium and Heavy Artillery
		command = { type = deactivate which = 2830 } # 1938 Semi-Motorized Medium and Heavy Artillery
		command = { type = deactivate which = 2840 } # 1941 Motorized Medium and Heavy Artillery
		command = { type = deactivate which = 2850 } # 1944 Motorized Medium and Heavy Artillery
		command = { type = deactivate which = 2860 } # 1947 Motorized Medium and Heavy Artiller
		command = { type = deactivate which = 2870 } # 1940 Rocket Artillery
		command = { type = deactivate which = 2880 } # 1943 Rocket Artillery
		command = { type = deactivate which = 2890 } # 1946 Rocket Artillery
		command = { type = deactivate which = 2900 } # 1949 Rocket Artillery
		command = { type = deactivate which = 2910 } # 1930 Anti-Aircraft Artillery
		command = { type = deactivate which = 2920 } # 1937 Anti-Aircraft Artillery
		command = { type = deactivate which = 2930 } # 1942 Anti-Aircraft Artillery
		command = { type = deactivate which = 2940 } # 1947 Anti-Aircraft Artillery
		command = { type = deactivate which = 2950 } # 1930 Air Defense System
		command = { type = deactivate which = 2960 } # 1938 Air Defense System
		command = { type = deactivate which = 2970 } # 1943 Air Defense System
		command = { type = deactivate which = 2980 } # 1948 Air Defense System

		command = { type = deactivate which = 3000 } # 1 000t Sloop
		command = { type = deactivate which = 3010 } # 500t Destroyer
		command = { type = deactivate which = 3020 } # 1 000t Destroyer
		command = { type = deactivate which = 3030 } # 2 000t Sloop
		command = { type = deactivate which = 3040 } # 1 500t Sloop
		command = { type = deactivate which = 3050 } # 1 500t Destroyer
		command = { type = deactivate which = 3060 } # Large Destroyer
		command = { type = deactivate which = 3070 } # 2 000t Destroyer
		command = { type = deactivate which = 3080 } # 2 500t Destroyer
		command = { type = deactivate which = 3090 } # 3 000t Destroyer
		command = { type = deactivate which = 3100 } # 3 500t Destroyer
		command = { type = deactivate which = 3110 } # 9 000t Light Cruiser
		command = { type = deactivate which = 3120 } # 5 000t Protected Cruiser
		command = { type = deactivate which = 3130 } # 7 000t Light Cruiser
		command = { type = deactivate which = 3140 } # 3 000t Light Cruiser
		command = { type = deactivate which = 3150 } # 8 000t Light Cruiser
		command = { type = deactivate which = 3160 } # 10 000t Light Cruiser
		command = { type = deactivate which = 3170 } # Naval Anti-Aircraft Artillery
		command = { type = deactivate which = 3180 } # 12 000t Light Cruiser
		command = { type = deactivate which = 3190 } # 14 000t Light Cruiser
		command = { type = deactivate which = 3200 } # 4 000t Coastal Defence Ship
		command = { type = deactivate which = 3210 } # 8 000t Coastal Defence Ship
		command = { type = deactivate which = 3220 } # 8 000t Heavy Cruiser
		command = { type = deactivate which = 3230 } # 9 000t Heavy Cruiser
		command = { type = deactivate which = 3240 } # 10 000t Heavy Cruiser
		command = { type = deactivate which = 3250 } # 14 000t Heavy Cruiser
		command = { type = deactivate which = 3260 } # 16 000t Heavy Cruiser
		command = { type = deactivate which = 3270 } # 12 000t Coastal Defence Ship
		command = { type = deactivate which = 3280 } # 15 000t Heavy Cruiser
		command = { type = deactivate which = 3290 } # 12 000t Heavy Cruiser
		command = { type = deactivate which = 3300 } # 25 000t Conversion Carrier
		command = { type = deactivate which = 3320 } # 15 000t Fleet Carrier
		command = { type = deactivate which = 3340 } # 20 000t Fleet Carrier
		command = { type = deactivate which = 3350 } # 25 000t Armored Deck Fleet Carrier
		command = { type = deactivate which = 3360 } # 25 000t Fleet Carrier
		command = { type = deactivate which = 3370 } # 30 000t Armored Deck Fleet Carrier
		command = { type = deactivate which = 3380 } # 45 000t Carrier
	
		command = { type = deactivate which = 3390 } # 65 000t Carrier
		command = { type = deactivate which = 3400 } # 10 000t Seaplane Tender
		command = { type = deactivate which = 3410 } # 8 000t Conversion Escort Carrier
		command = { type = deactivate which = 3420 } # 10 000t Conversion Escort Carrier
		command = { type = deactivate which = 3430 } # 14 000t Conversion Escort Carrier
		command = { type = deactivate which = 3440 } # 10 000t Escort Carrier
		command = { type = deactivate which = 3450 } # 10 000t Light Carrier
		command = { type = deactivate which = 3460 } # 10 000t Conversion Light Carrier
		command = { type = deactivate which = 3470 } # 12 000t Light Carrier
		command = { type = deactivate which = 3480 } # 14 000t Light Carrier
		command = { type = deactivate which = 3490 } # 16 000t Light Carrier
		command = { type = deactivate which = 3510 } # 15 000t Dreadnought Battleship
		command = { type = deactivate which = 3520 } # 25 000t Dreadnought Battleship
		command = { type = deactivate which = 3530 } # 30 000t Dreadnought Battleship
		command = { type = deactivate which = 3540 } # 35 000t Dreadnought Battleship
		command = { type = deactivate which = 3550 } # 40 000t Battleship
		command = { type = deactivate which = 3560 } # 35 000t Treaty Battleship
		command = { type = deactivate which = 3570 } # 45 000t Battleship
		command = { type = deactivate which = 3580 } # 60 000t Battleship
		command = { type = deactivate which = 3590 } # 70 000t Battleship
		command = { type = deactivate which = 3610 } # 25 000t Dreadnaught Battlecruiser
		command = { type = deactivate which = 3620 } # 30 000t Dreadnaught Battlecruiser
		command = { type = deactivate which = 3640 } # 40 000t Battlecruiser
		command = { type = deactivate which = 3650 } # 30 000t Battlecruiser
		command = { type = deactivate which = 3660 } # 35 000t Light Battleship
		command = { type = deactivate which = 3670 } # 25 000t Battlecruiser
		command = { type = deactivate which = 3680 } # 35 000t Battlecruiser
		command = { type = deactivate which = 3690 } # 45 000t Battlecruiser
		command = { type = deactivate which = 3700 } # Converted Coastal Trading Vessel
		command = { type = deactivate which = 3710 } # Converted Merchant Vessel
		command = { type = deactivate which = 3720 } # Improved Converted Merchant Vessel
		command = { type = deactivate which = 3730 } # Purpose Built Transport
		command = { type = deactivate which = 3740 } # Attack Transport
		command = { type = deactivate which = 3760 } # Foreign Purchase: Destroyer
		command = { type = deactivate which = 3770 } # Foreign Purchase: Submarine
		command = { type = deactivate which = 3780 } # Foreign Purchase: Cruiser
		command = { type = deactivate which = 3800 } # Interwar SR Submarine
		command = { type = deactivate which = 3810 } # Basic SR Submarine
		command = { type = deactivate which = 3820 } # Improved SR Submarine
		command = { type = deactivate which = 3830 } # Advanced SR Submarine
		command = { type = deactivate which = 3840 } # Semi-Modern SR Submarine
		command = { type = deactivate which = 3860 } # Interwar MR Submarine
		command = { type = deactivate which = 3870 } # Basic MR Submarine
		command = { type = deactivate which = 3880 } # Improved MR Submarine
		command = { type = deactivate which = 3890 } # Advanced MR Submarine
		command = { type = deactivate which = 3900 } # Semi-Modern MR Submarine
		command = { type = deactivate which = 3920 } # Interwar LR Submarine
		command = { type = deactivate which = 3930 } # Basic LR Submarine
		command = { type = deactivate which = 3940 } # Improved LR Submarine
		command = { type = deactivate which = 3950 } # Advanced LR Submarine
		command = { type = deactivate which = 3960 } # Semi-Modern LR Submarine
		command = { type = deactivate which = 3990 } # 1 500t Frigate

		command = { type = deactivate which = 4010 } # 1930 Aviation Industry
		command = { type = deactivate which = 4020 } # 1937 Aviation Industry
		command = { type = deactivate which = 4030 } # 1941 Aviation Industry
		command = { type = deactivate which = 4040 } # Foreign Purchase Policy
		command = { type = deactivate which = 4050 } # License-building Policy
		command = { type = deactivate which = 4060 } # Military Design Policy
		command = { type = deactivate which = 4070 } # License-building Policy Change
		command = { type = deactivate which = 4080 } # Foreign Purchase Policy Change
		command = { type = deactivate which = 4090 } # Purpose-designed CAG Policy
		command = { type = deactivate which = 4140 } # 1935 Medium Bomber
		command = { type = deactivate which = 4100 } # 1938 Medium Bomber
		command = { type = deactivate which = 4110 } # 1940 Medium Bomber
		command = { type = deactivate which = 4120 } # 1942 Medium Bomber
		command = { type = deactivate which = 4130 } # 1944 Medium Bomber
		command = { type = deactivate which = 4240 } # 1935 Patrol Bomber
		command = { type = deactivate which = 4200 } # 1938 Patrol Bomber
		command = { type = deactivate which = 4210 } # 1940 Patrol Bomber
		command = { type = deactivate which = 4220 } # 1943 Patrol Bomber
		command = { type = deactivate which = 4230 } # 1946 Patrol Bomber
		command = { type = deactivate which = 4340 } # 1936 Heavy Bomber
		command = { type = deactivate which = 4300 } # 1938 Heavy Bomber
		command = { type = deactivate which = 4310 } # 1940 Heavy Bomber
		command = { type = deactivate which = 4320 } # 1943 Heavy Bomber
		command = { type = deactivate which = 4330 } # 1945 Heavy Bomber
		command = { type = deactivate which = 4440 } # 1935 Transport Plane
		command = { type = deactivate which = 4400 } # 1938 Transport Plane
		command = { type = deactivate which = 4410 } # 1940 Transport Plane
		command = { type = deactivate which = 4420 } # 1942 Transport Plane
		command = { type = deactivate which = 4430 } # 1945 Transport Plane
		command = { type = deactivate which = 4450 } # 1948 Transport Plane
		command = { type = deactivate which = 4460 } # 1951 Transport Plane
		command = { type = deactivate which = 4500 } # 1935 Light Bomber Development
		command = { type = deactivate which = 4510 } # 1938 Light Bomber Development
		command = { type = deactivate which = 4520 } # 1940 Light Bomber Development
		command = { type = deactivate which = 4530 } # 1942 Light Bomber Development
		command = { type = deactivate which = 4540 } # 1944 Light Bomber Development
		command = { type = deactivate which = 4550 } # 1938 Aircraft Purchase
		command = { type = deactivate which = 4560 } # 1940 Aircraft Purchase
		command = { type = deactivate which = 4570 } # 1942 Aircraft Purchase
		command = { type = deactivate which = 4580 } # 1944 Aircraft Purchase
		command = { type = deactivate which = 4590 } # 1946 Aircraft Purchase
		command = { type = deactivate which = 4600 } # 1935 Interceptor
		command = { type = deactivate which = 4610 } # 1937 Interceptor
		command = { type = deactivate which = 4620 } # 1939 Interceptor
		command = { type = deactivate which = 4630 } # 1941 Interceptor
		command = { type = deactivate which = 4640 } # 1943 Interceptor
		command = { type = deactivate which = 4700 } # 1938 Multi-role Fighter
		command = { type = deactivate which = 4710 } # 1940 Multi-role Fighter
		command = { type = deactivate which = 4720 } # 1942 Multi-role Fighter
		command = { type = deactivate which = 4730 } # 1944 Multi-role Fighter
		command = { type = deactivate which = 4740 } # 1945 Multi-role Fighter
		command = { type = deactivate which = 4800 } # 1939 Escort Fighter
		command = { type = deactivate which = 4810 } # 1941 Escort Fighter
		command = { type = deactivate which = 4820 } # 1943 Escort Fighter
		command = { type = deactivate which = 4830 } # 1945 Escort Fighter
		command = { type = deactivate which = 4900 } # Carrier Air Group Development
		command = { type = deactivate which = 4910 } # 1939 Converted CAG
		command = { type = deactivate which = 4920 } # 1941 Converted CAG
		command = { type = deactivate which = 4930 } # 1943 Converted CAG
		command = { type = deactivate which = 4940 } # 1945 Converted CAG
		command = { type = deactivate which = 4950 } # 1938 Designed CAG
		command = { type = deactivate which = 4960 } # 1940 Designed CAG
		command = { type = deactivate which = 4970 } # 1942 Designed CAG
		command = { type = deactivate which = 4980 } # 1944 Designed CAG

		command = { type = deactivate which = 5010 } # 1934 Light Industry
		command = { type = deactivate which = 5020 } # 1936 Light Industry
		command = { type = deactivate which = 5030 } # 1938 Light Industry
		command = { type = deactivate which = 5040 } # 1940 Light Industry
		command = { type = deactivate which = 5050 } # 1942 Light Industry
		command = { type = deactivate which = 5060 } # 1944 Light Industry
		command = { type = deactivate which = 5710 } # 1947 Light Industry
		command = { type = deactivate which = 5770 } # 1950 Light Industry
		command = { type = deactivate which = 5070 } # 1935 Heavy Industry
		command = { type = deactivate which = 5080 } # 1937 Heavy Industry
		command = { type = deactivate which = 5090 } # 1939 Heavy Industry
		command = { type = deactivate which = 5100 } # 1941 Heavy Industry
		command = { type = deactivate which = 5110 } # 1943 Heavy Industry
		command = { type = deactivate which = 5120 } # 1945 Heavy Industry
		command = { type = deactivate which = 5720 } # 1948 Heavy Industry
		command = { type = deactivate which = 5780 } # 1951 Heavy Industry
		command = { type = deactivate which = 5300 } # 1939 Small Arms
		command = { type = deactivate which = 5310 } # 1941 Small Arms
		command = { type = deactivate which = 5320 } # 1943 Small Arms
		command = { type = deactivate which = 5330 } # 1945 Small Arms
		command = { type = deactivate which = 5730 } # 1948 Small Arms
		command = { type = deactivate which = 5790 } # 1951 Small Arms
		command = { type = deactivate which = 5340 } # 1940 Heavy Arms
		command = { type = deactivate which = 5350 } # 1942 Heavy Arms
		command = { type = deactivate which = 5360 } # 1944 Heavy Arms
		command = { type = deactivate which = 5400 } # 1946 Heavy Arms
		command = { type = deactivate which = 5740 } # 1949 Heavy Arms
		command = { type = deactivate which = 5800 } # 1952 Heavy Arms
		command = { type = deactivate which = 5410 } # 1940 Automotive
		command = { type = deactivate which = 5420 } # 1942 Automotive
		command = { type = deactivate which = 5430 } # 1944 Automotive
		command = { type = deactivate which = 5440 } # 1946 Automotive
		command = { type = deactivate which = 5750 } # 1949 Automotive
		command = { type = deactivate which = 5810 } # 1952 Automotive
		command = { type = deactivate which = 5450 } # 1940 Shipbuilding
		command = { type = deactivate which = 5460 } # 1942 Shipbuilding
		command = { type = deactivate which = 5470 } # 1944 Shipbuilding
		command = { type = deactivate which = 5480 } # 1946 Shipbuilding
		command = { type = deactivate which = 5760 } # 1949 Shipbuilding
		command = { type = deactivate which = 5820 } # 1952 Shipbuilding
		command = { type = deactivate which = 5970 } # Minor Depression
		command = { type = deactivate which = 5960 } # Major Depression
		command = { type = deactivate which = 5130 } # Great Depression 
		command = { type = deactivate which = 5950 } # Isolated Country
		command = { type = deactivate which = 5150 } # 1936 Military Recovery
		command = { type = deactivate which = 5160 } # 1937 Military Recovery
		command = { type = deactivate which = 5170 } # 1938 Military Recovery
		command = { type = deactivate which = 5180 } # 1936 Economic Recovery
		command = { type = deactivate which = 5190 } # 1937 Economic Recovery
		command = { type = deactivate which = 5200 } # 1938 Economic Recovery
		command = { type = deactivate which = 5210 } # Agricultural Economy
		command = { type = deactivate which = 5220 } # Semi-Industrial Economy
		command = { type = deactivate which = 5230 } # Fully-Industrial Economy
		command = { type = deactivate which = 5840 } # Pre-Industrial Economy
		command = { type = deactivate which = 5250 } # Improved Agriculture
		command = { type = deactivate which = 5260 } # Modern Agriculture
		command = { type = deactivate which = 5270 } # Motorized Agriculture
		command = { type = deactivate which = 5700 } # Mechanized Agriculture
		command = { type = deactivate which = 5280 } # Labor Reform P
		command = { type = deactivate which = 5290 } # Labor Rationalization P
		command = { type = deactivate which = 5660 } # 1930 Electronics
		command = { type = deactivate which = 5500 } # 1937 Electronics
		command = { type = deactivate which = 5510 } # 1939 Electronics
		command = { type = deactivate which = 5520 } # 1941 Electronics
		command = { type = deactivate which = 5530 } # 1937 Encryption
		command = { type = deactivate which = 5540 } # 1939 Encryption
		command = { type = deactivate which = 5550 } # 1941 Encryption
		command = { type = deactivate which = 5560 } # 1938 Decryption
		command = { type = deactivate which = 5570 } # 1940 Decryption
		command = { type = deactivate which = 5580 } # 1942 Decryption
		command = { type = deactivate which = 5590 } # Radar Theory
		command = { type = deactivate which = 5600 } # Functional Radar
		command = { type = deactivate which = 5610 } # Low-end Decimetric Radar
		command = { type = deactivate which = 5620 } # High-end Decimetric Radar
		command = { type = deactivate which = 5630 } # Low-end Centimetric Radar
		command = { type = deactivate which = 5640 } # High-end Centimetric Radar
		command = { type = deactivate which = 5650 } # Radar Refinements
		command = { type = deactivate which = 5900 } # Quality First
		command = { type = deactivate which = 5910 } # Quantity First
		command = { type = deactivate which = 5940 } # Reliability First
		command = { type = deactivate which = 13000 } # Chemical Engineering
		command = { type = deactivate which = 13010 } # Chemical Engineering
		command = { type = deactivate which = 13020 } # Synthetic Materials
		command = { type = deactivate which = 13090 } # Improved Synthetic Materials
		command = { type = deactivate which = 13100 } # Advanced Synthetic Materials
		command = { type = deactivate which = 13110 } # Modern Synthetic Materials
		command = { type = deactivate which = 13030 } # Experimental Coal to Oil
		command = { type = deactivate which = 13040 } # Direct Coal to Oil
		command = { type = deactivate which = 13050 } # Indirect Coal to Oil
		command = { type = deactivate which = 13060 } # Experimental Synthetic Rubber
		command = { type = deactivate which = 13070 } # Basic Synthetic Rubber
		command = { type = deactivate which = 13080 } # Advanced Synthetic Rubber

		command = { type = deactivate which = 6020 } # 1939 Operational
		command = { type = deactivate which = 6040 } # 1943 Operational
		command = { type = deactivate which = 6060 } # 1947 Operational
		command = { type = deactivate which = 6080 } # 1951 Operational
		command = { type = deactivate which = 6400 } # 1935 Mobility-Focus Doctrine
		command = { type = deactivate which = 6410 } # 1937 Mobility
		command = { type = deactivate which = 6420 } # 1939 Mobility
		command = { type = deactivate which = 6430 } # 1941 Mobility
		command = { type = deactivate which = 6440 } # 1943 Mobility
		command = { type = deactivate which = 6450 } # 1945 Mobility
		command = { type = deactivate which = 6460 } # 1947 Mobility
		command = { type = deactivate which = 6470 } # 1949 Mobility
		command = { type = deactivate which = 6480 } # 1951 Mobility
		command = { type = deactivate which = 6500 } # 1934 Firepower
		command = { type = deactivate which = 6510 } # 1936 Firepower
		command = { type = deactivate which = 6520 } # 1938 Firepower
		command = { type = deactivate which = 6530 } # 1940 Firepower
		command = { type = deactivate which = 6540 } # 1942 Firepower
		command = { type = deactivate which = 6550 } # 1944 Firepower
		command = { type = deactivate which = 6560 } # 1946 Firepower
		command = { type = deactivate which = 6570 } # 1948 Firepower
		command = { type = deactivate which = 6580 } # 1950 Firepower
		command = { type = deactivate which = 6600 } # 1936 Cavalry Mechanization Doctrine
		command = { type = deactivate which = 6610 } # 1935 Tank Heavy Armor Doctrine
		command = { type = deactivate which = 6620 } # 1935 Balanced Armor Doctrine
		command = { type = deactivate which = 6630 } # 1935 Light Armor Brigade Organization
		command = { type = deactivate which = 6640 } # 1935 Armor Brigade Organization
		command = { type = deactivate which = 6650 } # 1944 Mechanized Infantry Role: Assault 
		command = { type = deactivate which = 6660 } # 1944 Mechanized Infantry Role: Tactical Withdrawal
		command = { type = deactivate which = 6710 } # 1938 Experienced Reserves
		command = { type = deactivate which = 6730 } # 1930 Infantry Division
		command = { type = deactivate which = 6800 } # Aggressive Doctrine
		command = { type = deactivate which = 6810 } # Cautious Doctrine
		command = { type = deactivate which = 6820 } # Balanced Doctrine
		command = { type = deactivate which = 6830 } # 1936 Combat Experience
		command = { type = deactivate which = 6840 } # Neutrality Policy
		command = { type = deactivate which = 6900 } # Professional Officer
		command = { type = deactivate which = 6910 } # Political Officer
		command = { type = deactivate which = 6920 } # Citizen Officer
		command = { type = deactivate which = 6930 } # Traditional Officer Class
		command = { type = deactivate which = 6940 } # Progressive Officer Class

		command = { type = deactivate which = 7000 } # Special Projects

		command = { type = deactivate which = 8010 } # Anti-Submarine Warfare
		command = { type = deactivate which = 8020 } # Carrier Warfare
		command = { type = deactivate which = 8030 } # Anti-Commerce Warfare
		command = { type = deactivate which = 8040 } # Naval Superiority
		command = { type = deactivate which = 8050 } # Amphibious Warfare
		command = { type = deactivate which = 8060 } # Naval Infantry
		command = { type = deactivate which = 8070 } # Naval Infrastructure
		command = { type = deactivate which = 8100 } # Convoy Creation
		command = { type = deactivate which = 8110 } # Coastal Convoy Creation
		command = { type = deactivate which = 8120 } # Independent ASW Group
		command = { type = deactivate which = 8130 } # Coordinated ASW Attacks
		command = { type = deactivate which = 8140 } # Focal Point Defense
		command = { type = deactivate which = 8150 } # ASW Aircraft
		command = { type = deactivate which = 8160 } # Aircraft-Destroyer Coordination
		command = { type = deactivate which = 8170 } # Hunter/Killer Tactics
		command = { type = deactivate which = 8180 } # Blind Attacks: Destroyer
		command = { type = deactivate which = 8190 } # Stand Off Attacks
		command = { type = deactivate which = 8200 } # Specialized Escort Design
		command = { type = deactivate which = 8210 } # Current DD Design
		command = { type = deactivate which = 8220 } # Basic Carrier Ops
		command = { type = deactivate which = 8230 } # Escort Carrier Ops
		command = { type = deactivate which = 8240 } # Battleline Support
		command = { type = deactivate which = 8250 } # Independent Carrier Doctrine
		command = { type = deactivate which = 8260 } # Port Strike Tactics
		command = { type = deactivate which = 8270 } # Combat Air Patrol
		command = { type = deactivate which = 8280 } # Carrier Task Force
		command = { type = deactivate which = 8290 } # Central Fighter Direction Control
		command = { type = deactivate which = 8300 } # Sea Zone Control
		command = { type = deactivate which = 8310 } # Force Projection
		command = { type = deactivate which = 8320 } # Carrier Based Jet Aircraft Operations
		command = { type = deactivate which = 8330 } # Night Operations Doctrine
		command = { type = deactivate which = 8350 } # Capital Ship Raiding
		command = { type = deactivate which = 8360 } # Basic Submarine Tactics
		command = { type = deactivate which = 8370 } # Anti-Warship Tactics
		command = { type = deactivate which = 8380 } # Screen Penetration
		command = { type = deactivate which = 8390 } # Unlimited Submarine Warfare
		command = { type = deactivate which = 8400 } # Wolfpack Tactics
		command = { type = deactivate which = 8410 } # Night Attacks
		command = { type = deactivate which = 8420 } # Blind Attacks: Submarine
		command = { type = deactivate which = 8430 } # Snorkel Use Doctrine
		command = { type = deactivate which = 8440 } # Improved Blind Attacks: Submarine
		command = { type = deactivate which = 8450 } # Destroyer Tactical Doctrine
		command = { type = deactivate which = 8460 } # Independent Destroyers Doctrine
		command = { type = deactivate which = 8470 } # Fleet Escort Destroyer Doctrine
		command = { type = deactivate which = 8480 } # Cruiser Tactical Doctrine
		command = { type = deactivate which = 8490 } # Independent Cruiser Doctrine
		command = { type = deactivate which = 8500 } # Battleline Cruiser Doctrine
		command = { type = deactivate which = 8510 } # Battleship Tactical Doctrine
		command = { type = deactivate which = 8520 } # Maneuver Battle Doctrine
		command = { type = deactivate which = 8530 } # Line of Battle Doctrine
		command = { type = deactivate which = 8540 } # Night Fighting Tactical Doctrine
		command = { type = deactivate which = 8550 } # Radar Fighting Tactical Doctrine
		command = { type = deactivate which = 8560 } # Super Ship Development Doctrine
		command = { type = deactivate which = 8570 } # Basic Amphibious Operations
		command = { type = deactivate which = 8580 } # Naval Fire Support
		command = { type = deactivate which = 8590 } # Amphibious Operations Analysis
		command = { type = deactivate which = 8600 } # Amphibious Tank Development 
		command = { type = deactivate which = 8610 } # Marine Tactical Doctrine
		command = { type = deactivate which = 8620 } # Improvised Landing Craft
		command = { type = deactivate which = 8630 } # Basic Landing Craft
		command = { type = deactivate which = 8640 } # Improved Landing Craft
		command = { type = deactivate which = 8650 } # Vehicle Landing Craft
		command = { type = deactivate which = 8660 } # Advanced Landing Craft
		command = { type = deactivate which = 8670 } # Specialized Army Units
		command = { type = deactivate which = 8680 } # Marine Unit Organization
		command = { type = deactivate which = 8790 } # Shoreside Logistics
		command = { type = deactivate which = 8800 } # Domestic Naval Technology
		command = { type = deactivate which = 8810 } # Naval Academy 
		command = { type = deactivate which = 8820 } # Naval War College
		command = { type = deactivate which = 8830 } # Shoreside Schools
		command = { type = deactivate which = 8840 } # Naval Intelligence Service
		command = { type = deactivate which = 8850 } # Fleet Train
		command = { type = deactivate which = 8860 } # At Sea Replenishment
		command = { type = deactivate which = 8870 } # Forward Basing
		command = { type = deactivate which = 8880 } # Underway Replenishment
		command = { type = deactivate which = 8890 } # Littoral Focus Doctrine
		command = { type = deactivate which = 8900 } # Blue Water Focus Doctrine
		command = { type = deactivate which = 8910 } # Army Support Doctrine
		command = { type = deactivate which = 8930 } # Domestic Construction
		command = { type = deactivate which = 8940 } # Maritime Administration
		command = { type = deactivate which = 8950 } # Standard Freighter Design
		command = { type = deactivate which = 8960 } # Improved Freighter Design
		command = { type = deactivate which = 8970 } # Mass Produced Freighter
		command = { type = deactivate which = 8990 } # Post Treaty Warship Development Doctrine

		command = { type = deactivate which = 9010 } # Rudimentary Air Arm
		command = { type = deactivate which = 9020 } # Continued Army-directed Air Arm
		command = { type = deactivate which = 9030 } # Pre-planned Coordination
		command = { type = deactivate which = 9040 } # Short Notice Response
		command = { type = deactivate which = 9050 } # Radio-integrated Chain-of-Command
		command = { type = deactivate which = 9060 } # Preliminary Strategic Operations
		command = { type = deactivate which = 9070 } # Autonomous Air Arm Formation
		command = { type = deactivate which = 9100 } # Independent Air Arm
		command = { type = deactivate which = 9110 } # Centralized Command
		command = { type = deactivate which = 9120 } # Regionalized Commands
		command = { type = deactivate which = 9130 } # Plotting and Filter Room
		command = { type = deactivate which = 9140 } # Bomber Operations
		command = { type = deactivate which = 9150 } # Fighter Operations
		command = { type = deactivate which = 9160 } # Diverse Operations
		command = { type = deactivate which = 9170 } # Theater Command Central
		command = { type = deactivate which = 9180 } # Army-Air Force Interaction
		command = { type = deactivate which = 9190 } # Specialized Tasks
		command = { type = deactivate which = 9200 } # Airborne Assault
		command = { type = deactivate which = 9210 } # Experienced Command Central
		command = { type = deactivate which = 9290 } # Naval Air Arm
		command = { type = deactivate which = 9250 } # Direct Army-Air Force Interaction
		command = { type = deactivate which = 9260 } # Global Command Central
		command = { type = deactivate which = 9280 } # Adaptive Army-Air Force Interaction
		command = { type = deactivate which = 9300 } # Bomber Focus
		command = { type = deactivate which = 9310 } # Fighter Focus
		command = { type = deactivate which = 9320 } # Diverse Focus
		command = { type = deactivate which = 9330 } # Airborne Envelopment
		command = { type = deactivate which = 9340 } # Developed Night Operations
		command = { type = deactivate which = 9350 } # Sophisticated Night Operations
		command = { type = deactivate which = 9360 } # Significant Field Modifications
		command = { type = deactivate which = 9370 } # Carrier Aircraft Diversity
		command = { type = deactivate which = 9380 } # Rudimentary Night Operations
		command = { type = deactivate which = 9390 } # Airborne Operations
		command = { type = deactivate which = 9400 } # Dive-bombing
		command = { type = deactivate which = 9410 } # Direct Ground Support
		command = { type = deactivate which = 9420 } # Hunt & Destroy
		command = { type = deactivate which = 9430 } # Operational Destruction
		command = { type = deactivate which = 9440 } # Beyond Battlefield Operations
		command = { type = deactivate which = 9500 } # Dead Reckoning
		command = { type = deactivate which = 9510 } # Carpet Bombing
		command = { type = deactivate which = 9520 } # Flying Armada
		command = { type = deactivate which = 9530 } # First Strike
		command = { type = deactivate which = 9540 } # Air Superiority
		command = { type = deactivate which = 9550 } # Fighter Ace Initiative
		command = { type = deactivate which = 9560 } # Battlefield Interdiction
		command = { type = deactivate which = 9570 } # Logistical Strike
		command = { type = deactivate which = 9580 } # Infrastructure Destruction
		command = { type = deactivate which = 9700 } # Defensive Bomber Box
		command = { type = deactivate which = 9710 } # Dedicated Bomber Protection
		command = { type = deactivate which = 9720 } # Escort Relay System
		command = { type = deactivate which = 9730 } # Dispersed Fighting
		command = { type = deactivate which = 9740 } # Defensive Fighter Box
		command = { type = deactivate which = 9750 } # Air Reserve
		command = { type = deactivate which = 9800 } # Taskforce Priority Targeting
		command = { type = deactivate which = 9810 } # Amphibious Landing Support
		command = { type = deactivate which = 9820 } # Air Control and Interdiction
		command = { type = deactivate which = 9830 } # Adaptive Army-Navy Interaction
		command = { type = deactivate which = 9850 } # Rudimentary Air Recon 
		command = { type = deactivate which = 9860 } # Developed Air Recon
		command = { type = deactivate which = 9870 } # Sophisticated Air Recon
		command = { type = deactivate which = 9880 } # Jet Fighter Operations
		command = { type = deactivate which = 9890 } # Forward Air Controllers
		command = { type = deactivate which = 9900 } # Fighter Escort Doctrine
		command = { type = deactivate which = 9910 } # Specialized Jet Aircraft Focus
		command = { type = deactivate which = 9920 } # Multi-role Jet Aircraft Focus
		command = { type = deactivate which = 9930 } # Jet Bombers Will Get Through
		command = { type = deactivate which = 9940 } # Radar and Rocket Operations
		command = { type = deactivate which = 9950 } # Stand Off Attacks Doctrine
		command = { type = deactivate which = 9960 } # Ground Mapping Radar-based Bombing
		command = { type = deactivate which = 9970 } # Ground Control Operations
		command = { type = deactivate which = 9980 } # Airborne Radar Warning System
		command = { type = deactivate which = 9990 } # Airborne Commands
	}
}

# Urban Civilian Experience
application = {
	id = 1000
	name = TECH_APP_INFANTRY_0_NAME
	desc = TECH_APP_INFANTRY_0_DESC
	position = { x = 432 y = 390 }
	year = 1900

	component = { id = 1001 name = TECH_CMP_INFANTRY_0_1_NAME type = management difficulty = 5 }
	component = { id = 1002 name = TECH_CMP_INFANTRY_0_2_NAME type = management difficulty = 5 }
	component = { id = 1003 name = TECH_CMP_INFANTRY_0_3_NAME type = management difficulty = 5 }
	component = { id = 1004 name = TECH_CMP_INFANTRY_0_4_NAME type = management difficulty = 5 }
	component = { id = 1005 name = TECH_CMP_INFANTRY_0_5_NAME type = management difficulty = 5 }

	required = { }

	effects = {
		# Infantry
		command = { type = urban_attack which = infantry value = 5 } # 25%
		command = { type = urban_defense which = infantry value = 6 }
		command = { type = fort_attack which = infantry value = 1 } # 10%
		# Cavalry
		command = { type = urban_attack which = cavalry value = 6 }
		command = { type = urban_defense which = cavalry value = 4 }
		command = { type = fort_attack which = cavalry value = 1 }
		# Motorized
		command = { type = urban_attack which = motorized value = 6 }
		command = { type = urban_defense which = motorized value = 3 }
		command = { type = fort_attack which = motorized value = 2 }
		# Mechanized
		command = { type = urban_attack which = mechanized value = 8 }
		command = { type = urban_defense which = mechanized value = 1 }
		command = { type = fort_attack which = mechanized value = 3 }
		# Light Armor
		command = { type = urban_attack which = light_armor value = 10 }
		command = { type = urban_defense which = light_armor value = 1 }
		command = { type = fort_attack which = light_armor value = 4 }
		# Armor
		command = { type = urban_attack which = armor value = 10 }
		command = { type = urban_defense which = armor value = 1 }
		command = { type = fort_attack which = armor value = 4 }
		# Airborne
		command = { type = urban_attack which = paratrooper value = 4 }
		command = { type = urban_defense which = paratrooper value = 7 }
		command = { type = fort_attack which = paratrooper value = 1 }
		# Marine
		command = { type = urban_attack which = marine value = 5 }
		command = { type = urban_defense which = marine value = 6}
		command = { type = fort_attack which = marine value = 1 }
		# Mountain
		command = { type = urban_attack which = bergsjaeger value = 5 }
		command = { type = urban_defense which = bergsjaeger value = 6 }
		command = { type = fort_attack which = bergsjaeger value = 1 }
		# Garrison
		command = { type = urban_attack which = garrison value = 5 }
		command = { type = urban_defense which = garrison value = 6 }
		command = { type = fort_attack which = garrison value = 1 }
		# HQ
		command = { type = urban_attack which = hq value = 7 }
		command = { type = urban_defense which = hq value = 4 }
		command = { type = fort_attack which = hq value = 2 }
		# Reserve
		command = { type = urban_attack which = militia value = 5 }
		command = { type = urban_defense which = militia value = 6 }
		command = { type = fort_attack which = militia value = 1 }
	}
}

# Desert Civilian Experience
application = { 
	id = 1010
	name = TECH_APP_INFANTRY_1_NAME
	desc = TECH_APP_INFANTRY_1_DESC
	position = { x = 292 y = 430 }
	year = 1900

	component = { id = 1011 name = TECH_CMP_INFANTRY_1_1_NAME type = management difficulty = 5 }
	component = { id = 1012 name = TECH_CMP_INFANTRY_1_2_NAME type = management difficulty = 5 }
	component = { id = 1013 name = TECH_CMP_INFANTRY_1_3_NAME type = management difficulty = 5 }
	component = { id = 1014 name = TECH_CMP_INFANTRY_1_4_NAME type = management difficulty = 5 }
	component = { id = 1015 name = TECH_CMP_INFANTRY_1_5_NAME type = management difficulty = 5 }

	required = { }

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

		# Infantry
		command = { type = desert_attack which = infantry value = 2 } # 25%
		command = { type = desert_defense which = infantry value = 4 }
		command = { type = desert_move which = infantry value = 9 }
		command = { type = forest_defense which = infantry value = -2 } # 10%
		command = { type = forest_move which = infantry value = -2 }
		command = { type = jungle_attack which = infantry value = -3 } # 10%
		command = { type = jungle_defense which = infantry value = -2 }
		command = { type = jungle_move which = infantry value = -5 }
		command = { type = swamp_attack which = infantry value = -3 } # 10%
		command = { type = swamp_move which = infantry value = -6 }
		command = { type = river_attack which = infantry value = -4 } # 10%
		command = { type = blizzard_attack which = infantry value = -9 } # 10%
		command = { type = blizzard_defense which = infantry value = -4 }
		command = { type = blizzard_move which = infantry value = -9 }
		command = { type = snow_attack which = infantry value = -6 } # 10%
		command = { type = snow_defense which = infantry value = -2 }
		command = { type = snow_move which = infantry value = -4 }
		command = { type = frozen_attack which = infantry value = -3 } # 10%
		command = { type = frozen_defense which = infantry value = -2 }
		command = { type = frozen_move which = infantry value = -3 }
		command = { type = rain_attack which = infantry value = -2 } # 10% 
		command = { type = rain_move which = infantry value = -2 }
		command = { type = storm_attack which = infantry value = -4 } # 10%
		command = { type = storm_move which = infantry value = -4 }
		command = { type = muddy_attack which = infantry value = -4 } # 10%
		command = { type = muddy_move which = infantry value = -4 }
		# Cavalry
		command = { type = desert_attack which = cavalry value = 2 }
		command = { type = desert_defense which = cavalry value = 4 }
		command = { type = desert_move which = cavalry value = 7 }
		command = { type = forest_move which = cavalry value = -2 }
		command = { type = jungle_attack which = cavalry value = -4 }
		command = { type = jungle_move which = cavalry value = -7 }
		command = { type = swamp_attack which = cavalry value = -4 }
		command = { type = swamp_move which = cavalry value = -7 }
		command = { type = river_attack which = cavalry value = -4 }
		command = { type = blizzard_attack which = cavalry value = -9 }
		command = { type = blizzard_defense which = cavalry value = -4 }
		command = { type = blizzard_move which = cavalry value = -9 }
		command = { type = snow_attack which = cavalry value = -7 }
		command = { type = snow_defense which = cavalry value = -3 }
		command = { type = snow_move which = cavalry value = -5 }
		command = { type = frozen_attack which = cavalry value = -3 }
		command = { type = frozen_defense which = cavalry value = -2 }
		command = { type = frozen_move which = cavalry value = -3 }
		command = { type = rain_attack which = cavalry value = -3 }
		command = { type = rain_move which = cavalry value = -2 }
		command = { type = storm_attack which = cavalry value = -5 }
		command = { type = storm_defense which = cavalry value = -2 }
		command = { type = storm_move which = cavalry value = -4 }
		command = { type = muddy_attack which = cavalry value = -5 }
		command = { type = muddy_defense which = cavalry value = -2 }
		command = { type = muddy_move which = cavalry value = -4 }
		# Motorized
		command = { type = desert_attack which = motorized value = 1 }
		command = { type = desert_defense which = motorized value = 2 }
		command = { type = desert_move which = motorized value = 4 }
		command = { type = forest_move which = motorized value = -2 }
		command = { type = jungle_attack which = motorized value = -5 }
		command = { type = jungle_move which = motorized value = -8 }
		command = { type = swamp_attack which = motorized value = -5 }
		command = { type = swamp_move which = motorized value = -9 }
		command = { type = river_attack which = motorized value = -5 }
		command = { type = blizzard_attack which = motorized value = -10 }
		command = { type = blizzard_defense which = motorized value = -4 }
		command = { type = blizzard_move which = motorized value = -10 }
		command = { type = snow_attack which = motorized value = -7 }
		command = { type = snow_defense which = motorized value = -3 }
		command = { type = snow_move which = motorized value = -5 }
		command = { type = frozen_attack which = motorized value = -4 }
		command = { type = frozen_defense which = motorized value = -2 }
		command = { type = frozen_move which = motorized value = -3 }
		command = { type = rain_attack which = motorized value = -3 }
		command = { type = rain_move which = motorized value = -2 }
		command = { type = storm_attack which = motorized value = -5 }
		command = { type = storm_defense which = motorized value = -2 }
		command = { type = storm_move which = motorized value = -4 }
		command = { type = muddy_attack which = motorized value = -5 }
		command = { type = muddy_defense which = motorized value = -2 }
		command = { type = muddy_move which = motorized value = -4 }
		# Mechanized
		command = { type = desert_attack which = mechanized value = 1 }
		command = { type = desert_defense which = mechanized value = 1 }
		command = { type = desert_move which = mechanized value = 3 }
		command = { type = forest_move which = mechanized value = -2 }
		command = { type = jungle_attack which = mechanized value = -5 }
		command = { type = jungle_move which = mechanized value = -8 }
		command = { type = swamp_attack which = mechanized value = -5 }
		command = { type = swamp_move which = mechanized value = -9 }
		command = { type = river_attack which = mechanized value = -5 }
		command = { type = blizzard_attack which = mechanized value = -9 }
		command = { type = blizzard_defense which = mechanized value = -4 }
		command = { type = blizzard_move which = mechanized value = -9 }
		command = { type = snow_attack which = mechanized value = -7 }
		command = { type = snow_defense which = mechanized value = -3 }
		command = { type = snow_move which = mechanized value = -5 }
		command = { type = frozen_attack which = mechanized value = -3 }
		command = { type = frozen_defense which = mechanized value = -2 }
		command = { type = frozen_move which = mechanized value = -3 }
		command = { type = rain_attack which = mechanized value = -3 }
		command = { type = rain_move which = mechanized value = -2 }
		command = { type = storm_attack which = mechanized value = -5 }
		command = { type = storm_defense which = mechanized value = -2 }
		command = { type = storm_move which = mechanized value = -4 }
		command = { type = muddy_attack which = mechanized value = -5 }
		command = { type = muddy_defense which = mechanized value = -2 }
		command = { type = muddy_move which = mechanized value = -4 }
		# Light Armor
		command = { type = desert_attack which = light_armor value = 1 }
		command = { type = desert_defense which = light_armor value = 1 }
		command = { type = desert_move which = light_armor value = 2 }
		command = { type = forest_attack which = light_armor value = -2 }
		command = { type = forest_move which = light_armor value = -2 }
		command = { type = jungle_attack which = light_armor value = -6 }
		command = { type = jungle_move which = light_armor value = -8 }
		command = { type = swamp_attack which = light_armor value = -7 }
		command = { type = swamp_defense which = light_armor value = -3 }
		command = { type = swamp_move which = light_armor value = -8 }
		command = { type = river_attack which = light_armor value = -6 }
		command = { type = blizzard_attack which = light_armor value = -9 }
		command = { type = blizzard_defense which = light_armor value = -4 }
		command = { type = blizzard_move which = light_armor value = -9 }
		command = { type = snow_attack which = light_armor value = -6 }
		command = { type = snow_defense which = light_armor value = -3 }
		command = { type = snow_move which = light_armor value = -5 }
		command = { type = frozen_attack which = light_armor value = -3 }
		command = { type = frozen_defense which = light_armor value = -2 }
		command = { type = frozen_move which = light_armor value = -3 }
		command = { type = rain_attack which = light_armor value = -3 }
		command = { type = rain_move which = light_armor value = -2 }
		command = { type = storm_attack which = light_armor value = -5 }
		command = { type = storm_defense which = light_armor value = -2 }
		command = { type = storm_move which = light_armor value = -4 }
		command = { type = muddy_attack which = light_armor value = -5 }
		command = { type = muddy_defense which = light_armor value = -2 }
		command = { type = muddy_move which = light_armor value = -4 }
		# Armor
		command = { type = desert_attack which = armor value = 1 }
		command = { type = desert_defense which = armor value = 1 }
		command = { type = desert_move which = armor value = 2 }
		command = { type = forest_attack which = armor value = -2 }
		command = { type = forest_move which = armor value = -2 }
		command = { type = jungle_attack which = armor value = -6 }
		command = { type = jungle_move which = armor value = -8 }
		command = { type = swamp_attack which = armor value = -7 }
		command = { type = swamp_defense which = armor value = -3 }
		command = { type = swamp_move which = armor value = -8 }
		command = { type = river_attack which = armor value = -6 }
		command = { type = blizzard_attack which = armor value = -9 }
		command = { type = blizzard_defense which = armor value = -4 }
		command = { type = blizzard_move which = armor value = -9 }
		command = { type = snow_attack which = armor value = -6 }
		command = { type = snow_defense which = armor value = -3 }
		command = { type = snow_move which = armor value = -5 }
		command = { type = frozen_attack which = armor value = -3 }
		command = { type = frozen_defense which = armor value = -2 }
		command = { type = frozen_move which = armor value = -3 }
		command = { type = rain_attack which = armor value = -3 }
		command = { type = rain_move which = armor value = -2 }
		command = { type = storm_attack which = armor value = -5 }
		command = { type = storm_defense which = armor value = -2 }
		command = { type = storm_move which = armor value = -4 }
		command = { type = muddy_attack which = armor value = -5 }
		command = { type = muddy_defense which = armor value = -2 }
		command = { type = muddy_move which = armor value = -4 }
		# Airborne
		command = { type = desert_attack which = paratrooper value = 2 }
		command = { type = desert_defense which = paratrooper value = 5 }
		command = { type = desert_move which = paratrooper value = 11 }
		command = { type = forest_defense which = paratrooper value = -2 }
		command = { type = jungle_attack which = paratrooper value = -3 }
		command = { type = jungle_defense which = paratrooper value = -2 }
		command = { type = jungle_move which = paratrooper value = -4 }
		command = { type = swamp_attack which = paratrooper value = -2 }
		command = { type = swamp_move which = paratrooper value = -4 }
		command = { type = river_attack which = paratrooper value = -5 }
		command = { type = blizzard_attack which = paratrooper value = -7 }
		command = { type = blizzard_defense which = paratrooper value = -3 }
		command = { type = blizzard_move which = paratrooper value = -7 }
		command = { type = snow_attack which = paratrooper value = -5 }
		command = { type = snow_defense which = paratrooper value = -2 }
		command = { type = snow_move which = paratrooper value = -4 }
		command = { type = frozen_attack which = paratrooper value = -2 }
		command = { type = frozen_move which = paratrooper value = -2 }
		command = { type = rain_attack which = paratrooper value = -2 }
		command = { type = storm_attack which = paratrooper value = -4 }
		command = { type = storm_move which = paratrooper value = -3 }
		command = { type = muddy_attack which = paratrooper value = -4 }
		command = { type = muddy_move which = paratrooper value = -3 }
		# Marine
		command = { type = desert_attack which = marine value = 2 }
		command = { type = desert_defense which = marine value = 5 }
		command = { type = desert_move which = marine value = 10 }
		command = { type = forest_defense which = marine value = -2 }
		command = { type = jungle_attack which = marine value = -3 }
		command = { type = jungle_defense which = marine value = -2 }
		command = { type = jungle_move which = marine value = -5 }
		command = { type = swamp_attack which = marine value = -2 }
		command = { type = swamp_move which = marine value = -4 }
		command = { type = river_attack which = marine value = -2 }
		command = { type = blizzard_attack which = marine value = -8 }
		command = { type = blizzard_defense which = marine value = -3 }
		command = { type = blizzard_move which = marine value = -8 }
		command = { type = snow_attack which = marine value = -5 }
		command = { type = snow_defense which = marine value = -2 }
		command = { type = snow_move which = marine value = -4 }
		command = { type = frozen_attack which = marine value = -3 }
		command = { type = frozen_move which = marine value = -2 }
		command = { type = rain_attack which = marine value = -2 }
		command = { type = rain_move which = marine value = -2 }
		command = { type = storm_attack which = marine value = -4 }
		command = { type = storm_move which = marine value = -3 }
		command = { type = muddy_attack which = marine value = -4 }
		command = { type = muddy_move which = marine value = -3 }
		# Mountain
		command = { type = desert_attack which = bergsjaeger value = 2 }
		command = { type = desert_defense which = bergsjaeger value = 5 }
		command = { type = desert_move which = bergsjaeger value = 10 }
		command = { type = forest_defense which = bergsjaeger value = -2 }
		command = { type = jungle_attack which = bergsjaeger value = -3 }
		command = { type = jungle_defense which = bergsjaeger value = -2 }
		command = { type = jungle_move which = bergsjaeger value = -5 }
		command = { type = swamp_attack which = bergsjaeger value = -3 }
		command = { type = swamp_move which = bergsjaeger value = -5 }
		command = { type = river_attack which = bergsjaeger value = -5 }
		command = { type = blizzard_attack which = bergsjaeger value = -5 }
		command = { type = blizzard_defense which = bergsjaeger value = -2 }
		command = { type = blizzard_move which = bergsjaeger value = -5 }
		command = { type = snow_attack which = bergsjaeger value = -3 }
		command = { type = snow_move which = bergsjaeger value = -2 }
		command = { type = rain_attack which = bergsjaeger value = -2 }
		command = { type = rain_move which = bergsjaeger value = -2 }
		command = { type = storm_attack which = bergsjaeger value = -4 }
		command = { type = storm_move which = bergsjaeger value = -3 }
		command = { type = muddy_attack which = bergsjaeger value = -4 }
		command = { type = muddy_move which = bergsjaeger value = -3 }
		# Garrison
		command = { type = desert_attack which = garrison value = 2 }
		command = { type = desert_defense which = garrison value = 5 }
		command = { type = desert_move which = garrison value = 10 }
		command = { type = forest_defense which = garrison value = -2 }
		command = { type = jungle_attack which = garrison value = -3 }
		command = { type = jungle_defense which = garrison value = -2 }
		command = { type = jungle_move which = garrison value = -5 }
		command = { type = swamp_attack which = garrison value = -3 }
		command = { type = swamp_move which = garrison value = -5 }
		command = { type = river_attack which = garrison value = -5 }
		command = { type = blizzard_attack which = garrison value = -8 }
		command = { type = blizzard_defense which = garrison value = -3 }
		command = { type = blizzard_move which = garrison value = -8 }
		command = { type = snow_attack which = garrison value = -5 }
		command = { type = snow_defense which = garrison value = -2 }
		command = { type = snow_move which = garrison value = -4 }
		command = { type = frozen_attack which = garrison value = -3 }
		command = { type = frozen_move which = garrison value = -2 }
		command = { type = rain_attack which = garrison value = -2 }
		command = { type = rain_move which = garrison value = -2 }
		command = { type = storm_attack which = garrison value = -4 }
		command = { type = storm_move which = garrison value = -3 }
		command = { type = muddy_attack which = garrison value = -4 }
		command = { type = muddy_move which = garrison value = -3 }
		# HQ
		command = { type = desert_attack which = hq value = 2 }
		command = { type = desert_defense which = hq value = 4 }
		command = { type = desert_move which = hq value = 7 }
		command = { type = forest_move which = hq value = -2 }
		command = { type = jungle_attack which = hq value = -4 }
		command = { type = jungle_move which = hq value = -7 }
		command = { type = swamp_attack which = hq value = -4 }
		command = { type = swamp_move which = hq value = -7 }
		command = { type = river_attack which = hq value = -3 }
		command = { type = blizzard_attack which = hq value = -9 }
		command = { type = blizzard_defense which = hq value = -4 }
		command = { type = blizzard_move which = hq value = -9 }
		command = { type = snow_attack which = hq value = -7 }
		command = { type = snow_defense which = hq value = -3 }
		command = { type = snow_move which = hq value = -5 }
		command = { type = frozen_attack which = hq value = -3 }
		command = { type = frozen_defense which = hq value = -2 }
		command = { type = frozen_move which = hq value = -3 }
		command = { type = rain_attack which = hq value = -3 }
		command = { type = rain_move which = hq value = -2 }
		command = { type = storm_attack which = hq value = -5 }
		command = { type = storm_defense which = hq value = -2 }
		command = { type = storm_move which = hq value = -4 }
		command = { type = muddy_attack which = hq value = -5 }
		command = { type = muddy_defense which = hq value = -2 }
		command = { type = muddy_move which = hq value = -4 }
		# Reserve
		command = { type = desert_attack which = militia value = 2 }
		command = { type = desert_defense which = militia value = 5 }
		command = { type = desert_move which = militia value = 10 }
		command = { type = forest_defense which = militia value = -2 }
		command = { type = jungle_attack which = militia value = -3 }
		command = { type = jungle_defense which = militia value = -2 }
		command = { type = jungle_move which = militia value = -5 }
		command = { type = swamp_attack which = militia value = -3 }
		command = { type = swamp_move which = militia value = -5 }
		command = { type = river_attack which = militia value = -5 }
		command = { type = blizzard_attack which = militia value = -8 }
		command = { type = blizzard_defense which = militia value = -3 }
		command = { type = blizzard_move which = militia value = -8 }
		command = { type = snow_attack which = militia value = -5 }
		command = { type = snow_defense which = militia value = -2 }
		command = { type = snow_move which = militia value = -4 }
		command = { type = frozen_attack which = militia value = -3 }
		command = { type = frozen_move which = militia value = -2 }
		command = { type = rain_attack which = militia value = -2 }
		command = { type = rain_move which = militia value = -2 }
		command = { type = storm_attack which = militia value = -4 }
		command = { type = storm_move which = militia value = -3 }
		command = { type = muddy_attack which = militia value = -4 }
		command = { type = muddy_move which = militia value = -3 }
		# CAS
		command = { type = snow_attack which = cas value = -8 } # 10%
		command = { type = snow_defense which = cas value = -8 } 
		command = { type = rain_attack which = cas value = -7 } 
		command = { type = rain_defense which = cas value = -7 }
		# Interceptor
		command = { type = snow_attack which = interceptor value = -8 }
		command = { type = snow_defense which = interceptor value = -8 }
		command = { type = rain_attack which = interceptor value = -7 }
		command = { type = rain_defense which = interceptor value = -7 }
		# Fighter
		command = { type = snow_attack which = multi_role value = -7 }
		command = { type = snow_defense which = multi_role value = -7 }
		command = { type = rain_attack which = multi_role value = -6 }
		command = { type = rain_defense which = multi_role value = -6 }
		# Naval Bomber
		command = { type = snow_attack which = naval_bomber value = -7 }
		command = { type = snow_defense which = naval_bomber value = -7 }
		command = { type = rain_attack which = naval_bomber value = -6 }
		command = { type = rain_defense which = naval_bomber value = -6 }
		# Strategic Bomber
		command = { type = snow_attack which = strategic_bomber value = -6 }
		command = { type = snow_defense which = strategic_bomber value = -6 }
		command = { type = rain_attack which = strategic_bomber value = -5 }
		command = { type = rain_defense which = strategic_bomber value = -5 }
		# Tactical Bomber
		command = { type = snow_attack which = tactical_bomber value = -7 }
		command = { type = snow_defense which = tactical_bomber value = -7 }
		command = { type = rain_attack which = tactical_bomber value = -6 }
		command = { type = rain_defense which = tactical_bomber value = -6 }
		# Transport
		command = { type = snow_attack which = transport_plane value = -7 }
		command = { type = snow_defense which = transport_plane value = -7 }
		command = { type = rain_attack which = transport_plane value = -6 }
		command = { type = rain_defense which = transport_plane value = -6 }
	}
}

# Jungle Civilian Experience
application = { 
	id = 1020
	name = TECH_APP_INFANTRY_2_NAME
	desc = TECH_APP_INFANTRY_2_DESC
	position = { x = 292 y = 410 }
	year = 1900

	component = { id = 1021 name = TECH_CMP_INFANTRY_2_1_NAME type = management difficulty = 5 }
	component = { id = 1022 name = TECH_CMP_INFANTRY_2_2_NAME type = management difficulty = 5 }
	component = { id = 1023 name = TECH_CMP_INFANTRY_2_3_NAME type = management difficulty = 5 }
	component = { id = 1024 name = TECH_CMP_INFANTRY_2_4_NAME type = management difficulty = 5 }
	component = { id = 1025 name = TECH_CMP_INFANTRY_2_5_NAME type = management difficulty = 5 }

	required = { }

	effects = {
		command = { type = attrition_mod value = 5 }

		# Infantry
		command = { type = jungle_attack which = infantry value = 8 } # 25
		command = { type = jungle_defense which = infantry value = 4 }
		command = { type = jungle_move which = infantry value = 13 }
		command = { type = desert_defense which = infantry value = -2 } # 10
		command = { type = desert_move which = infantry value = -4 }
		command = { type = forest_defense which = infantry value = 2 } # 10
		command = { type = forest_move which = infantry value = 2 }
		command = { type = swamp_attack which = infantry value = 3 } # 10
		command = { type = swamp_move which = infantry value = 6 }
		command = { type = river_attack which = infantry value = 4 } # 10
		command = { type = blizzard_attack which = infantry value = -9 } # 10
		command = { type = blizzard_defense which = infantry value = -4 }
		command = { type = blizzard_move which = infantry value = -9 }
		command = { type = snow_attack which = infantry value = -6 } # 10
		command = { type = snow_defense which = infantry value = -2 }
		command = { type = snow_move which = infantry value = -4 }
		command = { type = frozen_attack which = infantry value = -3 } # 10
		command = { type = frozen_defense which = infantry value = -2 }
		command = { type = frozen_move which = infantry value = -3 }
		command = { type = rain_attack which = infantry value = 6 } # 25%
		command = { type = rain_defense which = infantry value = 2 } 
		command = { type = rain_move which = infantry value = 4 }
		command = { type = storm_attack which = infantry value = 11 } # 25%
		command = { type = storm_defense which = infantry value = 4 }
		command = { type = storm_move which = infantry value = 9 }
		command = { type = muddy_attack which = infantry value = 4 } # 10%
		command = { type = muddy_move which = infantry value = 4 }
		# Cavalry
		command = { type = jungle_attack which = cavalry value = 10 }
		command = { type = jungle_defense which = cavalry value = 3 }
		command = { type = jungle_move which = cavalry value = 17 }
		command = { type = desert_move which = cavalry value = -3 }
		command = { type = forest_move which = cavalry value = 2 }
		command = { type = swamp_attack which = cavalry value = 4 }
		command = { type = swamp_move which = cavalry value = 7 }
		command = { type = river_attack which = cavalry value = 4 }
		command = { type = blizzard_attack which = cavalry value = -9 }
		command = { type = blizzard_defense which = cavalry value = -4 }
		command = { type = blizzard_move which = cavalry value = -9 }
		command = { type = snow_attack which = cavalry value = -7 }
		command = { type = snow_defense which = cavalry value = -3 }
		command = { type = snow_move which = cavalry value = -5 }
		command = { type = frozen_attack which = cavalry value = -3 }
		command = { type = frozen_defense which = cavalry value = -2 }
		command = { type = frozen_move which = cavalry value = -3 }
		command = { type = rain_attack which = cavalry value = 7 }
		command = { type = rain_defense which = cavalry value = 3 }
		command = { type = rain_move which = cavalry value = 5 }
		command = { type = storm_attack which = cavalry value = 12 }
		command = { type = storm_defense which = cavalry value = 4 }
		command = { type = storm_move which = cavalry value = 10 }
		command = { type = muddy_attack which = cavalry value = 5 }
		command = { type = muddy_defense which = cavalry value = 2 }
		command = { type = muddy_move which = cavalry value = 4 }
		# Motorized
		command = { type = jungle_attack which = motorized value = 11 }
		command = { type = jungle_defense which = motorized value = 2 }
		command = { type = jungle_move which = motorized value = 21 }
		command = { type = desert_move which = motorized value = -2 }
		command = { type = forest_move which = motorized value = 2 }
		command = { type = swamp_attack which = motorized value = 5 }
		command = { type = swamp_move which = motorized value = 9 }
		command = { type = river_attack which = motorized value = 5 }
		command = { type = blizzard_attack which = motorized value = -10 }
		command = { type = blizzard_defense which = motorized value = -4 }
		command = { type = blizzard_move which = motorized value = -10 }
		command = { type = snow_attack which = motorized value = -7 }
		command = { type = snow_defense which = motorized value = -3 }
		command = { type = snow_move which = motorized value = -5 }
		command = { type = frozen_attack which = motorized value = -4 }
		command = { type = frozen_defense which = motorized value = -2 }
		command = { type = frozen_move which = motorized value = -3 }
		command = { type = rain_attack which = motorized value = 7 }
		command = { type = rain_defense which = motorized value = 3 }
		command = { type = rain_move which = motorized value = 5 }
		command = { type = storm_attack which = motorized value = 14 }
		command = { type = storm_defense which = motorized value = 5 }
		command = { type = storm_move which = motorized value = 11 }
		command = { type = muddy_attack which = motorized value = 5 }
		command = { type = muddy_defense which = motorized value = 2 }
		command = { type = muddy_move which = motorized value = 4 }
		# Mechanized
		command = { type = jungle_attack which = mechanized value = 12 }
		command = { type = jungle_defense which = mechanized value = 1 }
		command = { type = jungle_move which = mechanized value = 20 }
		command = { type = forest_move which = mechanized value = 2 }
		command = { type = swamp_attack which = mechanized value = 5 }
		command = { type = swamp_move which = mechanized value = 9 }
		command = { type = river_attack which = mechanized value = 5 }
		command = { type = blizzard_attack which = mechanized value = -9 }
		command = { type = blizzard_defense which = mechanized value = -4 }
		command = { type = blizzard_move which = mechanized value = -9 }
		command = { type = snow_attack which = mechanized value = -7 }
		command = { type = snow_defense which = mechanized value = -3 }
		command = { type = snow_move which = mechanized value = -5 }
		command = { type = frozen_attack which = mechanized value = -3 }
		command = { type = frozen_defense which = mechanized value = -2 }
		command = { type = frozen_move which = mechanized value = -3 }
		command = { type = rain_attack which = mechanized value = 7 }
		command = { type = rain_defense which = mechanized value = 3 }
		command = { type = rain_move which = mechanized value = 5 }
		command = { type = storm_attack which = mechanized value = 13 }
		command = { type = storm_defense which = mechanized value = 4 }
		command = { type = storm_move which = mechanized value = 10 }
		command = { type = muddy_attack which = mechanized value = 5 }
		command = { type = muddy_defense which = mechanized value = 2 }
		command = { type = muddy_move which = mechanized value = 4 }
		# Light Armor
		command = { type = jungle_attack which = light_armor value = 15 }
		command = { type = jungle_defense which = light_armor value = 1 }
		command = { type = jungle_move which = light_armor value = 19 }
		command = { type = forest_attack which = light_armor value = 2 }
		command = { type = forest_move which = light_armor value = 2 }
		command = { type = swamp_attack which = light_armor value = 7 }
		command = { type = swamp_defense which = light_armor value = 3 }
		command = { type = swamp_move which = light_armor value = 8 }
		command = { type = river_attack which = light_armor value = 6 }
		command = { type = blizzard_attack which = light_armor value = -9 }
		command = { type = blizzard_defense which = light_armor value = -4 }
		command = { type = blizzard_move which = light_armor value = -9 }
		command = { type = snow_attack which = light_armor value = -6 }
		command = { type = snow_defense which = light_armor value = -3 }
		command = { type = snow_move which = light_armor value = -5 }
		command = { type = frozen_attack which = light_armor value = -3 }
		command = { type = frozen_defense which = light_armor value = -2 }
		command = { type = frozen_move which = light_armor value = -3 }
		command = { type = rain_attack which = light_armor value = 6 }
		command = { type = rain_defense which = light_armor value = 2 }
		command = { type = rain_move which = light_armor value = 5 }
		command = { type = storm_attack which = light_armor value = 13 }
		command = { type = storm_defense which = light_armor value = 4 }
		command = { type = storm_move which = light_armor value = 10 }
		command = { type = muddy_attack which = light_armor value = 5 }
		command = { type = muddy_defense which = light_armor value = 2 }
		command = { type = muddy_move which = light_armor value = 4 }
		# Armor
		command = { type = jungle_attack which = armor value = 15 }
		command = { type = jungle_defense which = armor value = 1 }
		command = { type = jungle_move which = armor value = 19 }
		command = { type = forest_attack which = armor value = 2 }
		command = { type = forest_move which = armor value = 2 }
		command = { type = swamp_attack which = armor value = 7 }
		command = { type = swamp_defense which = armor value = 3 }
		command = { type = swamp_move which = armor value = 8 }
		command = { type = river_attack which = armor value = 6 }
		command = { type = blizzard_attack which = armor value = -9 }
		command = { type = blizzard_defense which = armor value = -4 }
		command = { type = blizzard_move which = armor value = -9 }
		command = { type = snow_attack which = armor value = -6 }
		command = { type = snow_defense which = armor value = -3 }
		command = { type = snow_move which = armor value = -5 }
		command = { type = frozen_attack which = armor value = -3 }
		command = { type = frozen_defense which = armor value = -2 }
		command = { type = frozen_move which = armor value = -3 }
		command = { type = rain_attack which = armor value = 6 }
		command = { type = rain_defense which = armor value = 2 }
		command = { type = rain_move which = armor value = 5 }
		command = { type = storm_attack which = armor value = 13 }
		command = { type = storm_defense which = armor value = 4 }
		command = { type = storm_move which = armor value = 10 }
		command = { type = muddy_attack which = armor value = 5 }
		command = { type = muddy_defense which = armor value = 2 }
		command = { type = muddy_move which = armor value = 4 }
		# Airborne
		command = { type = jungle_attack which = paratrooper value = 7 }
		command = { type = jungle_defense which = paratrooper value = 5 }
		command = { type = jungle_move which = paratrooper value = 10 }
		command = { type = desert_defense which = paratrooper value = -2 }
		command = { type = desert_move which = paratrooper value = -4 }
		command = { type = forest_defense which = paratrooper value = 2 }
		command = { type = swamp_attack which = paratrooper value = 2 }
		command = { type = swamp_move which = paratrooper value = 4 }
		command = { type = river_attack which = paratrooper value = 5 }
		command = { type = blizzard_attack which = paratrooper value = -7 }
		command = { type = blizzard_defense which = paratrooper value = -3 }
		command = { type = blizzard_move which = paratrooper value = -7 }
		command = { type = snow_attack which = paratrooper value = -5 }
		command = { type = snow_defense which = paratrooper value = -2 }
		command = { type = snow_move which = paratrooper value = -4 }
		command = { type = frozen_attack which = paratrooper value = -2 }
		command = { type = frozen_move which = paratrooper value = -2 }
		command = { type = rain_attack which = paratrooper value = 5 }
		command = { type = rain_defense which = paratrooper value = 2 }
		command = { type = rain_move which = paratrooper value = 3 }
		command = { type = storm_attack which = paratrooper value = 9 }
		command = { type = storm_defense which = paratrooper value = 3 }
		command = { type = storm_move which = paratrooper value = 7 }
		command = { type = muddy_attack which = paratrooper value = 4 }
		command = { type = muddy_move which = paratrooper value = 3 }
		# Marine
		command = { type = jungle_attack which = marine value = 8 }
		command = { type = jungle_defense which = marine value = 5 }
		command = { type = jungle_move which = marine value = 11 }
		command = { type = desert_defense which = marine value = -2 }
		command = { type = desert_move which = marine value = -4 }
		command = { type = forest_defense which = marine value = 2 }
		command = { type = swamp_attack which = marine value = 2 }
		command = { type = swamp_move which = marine value = 4 }
		command = { type = river_attack which = marine value = 2 }
		command = { type = blizzard_attack which = marine value = -8 }
		command = { type = blizzard_defense which = marine value = -3 }
		command = { type = blizzard_move which = marine value = -8 }
		command = { type = snow_attack which = marine value = -5 }
		command = { type = snow_defense which = marine value = -2 }
		command = { type = snow_move which = marine value = -4 }
		command = { type = frozen_attack which = marine value = -3 }
		command = { type = frozen_move which = marine value = -2 }
		command = { type = rain_attack which = marine value = 5 }
		command = { type = rain_defense which = marine value = 2 }
		command = { type = rain_move which = marine value = 4 }
		command = { type = storm_attack which = marine value = 10 }
		command = { type = storm_defense which = marine value = 3 }
		command = { type = storm_move which = marine value = 8 }
		command = { type = muddy_attack which = marine value = 4 }
		command = { type = muddy_move which = marine value = 3 }
		# Mountain
		command = { type = jungle_attack which = bergsjaeger value = 8 }
		command = { type = jungle_defense which = bergsjaeger value = 4 }
		command = { type = jungle_move which = bergsjaeger value = 11 }
		command = { type = desert_defense which = bergsjaeger value = -2 }
		command = { type = desert_move which = bergsjaeger value = -4 }
		command = { type = forest_defense which = bergsjaeger value = 2 }
		command = { type = swamp_move which = bergsjaeger value = 5 }
		command = { type = river_attack which = bergsjaeger value = 5 }
		command = { type = blizzard_attack which = bergsjaeger value = -5 }
		command = { type = blizzard_defense which = bergsjaeger value = -2 }
		command = { type = blizzard_move which = bergsjaeger value = -5 }
		command = { type = snow_attack which = bergsjaeger value = -3 }
		command = { type = snow_move which = bergsjaeger value = -2 }
		command = { type = rain_attack which = bergsjaeger value = 5 }
		command = { type = rain_defense which = bergsjaeger value = 2 }
		command = { type = rain_move which = bergsjaeger value = 4 }
		command = { type = storm_attack which = bergsjaeger value = 10 }
		command = { type = storm_defense which = bergsjaeger value = 3 }
		command = { type = storm_move which = bergsjaeger value = 8 }
		command = { type = muddy_attack which = bergsjaeger value = 4 }
		command = { type = muddy_move which = bergsjaeger value = 3 }
		# Garrison
		command = { type = jungle_attack which = garrison value = 8 }
		command = { type = jungle_defense which = garrison value = 4 }
		command = { type = jungle_move which = garrison value = 11 }
		command = { type = desert_defense which = garrison value = -2 }
		command = { type = desert_move which = garrison value = -4 }
		command = { type = forest_defense which = garrison value = 2 }
		command = { type = swamp_attack which = garrison value = 3 }
		command = { type = swamp_move which = garrison value = 5 }
		command = { type = river_attack which = garrison value = 5 }
		command = { type = blizzard_attack which = garrison value = -8 }
		command = { type = blizzard_defense which = garrison value = -3 }
		command = { type = blizzard_move which = garrison value = -8 }
		command = { type = snow_attack which = garrison value = -5 }
		command = { type = snow_defense which = garrison value = -2 }
		command = { type = snow_move which = garrison value = -4 }
		command = { type = frozen_attack which = garrison value = -3 }
		command = { type = frozen_move which = garrison value = -2 }
		command = { type = rain_attack which = garrison value = 5 }
		command = { type = rain_defense which = garrison value = 2 }
		command = { type = rain_move which = garrison value = 4 }
		command = { type = storm_attack which = garrison value = 10 }
		command = { type = storm_defense which = garrison value = 3 }
		command = { type = storm_move which = garrison value = 8 }
		command = { type = muddy_attack which = garrison value = 4 }
		command = { type = muddy_move which = garrison value = 3 }
		# HQ
		command = { type = jungle_attack which = hq value = 10 }
		command = { type = jungle_defense which = hq value = 3 }
		command = { type = jungle_move which = hq value = 17 }
		command = { type = desert_move which = hq value = -3 }
		command = { type = forest_move which = hq value = 2 }
		command = { type = swamp_attack which = hq value = 4 }
		command = { type = swamp_move which = hq value = 7 }
		command = { type = river_attack which = hq value = 3 }
		command = { type = blizzard_attack which = hq value = -9 }
		command = { type = blizzard_defense which = hq value = -4 }
		command = { type = blizzard_move which = hq value = -9 }
		command = { type = snow_attack which = hq value = -7 }
		command = { type = snow_defense which = hq value = -3 }
		command = { type = snow_move which = hq value = -5 }
		command = { type = frozen_attack which = hq value = -3 }
		command = { type = frozen_defense which = hq value = -2 }
		command = { type = frozen_move which = hq value = -3 }
		command = { type = rain_attack which = hq value = 7 }
		command = { type = rain_defense which = hq value = 3 }
		command = { type = rain_move which = hq value = 5 }
		command = { type = storm_attack which = hq value = 12 }
		command = { type = storm_defense which = hq value = 4 }
		command = { type = storm_move which = hq value = 10 }
		command = { type = muddy_attack which = hq value = 5 }
		command = { type = muddy_defense which = hq value = 2 }
		command = { type = muddy_move which = hq value = 4 }
		# Reserve
		command = { type = jungle_attack which = militia value = 8 }
		command = { type = jungle_defense which = militia value = 4 }
		command = { type = jungle_move which = militia value = 11 }
		command = { type = desert_defense which = militia value = -2 }
		command = { type = desert_move which = militia value = -4 }
		command = { type = forest_defense which = militia value = 2 }
		command = { type = swamp_attack which = militia value = 3 }
		command = { type = swamp_move which = militia value = 4 }
		command = { type = river_attack which = militia value = 5 }
		command = { type = blizzard_attack which = militia value = -8 }
		command = { type = blizzard_defense which = militia value = -3 }
		command = { type = blizzard_move which = militia value = -8 }
		command = { type = snow_attack which = militia value = -5 }
		command = { type = snow_defense which = militia value = -2 }
		command = { type = snow_move which = militia value = -4 }
		command = { type = frozen_attack which = militia value = -3 }
		command = { type = frozen_move which = militia value = -2 }
		command = { type = rain_attack which = militia value = 5 }
		command = { type = rain_defense which = militia value = 2 }
		command = { type = rain_move which = militia value = 4 }
		command = { type = storm_attack which = militia value = 10 }
		command = { type = storm_defense which = militia value = 3 }
		command = { type = storm_move which = militia value = 8 }
		command = { type = muddy_attack which = militia value = 4 }
		command = { type = muddy_move which = militia value = 4 }
		# CAS
		command = { type = snow_attack which = cas value = -8 } # 10%
		command = { type = snow_defense which = cas value = -8 } 
		command = { type = rain_attack which = cas value = 7 } 
		command = { type = rain_defense which = cas value = 7 }
		# Interceptor
		command = { type = snow_attack which = interceptor value = -8 }
		command = { type = snow_defense which = interceptor value = -8 }
		command = { type = rain_attack which = interceptor value = 7 }
		command = { type = rain_defense which = interceptor value = 7 }
		# Fighter
		command = { type = snow_attack which = multi_role value = -7 }
		command = { type = snow_defense which = multi_role value = -7 }
		command = { type = rain_attack which = multi_role value = 6 }
		command = { type = rain_defense which = multi_role value = 6 }
		# Naval Bomber
		command = { type = snow_attack which = naval_bomber value = -7 }
		command = { type = snow_defense which = naval_bomber value = -7 }
		command = { type = rain_attack which = naval_bomber value = 6 }
		command = { type = rain_defense which = naval_bomber value = 6 }
		# Strategic Bomber
		command = { type = snow_attack which = strategic_bomber value = -6 }
		command = { type = snow_defense which = strategic_bomber value = -6 }
		command = { type = rain_attack which = strategic_bomber value = 5 }
		command = { type = rain_defense which = strategic_bomber value = 5 }
		# Tactical Bomber
		command = { type = snow_attack which = tactical_bomber value = -7 }
		command = { type = snow_defense which = tactical_bomber value = -7 }
		command = { type = rain_attack which = tactical_bomber value = 6 }
		command = { type = rain_defense which = tactical_bomber value = 6 }
		# Transport
		command = { type = snow_attack which = transport_plane value = -7 }
		command = { type = snow_defense which = transport_plane value = -7 }
		command = { type = rain_attack which = transport_plane value = 6 }
		command = { type = rain_defense which = transport_plane value = 6 }
	}
}

# Forest Civilian Experience
application = { 
	id = 1030
	name = TECH_APP_INFANTRY_3_NAME
	desc = TECH_APP_INFANTRY_3_DESC
	position = { x = 432 y = 410 }
	year = 1900
	component = { id = 1031 name = TECH_CMP_INFANTRY_3_1_NAME type = management difficulty = 5 }
	component = { id = 1032 name = TECH_CMP_INFANTRY_3_2_NAME type = management difficulty = 5 }
	component = { id = 1033 name = TECH_CMP_INFANTRY_3_3_NAME type = management difficulty = 5 }
	component = { id = 1034 name = TECH_CMP_INFANTRY_3_4_NAME type = management difficulty = 5 }
	component = { id = 1035 name = TECH_CMP_INFANTRY_3_5_NAME type = management difficulty = 5 }

	required = { }

	effects = {
		# Infantry
		command = { type = forest_attack which = infantry value = 2 } # 25
		command = { type = forest_defense which = infantry value = 4 } # 25
		command = { type = forest_move which = infantry value = 4 } # 25
		# Cavalry
		command = { type = forest_attack which = cavalry value = 3 }
		command = { type = forest_defense which = cavalry value = 4 }
		command = { type = forest_move which = cavalry value = 5 }
		# Motorized
		command = { type = forest_attack which = motorized value = 3 }
		command = { type = forest_defense which = motorized value = 3 }
		command = { type = forest_move which = motorized value = 6 }
		# Mechanized
		command = { type = forest_attack which = mechanized value = 3 }
		command = { type = forest_defense which = mechanized value = 2 }
		command = { type = forest_move which = mechanized value = 5 }
		# Light Armor
		command = { type = forest_attack which = light_armor value = 4 }
		command = { type = forest_defense which = light_armor value = 1 }
		command = { type = forest_move which = light_armor value = 4 }
		# Armor
		command = { type = forest_attack which = armor value = 4 }
		command = { type = forest_defense which = armor value = 1 }
		command = { type = forest_move which = armor value = 4 }
		# Airborne
		command = { type = forest_attack which = paratrooper value = 2 }
		command = { type = forest_defense which = paratrooper value = 5 }
		command = { type = forest_move which = paratrooper value = 3 }
		# Marine
		command = { type = forest_attack which = marine value = 2 }
		command = { type = forest_defense which = marine value = 5 }
		command = { type = forest_move which = marine value = 3 }
		# Mountain
		command = { type = forest_attack which = bergsjaeger value = 2 }
		command = { type = forest_defense which = bergsjaeger value = 5 }
		command = { type = forest_move which = bergsjaeger value = 3 }
		# Garrison
		command = { type = forest_attack which = garrison value = 2 }
		command = { type = forest_defense which = garrison value = 5 }
		command = { type = forest_move which = garrison value = 3 }
		# HQ
		command = { type = forest_attack which = hq value = 3 }
		command = { type = forest_defense which = hq value = 4 }
		command = { type = forest_move which = hq value = 5 }
		# Reserve
		command = { type = forest_attack which = militia value = 2 }
		command = { type = forest_defense which = militia value = 5 }
		command = { type = forest_move which = militia value = 3 }
	}
}

# Marsh Civilian Experience
application = { 
	id = 1040
	name = TECH_APP_INFANTRY_4_NAME
	desc = TECH_APP_INFANTRY_4_DESC
	position = { x = 432 y = 430 }
	year = 1900
	component = { id = 1041 name = TECH_CMP_INFANTRY_4_1_NAME type = management difficulty = 5 }
	component = { id = 1042 name = TECH_CMP_INFANTRY_4_2_NAME type = management difficulty = 5 }
	component = { id = 1043 name = TECH_CMP_INFANTRY_4_3_NAME type = management difficulty = 5 }
	component = { id = 1044 name = TECH_CMP_INFANTRY_4_4_NAME type = management difficulty = 5 }
	component = { id = 1045 name = TECH_CMP_INFANTRY_4_5_NAME type = management difficulty = 5 }

	required = { }

	effects = {
		# Infantry
		command = { type = swamp_attack which = infantry value = 8 } # 25
		command = { type = swamp_defense which = infantry value = 2 }
		command = { type = swamp_move which = infantry value = 14 }
		command = { type = jungle_attack which = infantry value = 3 } # 10
		command = { type = jungle_defense which = infantry value = 2 }
		command = { type = jungle_move which = infantry value = 5 }
		command = { type = desert_attack which = infantry value = -1 } # 10
		command = { type = desert_defense which = infantry value = -2 }
		command = { type = desert_move which = infantry value = -4 }
		command = { type = muddy_attack which = infantry value = 7 } # 15
		command = { type = muddy_defense which = infantry value = 2 }
		command = { type = muddy_move which = infantry value = 5 }
		command = { type = mountain_attack which = infantry value = -3 } # 10
		command = { type = mountain_defense which = infantry value = -4 }
		command = { type = mountain_move which = infantry value = -6 }
		command = { type = hill_attack which = infantry value = -2 } # 10
		command = { type = hill_defense which = infantry value = -2 }
		command = { type = hill_move which = infantry value = -2 }
		# Cavalry
		command = { type = swamp_attack which = cavalry value = 10 }
		command = { type = swamp_defense which = cavalry value = 3 }
		command = { type = swamp_move which = cavalry value = 18 }
		command = { type = jungle_attack which = cavalry value = 4 }
		command = { type = jungle_defense which = cavalry value = 1 }
		command = { type = jungle_move which = cavalry value = 7 }
		command = { type = desert_attack which = cavalry value = -1 }
		command = { type = desert_defense which = cavalry value = -1 }
		command = { type = desert_move which = cavalry value = -3 }
		command = { type = muddy_attack which = cavalry value = 7 }
		command = { type = muddy_defense which = cavalry value = 3 }
		command = { type = muddy_move which = cavalry value = 6 }
		command = { type = mountain_attack which = cavalry value = -4 }
		command = { type = mountain_defense which = cavalry value = -3 }
		command = { type = mountain_move which = cavalry value = -7 }
		command = { type = hill_attack which = cavalry value = -2 }
		command = { type = hill_defense which = cavalry value = -2 }
		command = { type = hill_move which = cavalry value = -3 }
		# Motorized
		command = { type = swamp_attack which = motorized value = 12 }
		command = { type = swamp_defense which = motorized value = 4 }
		command = { type = swamp_move which = motorized value = 23 }
		command = { type = jungle_attack which = motorized value = 5 }
		command = { type = jungle_defense which = motorized value = 1 }
		command = { type = jungle_move which = motorized value = 8 }
		command = { type = desert_attack which = motorized value = -1 }
		command = { type = desert_defense which = motorized value = -1 }
		command = { type = desert_move which = motorized value = -2 }
		command = { type = muddy_attack which = motorized value = 8 }
		command = { type = muddy_defense which = motorized value = 3 }
		command = { type = muddy_move which = motorized value = 7 }
		command = { type = mountain_attack which = motorized value = -4 }
		command = { type = mountain_defense which = motorized value = -2 }
		command = { type = mountain_move which = motorized value = -8 }
		command = { type = hill_attack which = motorized value = -2 }
		command = { type = hill_defense which = motorized value = -2 }
		command = { type = hill_move which = motorized value = -3 }
		# Mechanized
		command = { type = swamp_attack which = mechanized value = 13 }
		command = { type = swamp_defense which = mechanized value = 5 }
		command = { type = swamp_move which = mechanized value = 22 }
		command = { type = jungle_attack which = mechanized value = 5 }
		command = { type = jungle_defense which = mechanized value = 1 }
		command = { type = jungle_move which = mechanized value = 8 }
		command = { type = desert_attack which = mechanized value = -1 }
		command = { type = desert_defense which = mechanized value = -1 }
		command = { type = desert_move which = mechanized value = -1 }
		command = { type = muddy_attack which = mechanized value = 7 }
		command = { type = muddy_defense which = mechanized value = 3 }
		command = { type = muddy_move which = mechanized value = 5 }
		command = { type = mountain_attack which = mechanized value = -5 }
		command = { type = mountain_defense which = mechanized value = -2 }
		command = { type = mountain_move which = mechanized value = -8 }
		command = { type = hill_attack which = mechanized value = -3 }
		command = { type = hill_defense which = mechanized value = -1 }
		command = { type = hill_move which = mechanized value = -3 }
		# Light Armor
		command = { type = swamp_attack which = light_armor value = 17 }
		command = { type = swamp_defense which = light_armor value = 7 }
		command = { type = swamp_move which = light_armor value = 21 }
		command = { type = jungle_attack which = light_armor value = 6 }
		command = { type = jungle_defense which = light_armor value = 1 }
		command = { type = jungle_move which = light_armor value = 8 }
		command = { type = desert_attack which = light_armor value = -1 }
		command = { type = desert_defense which = light_armor value = -1 }
		command = { type = desert_move which = light_armor value = -1 }
		command = { type = muddy_attack which = light_armor value = 6 }
		command = { type = muddy_defense which = light_armor value = 2 }
		command = { type = muddy_move which = light_armor value = 5 }
		command = { type = mountain_attack which = light_armor value = -6 }
		command = { type = mountain_defense which = light_armor value = -1 }
		command = { type = mountain_move which = light_armor value = -7 }
		command = { type = hill_attack which = light_armor value = -3 }
		command = { type = hill_defense which = light_armor value = -1 }
		command = { type = hill_move which = light_armor value = -3 }
		# Armor
		command = { type = swamp_attack which = armor value = 17 }
		command = { type = swamp_defense which = armor value = 7 }
		command = { type = swamp_move which = armor value = 21 }
		command = { type = jungle_attack which = armor value = 6 }
		command = { type = jungle_defense which = armor value = 1 }
		command = { type = jungle_move which = armor value = 8 }
		command = { type = desert_attack which = armor value = -1 }
		command = { type = desert_defense which = armor value = -1 }
		command = { type = desert_move which = armor value = -1 }
		command = { type = muddy_attack which = armor value = 6 }
		command = { type = muddy_defense which = armor value = 2 }
		command = { type = muddy_move which = armor value = 5 }
		command = { type = mountain_attack which = armor value = -6 }
		command = { type = mountain_defense which = armor value = -1 }
		command = { type = mountain_move which = armor value = -7 }
		command = { type = hill_attack which = armor value = -3 }
		command = { type = hill_defense which = armor value = -1 }
		command = { type = hill_move which = armor value = -3 }
		# Airborne
		command = { type = swamp_attack which = paratrooper value = 8 }
		command = { type = swamp_defense which = paratrooper value = 1 }
		command = { type = swamp_move which = paratrooper value = 11 }
		command = { type = jungle_attack which = paratrooper value = 3 }
		command = { type = jungle_defense which = paratrooper value = 2 }
		command = { type = jungle_move which = paratrooper value = 4 }
		command = { type = desert_attack which = paratrooper value = -1 }
		command = { type = desert_defense which = paratrooper value = -2 }
		command = { type = desert_move which = paratrooper value = -4 }
		command = { type = muddy_attack which = paratrooper value = 6 }
		command = { type = muddy_defense which = paratrooper value = 2 }
		command = { type = muddy_move which = paratrooper value = 4 }
		command = { type = mountain_attack which = paratrooper value = -3 }
		command = { type = mountain_defense which = paratrooper value = -4 }
		command = { type = mountain_move which = paratrooper value = -4 }
		command = { type = hill_attack which = paratrooper value = -2 }
		command = { type = hill_defense which = paratrooper value = -3 }
		command = { type = hill_move which = paratrooper value = -2 }
		# Marine
		command = { type = swamp_attack which = marine value = 5 }
		command = { type = swamp_move which = marine value = 9 }
		command = { type = jungle_attack which = marine value = 3 }
		command = { type = jungle_defense which = marine value = 2 }
		command = { type = jungle_move which = marine value = 5 }
		command = { type = desert_attack which = marine value = -1 }
		command = { type = desert_defense which = marine value = -2 }
		command = { type = desert_move which = marine value = -4 }
		command = { type = muddy_attack which = marine value = 6 }
		command = { type = muddy_defense which = marine value = 2 }
		command = { type = muddy_move which = marine value = 5 }
		command = { type = mountain_attack which = marine value = -3 }
		command = { type = mountain_defense which = marine value = -4 }
		command = { type = mountain_move which = marine value = -5 }
		command = { type = hill_attack which = marine value = -2 }
		command = { type = hill_defense which = marine value = -3 }
		command = { type = hill_move which = marine value = -2 }
		# Mountain
		command = { type = swamp_attack which = bergsjaeger value = 7 }
		command = { type = swamp_defense which = bergsjaeger value = 1 }
		command = { type = swamp_move which = bergsjaeger value = 12 }
		command = { type = jungle_attack which = bergsjaeger value = 3 }
		command = { type = jungle_defense which = bergsjaeger value = 2 }
		command = { type = jungle_move which = bergsjaeger value = 5 }
		command = { type = desert_attack which = bergsjaeger value = -1 }
		command = { type = desert_defense which = bergsjaeger value = -2 }
		command = { type = desert_move which = bergsjaeger value = -4 }
		command = { type = muddy_attack which = bergsjaeger value = 6 }
		command = { type = muddy_defense which = bergsjaeger value = 2 }
		command = { type = muddy_move which = bergsjaeger value = 5 }
		command = { type = mountain_attack which = bergsjaeger value = -2 }
		command = { type = mountain_defense which = bergsjaeger value = -5 }
		command = { type = mountain_move which = bergsjaeger value = -3 }
		command = { type = hill_attack which = bergsjaeger value = -1 }
		command = { type = hill_defense which = bergsjaeger value = -3 }
		command = { type = hill_move which = bergsjaeger value = -1 }
		# Garrison
		command = { type = swamp_attack which = garrison value = 7 }
		command = { type = swamp_defense which = garrison value = 1 }
		command = { type = swamp_move which = garrison value = 12 }
		command = { type = jungle_attack which = garrison value = 3 }
		command = { type = jungle_defense which = garrison value = 2 }
		command = { type = jungle_move which = garrison value = 5 }
		command = { type = desert_attack which = garrison value = -1 }
		command = { type = desert_defense which = garrison value = -2 }
		command = { type = desert_move which = garrison value = -4 }
		command = { type = muddy_attack which = garrison value = 6 }
		command = { type = muddy_defense which = garrison value = 2 }
		command = { type = muddy_move which = garrison value = 5 }
		command = { type = mountain_attack which = garrison value = -3 }
		command = { type = mountain_defense which = garrison value = -4 }
		command = { type = mountain_move which = garrison value = -5 }
		command = { type = hill_attack which = garrison value = -2 }
		command = { type = hill_defense which = garrison value = -3 }
		command = { type = hill_move which = garrison value = -2 }
		# HQ
		command = { type = swamp_attack which = hq value = 10 }
		command = { type = swamp_defense which = hq value = 3 }
		command = { type = swamp_move which = hq value = 18 }
		command = { type = jungle_attack which = hq value = 4 }
		command = { type = jungle_defense which = hq value = 1 }
		command = { type = jungle_move which = hq value = 7 }
		command = { type = desert_attack which = hq value = -1 }
		command = { type = desert_defense which = hq value = -1 }
		command = { type = desert_move which = hq value = -3 }
		command = { type = muddy_attack which = hq value = 8 }
		command = { type = muddy_defense which = hq value = 3 }
		command = { type = muddy_move which = hq value = 7 }
		command = { type = mountain_attack which = hq value = -4 }
		command = { type = mountain_defense which = hq value = -3 }
		command = { type = mountain_move which = hq value = -7 }
		command = { type = hill_attack which = hq value = -2 }
		command = { type = hill_defense which = hq value = -2 }
		command = { type = hill_move which = hq value = -3 }
		# Reserve
		command = { type = swamp_attack which = militia value = 7 }
		command = { type = swamp_defense which = militia value = 1 }
		command = { type = swamp_move which = militia value = 12 }
		command = { type = jungle_attack which = militia value = 3 }
		command = { type = jungle_defense which = militia value = 2 }
		command = { type = jungle_move which = militia value = 5 }
		command = { type = desert_attack which = militia value = -1 }
		command = { type = desert_defense which = militia value = -2 }
		command = { type = desert_move which = militia value = -4 }
		command = { type = muddy_attack which = militia value = 6 }
		command = { type = muddy_defense which = militia value = 2 }
		command = { type = muddy_move which = militia value = 5 }
		command = { type = mountain_attack which = militia value = -3 }
		command = { type = mountain_defense which = militia value = -4 }
		command = { type = mountain_move which = militia value = -5 }
		command = { type = hill_attack which = militia value = -2 }
		command = { type = hill_defense which = militia value = -3 }
		command = { type = hill_move which = militia value = -2 }
	}
}

# Mountain Civilian Experience
application = { 
	id = 1050
	name = TECH_APP_INFANTRY_5_NAME
	desc = TECH_APP_INFANTRY_5_DESC
	position = { x = 152 y = 410 }
	year = 1900

	component = { id = 1051 name = TECH_CMP_INFANTRY_5_1_NAME type = management difficulty = 5 }
	component = { id = 1052 name = TECH_CMP_INFANTRY_5_2_NAME type = management difficulty = 5 }
	component = { id = 1053 name = TECH_CMP_INFANTRY_5_3_NAME type = management difficulty = 5 }
	component = { id = 1054 name = TECH_CMP_INFANTRY_5_4_NAME type = management difficulty = 5 }
	component = { id = 1055 name = TECH_CMP_INFANTRY_5_5_NAME type = management difficulty = 5 }

	required = { }

	effects = {
		command = { type = activate which = 1340 } # Alpine-Combat Specialization

		command = { type = max_organization which = bergsjaeger value = 2 }
		command = { type = morale which = bergsjaeger value = 2 }
		# Infantry
		command = { type = mountain_attack which = infantry value = 5 } # 15
		command = { type = mountain_defense which = infantry value = 5 }
		command = { type = mountain_move which = infantry value = 8 }
		command = { type = blizzard_attack which = infantry value = 9 } # 10
		command = { type = blizzard_defense which = infantry value = 4 }
		command = { type = blizzard_move which = infantry value = 9 }
		command = { type = snow_attack which = infantry value = 6 } # 10
		command = { type = snow_defense which = infantry value = 2 }
		command = { type = snow_move which = infantry value = 4 }
		command = { type = frozen_attack which = infantry value = 3 } # 10
		command = { type = frozen_defense which = infantry value = 2 }
		command = { type = frozen_move which = infantry value = 3 }
		# Cavalry
		command = { type = mountain_attack which = cavalry value = 6 }
		command = { type = mountain_defense which = cavalry value = 4 }
		command = { type = mountain_move which = cavalry value = 10 }
		command = { type = blizzard_attack which = cavalry value = 9 }
		command = { type = blizzard_defense which = cavalry value = 4 }
		command = { type = blizzard_move which = cavalry value = 9 }
		command = { type = snow_attack which = cavalry value = 7 }
		command = { type = snow_defense which = cavalry value = 3 }
		command = { type = snow_move which = cavalry value = 5 }
		command = { type = frozen_attack which = cavalry value = 3 }
		command = { type = frozen_defense which = cavalry value = 2 }
		command = { type = frozen_move which = cavalry value = 3 }
		# Motorized
		command = { type = mountain_attack which = motorized value = 7 }
		command = { type = mountain_defense which = motorized value = 4 }
		command = { type = mountain_move which = motorized value = 12 }
		command = { type = blizzard_attack which = motorized value = 10 }
		command = { type = blizzard_defense which = motorized value = 4 }
		command = { type = blizzard_move which = motorized value = 10 }
		command = { type = snow_attack which = motorized value = 7 }
		command = { type = snow_defense which = motorized value = 3 }
		command = { type = snow_move which = motorized value = 5 }
		command = { type = frozen_attack which = motorized value = 4 }
		command = { type = frozen_defense which = motorized value = 2 }
		command = { type = frozen_move which = motorized value = 3 }
		# Mechanized
		command = { type = mountain_attack which = mechanized value = 8 }
		command = { type = mountain_defense which = mechanized value = 2 }
		command = { type = mountain_move which = mechanized value = 11 }
		command = { type = blizzard_attack which = mechanized value = 9 }
		command = { type = blizzard_defense which = mechanized value = 4 }
		command = { type = blizzard_move which = mechanized value = 9 }
		command = { type = snow_attack which = mechanized value = 7 }
		command = { type = snow_defense which = mechanized value = 3 }
		command = { type = snow_move which = mechanized value = 5 }
		command = { type = frozen_attack which = mechanized value = 3 }
		command = { type = frozen_defense which = mechanized value = 2 }
		command = { type = frozen_move which = mechanized value = 3 }
		# Light Armor
		command = { type = mountain_attack which = light_armor value = 10 }
		command = { type = mountain_defense which = light_armor value = 1 }
		command = { type = mountain_move which = light_armor value = 11 }
		command = { type = blizzard_attack which = light_armor value = 9 }
		command = { type = blizzard_defense which = light_armor value = 4 }
		command = { type = blizzard_move which = light_armor value = 9 }
		command = { type = snow_attack which = light_armor value = 6 }
		command = { type = snow_defense which = light_armor value = 3 }
		command = { type = snow_move which = light_armor value = 5 }
		command = { type = frozen_attack which = light_armor value = 3 }
		command = { type = frozen_defense which = light_armor value = 2 }
		command = { type = frozen_move which = light_armor value = 3 }
		# Armor
		command = { type = mountain_attack which = armor value = 10 }
		command = { type = mountain_defense which = armor value = 1 }
		command = { type = mountain_move which = armor value = 11 }
		command = { type = blizzard_attack which = armor value = 9 }
		command = { type = blizzard_defense which = armor value = 4 }
		command = { type = blizzard_move which = armor value = 9 }
		command = { type = snow_attack which = armor value = 6 }
		command = { type = snow_defense which = armor value = 3 }
		command = { type = snow_move which = armor value = 5 }
		command = { type = frozen_attack which = armor value = 3 }
		command = { type = frozen_defense which = armor value = 2 }
		command = { type = frozen_move which = armor value = 3 }
		# Airborne
		command = { type = mountain_attack which = paratrooper value = 4 }
		command = { type = mountain_defense which = paratrooper value = 7 }
		command = { type = mountain_move which = paratrooper value = 7 }
		command = { type = blizzard_attack which = paratrooper value = 7 }
		command = { type = blizzard_defense which = paratrooper value = 3 }
		command = { type = blizzard_move which = paratrooper value = 7 }
		command = { type = snow_attack which = paratrooper value = 5 }
		command = { type = snow_defense which = paratrooper value = 2 }
		command = { type = snow_move which = paratrooper value = 4 }
		command = { type = frozen_attack which = paratrooper value = 2 }
		command = { type = frozen_defense which = paratrooper value = 1 }
		command = { type = frozen_move which = paratrooper value = 2 }
		# Marine
		command = { type = mountain_attack which = marine value = 4 }
		command = { type = mountain_defense which = marine value = 6 }
		command = { type = mountain_move which = marine value = 7 }
		command = { type = blizzard_attack which = marine value = 8 }
		command = { type = blizzard_defense which = marine value = 3 }
		command = { type = blizzard_move which = marine value = 8 }
		command = { type = snow_attack which = marine value = 5 }
		command = { type = snow_defense which = marine value = 2 }
		command = { type = snow_move which = marine value = 4 }
		command = { type = frozen_attack which = marine value = 3 }
		command = { type = frozen_defense which = marine value = 1 }
		command = { type = frozen_move which = marine value = 2 }
		# Mountain
		command = { type = mountain_attack which = bergsjaeger value = 2 }
		command = { type = mountain_defense which = bergsjaeger value = 8 }
		command = { type = mountain_move which = bergsjaeger value = 4 }
		command = { type = blizzard_attack which = bergsjaeger value = 5 }
		command = { type = blizzard_defense which = bergsjaeger value = 2 }
		command = { type = blizzard_move which = bergsjaeger value = 5 }
		command = { type = snow_attack which = bergsjaeger value = 3 }
		command = { type = snow_defense which = bergsjaeger value = 1 }
		command = { type = snow_move which = bergsjaeger value = 2 }
		command = { type = frozen_attack which = bergsjaeger value = 1 }
		command = { type = frozen_defense which = bergsjaeger value = 1 }
		command = { type = frozen_move which = bergsjaeger value = 1 }
		# Garrison
		command = { type = mountain_attack which = garrison value = 4 }
		command = { type = mountain_defense which = garrison value = 6 }
		command = { type = mountain_move which = garrison value = 7 }
		command = { type = blizzard_attack which = garrison value = 8 }
		command = { type = blizzard_defense which = garrison value = 3 }
		command = { type = blizzard_move which = garrison value = 8 }
		command = { type = snow_attack which = garrison value = 5 }
		command = { type = snow_defense which = garrison value = 2 }
		command = { type = snow_move which = garrison value = 4 }
		command = { type = frozen_attack which = garrison value = 3 }
		command = { type = frozen_defense which = garrison value = 1 }
		command = { type = frozen_move which = garrison value = 2 }
		# HQ
		command = { type = mountain_attack which = hq value = 7 }
		command = { type = mountain_defense which = hq value = 4 }
		command = { type = mountain_move which = hq value = 10 }
		command = { type = blizzard_attack which = hq value = 9 }
		command = { type = blizzard_defense which = hq value = 4 }
		command = { type = blizzard_move which = hq value = 9 }
		command = { type = snow_attack which = hq value = 7 }
		command = { type = snow_defense which = hq value = 3 }
		command = { type = snow_move which = hq value = 5 }
		command = { type = frozen_attack which = hq value = 3 }
		command = { type = frozen_defense which = hq value = 2 }
		command = { type = frozen_move which = hq value = 3 }
		# Reserve
		command = { type = mountain_attack which = militia value = 4 }
		command = { type = mountain_defense which = militia value = 6 }
		command = { type = mountain_move which = militia value = 7 }
		command = { type = blizzard_attack which = militia value = 8 }
		command = { type = blizzard_defense which = militia value = 3 }
		command = { type = blizzard_move which = militia value = 8 }
		command = { type = snow_attack which = militia value = 5 }
		command = { type = snow_defense which = militia value = 2 }
		command = { type = snow_move which = militia value = 4 }
		command = { type = frozen_attack which = militia value = 3 }
		command = { type = frozen_defense which = militia value = 1 }
		command = { type = frozen_move which = militia value = 2 }
	}
}

# Hill Civilian Experience
application = { 
	id = 1060
	name = TECH_APP_INFANTRY_6_NAME
	desc = TECH_APP_INFANTRY_6_DESC
	position = { x = 152 y = 430 }
	year = 1900
	component = { id = 1061 name = TECH_CMP_INFANTRY_6_1_NAME type = management difficulty = 5 }
	component = { id = 1062 name = TECH_CMP_INFANTRY_6_2_NAME type = management difficulty = 5 }
	component = { id = 1063 name = TECH_CMP_INFANTRY_6_3_NAME type = management difficulty = 5 }
	component = { id = 1064 name = TECH_CMP_INFANTRY_6_4_NAME type = management difficulty = 5 }
	component = { id = 1065 name = TECH_CMP_INFANTRY_6_5_NAME type = management difficulty = 5 }

	required = { }

	effects = {
		command = { type = activate which = 1340 } # Alpine-Combat Specialization

		command = { type = max_organization which = bergsjaeger value = 1 }
		command = { type = morale which = bergsjaeger value = 1 }
		# Infantry
		command = { type = hill_attack which = infantry value = 5 } # 25
		command = { type = hill_defense which = infantry value = 6 }
		command = { type = hill_move which = infantry value = 5 }
		command = { type = mountain_attack which = infantry value = 3 } # 10
		command = { type = mountain_defense which = infantry value = 4 }
		command = { type = mountain_move which = infantry value = 6 }
		# Cavalry
		command = { type = hill_attack which = cavalry value = 5 }
		command = { type = hill_defense which = cavalry value = 5 }
		command = { type = hill_move which = cavalry value = 6 }
		command = { type = mountain_attack which = cavalry value = 4 }
		command = { type = mountain_defense which = cavalry value = 3 }
		command = { type = mountain_move which = cavalry value = 7 }
		# Motorized
		command = { type = hill_attack which = motorized value = 6 }
		command = { type = hill_defense which = motorized value = 4 }
		command = { type = hill_move which = motorized value = 7 }
		command = { type = mountain_attack which = motorized value = 4 }
		command = { type = mountain_defense which = motorized value = 2 }
		command = { type = mountain_move which = motorized value = 8 }
		# Mechanized
		command = { type = hill_attack which = mechanized value = 7 }
		command = { type = hill_defense which = mechanized value = 2 }
		command = { type = hill_move which = mechanized value = 7 }
		command = { type = mountain_attack which = mechanized value = 5 }
		command = { type = mountain_defense which = mechanized value = 2 }
		command = { type = mountain_move which = mechanized value = 8 }
		# Light Armor
		command = { type = hill_attack which = light_armor value = 8 }
		command = { type = hill_defense which = light_armor value = 1 }
		command = { type = hill_move which = light_armor value = 6 }
		command = { type = mountain_attack which = light_armor value = 6 }
		command = { type = mountain_defense which = light_armor value = 1 }
		command = { type = mountain_move which = light_armor value = 7 }
		# Armor
		command = { type = hill_attack which = armor value = 8 }
		command = { type = hill_defense which = armor value = 1 }
		command = { type = hill_move which = armor value = 6 }
		command = { type = mountain_attack which = armor value = 6 }
		command = { type = mountain_defense which = armor value = 1 }
		command = { type = mountain_move which = armor value = 7 }
		# Airborne
		command = { type = hill_attack which = paratrooper value = 4 } # 25
		command = { type = hill_defense which = paratrooper value = 7 }
		command = { type = hill_move which = paratrooper value = 4 }
		command = { type = mountain_attack which = paratrooper value = 3 } # 10
		command = { type = mountain_defense which = paratrooper value = 4 }
		command = { type = mountain_move which = paratrooper value = 4 }
		# Marine
		command = { type = hill_attack which = marine value = 4 } # 25
		command = { type = hill_defense which = marine value = 6 }
		command = { type = hill_move which = marine value = 4 }
		command = { type = mountain_attack which = marine value = 3 } # 10
		command = { type = mountain_defense which = marine value = 4 }
		command = { type = mountain_move which = marine value = 5 }
		# Mountain
		command = { type = hill_attack which = bergsjaeger value = 2 } # 25
		command = { type = hill_defense which = bergsjaeger value = 8 }
		command = { type = hill_move which = bergsjaeger value = 2 }
		command = { type = mountain_attack which = bergsjaeger value = 2 } # 10
		command = { type = mountain_defense which = bergsjaeger value = 5 }
		command = { type = mountain_move which = bergsjaeger value = 3 }
		# Garrison
		command = { type = hill_attack which = garrison value = 4 } # 25
		command = { type = hill_defense which = garrison value = 6 }
		command = { type = hill_move which = garrison value = 5 }
		command = { type = mountain_attack which = garrison value = 3 } # 10
		command = { type = mountain_defense which = garrison value = 4 }
		command = { type = mountain_move which = garrison value = 5 }
		# HQ
		command = { type = hill_attack which = hq value = 5 } # 25
		command = { type = hill_defense which = hq value = 5 }
		command = { type = hill_move which = hq value = 6 }
		command = { type = mountain_attack which = hq value = 4 } # 10
		command = { type = mountain_defense which = hq value = 3 }
		command = { type = mountain_move which = hq value = 7 }
		# Reserve
		command = { type = hill_attack which = militia value = 4 } # 25
		command = { type = hill_defense which = militia value = 6 }
		command = { type = hill_move which = militia value = 5 }
		command = { type = mountain_attack which = militia value = 3 } # 10
		command = { type = mountain_defense which = militia value = 4 }
		command = { type = mountain_move which = militia value = 5 }
	}
}

# Temperate Climate Civilian Experience
application = { 
	id = 1070
	name = TECH_APP_INFANTRY_7_NAME
	desc = TECH_APP_INFANTRY_7_DESC
	position = { x = 14 y = 410 }
	year = 1900
	component = { id = 1071 name = TECH_CMP_INFANTRY_7_1_NAME type = management difficulty = 5 }
	component = { id = 1072 name = TECH_CMP_INFANTRY_7_2_NAME type = management difficulty = 5 }
	component = { id = 1073 name = TECH_CMP_INFANTRY_7_3_NAME type = management difficulty = 5 }
	component = { id = 1074 name = TECH_CMP_INFANTRY_7_4_NAME type = management difficulty = 5 }
	component = { id = 1075 name = TECH_CMP_INFANTRY_7_5_NAME type = management difficulty = 5 }

	required = { }

	effects = {
		command = { type = activate which = 1350 } # Winter-Combat Specialization 

		# Infantry
		command = { type = river_attack which = infantry value = 4 } # 10%
		command = { type = blizzard_attack which = infantry value = 9 } # 10%
		command = { type = blizzard_defense which = infantry value = 4 }
		command = { type = blizzard_move which = infantry value = 9 }
		command = { type = snow_attack which = infantry value = 6 } # 10%
		command = { type = snow_defense which = infantry value = 2 }
		command = { type = snow_move which = infantry value = 4 }
		command = { type = frozen_attack which = infantry value = 3 } # 10%
		command = { type = frozen_defense which = infantry value = 2 }
		command = { type = frozen_move which = infantry value = 3 }
		command = { type = rain_attack which = infantry value = 2 } # 10%
		command = { type = rain_defense which = infantry value = 1 } 
		command = { type = rain_move which = infantry value = 2 }
		command = { type = storm_attack which = infantry value = 4 } # 10%
		command = { type = storm_defense which = infantry value = 1 }
		command = { type = storm_move which = infantry value = 4 }
		command = { type = muddy_attack which = infantry value = 4 } # 10%
		command = { type = muddy_defense which = infantry value = 1 }
		command = { type = muddy_move which = infantry value = 4 }
		# Cavalry
		command = { type = river_attack which = cavalry value = 4 }
		command = { type = blizzard_attack which = cavalry value = 9 }
		command = { type = blizzard_defense which = cavalry value = 4 }
		command = { type = blizzard_move which = cavalry value = 9 }
		command = { type = snow_attack which = cavalry value = 7 }
		command = { type = snow_defense which = cavalry value = 3 }
		command = { type = snow_move which = cavalry value = 5 }
		command = { type = frozen_attack which = cavalry value = 3 }
		command = { type = frozen_defense which = cavalry value = 2 }
		command = { type = frozen_move which = cavalry value = 3 }
		command = { type = rain_attack which = cavalry value = 3 }
		command = { type = rain_defense which = cavalry value = 1 }
		command = { type = rain_move which = cavalry value = 2 }
		command = { type = storm_attack which = cavalry value = 5 }
		command = { type = storm_defense which = cavalry value = 2 }
		command = { type = storm_move which = cavalry value = 4 }
		command = { type = muddy_attack which = cavalry value = 5 }
		command = { type = muddy_defense which = cavalry value = 2 }
		command = { type = muddy_move which = cavalry value = 4 }
		# Motorized
		command = { type = river_attack which = motorized value = 5 }
		command = { type = blizzard_attack which = motorized value = 10 }
		command = { type = blizzard_defense which = motorized value = 4 }
		command = { type = blizzard_move which = motorized value = 10 }
		command = { type = snow_attack which = motorized value = 7 }
		command = { type = snow_defense which = motorized value = 3 }
		command = { type = snow_move which = motorized value = 5 }
		command = { type = frozen_attack which = motorized value = 4 }
		command = { type = frozen_defense which = motorized value = 2 }
		command = { type = frozen_move which = motorized value = 3 }
		command = { type = rain_attack which = motorized value = 3 }
		command = { type = rain_defense which = motorized value = 1 }
		command = { type = rain_move which = motorized value = 2 }
		command = { type = storm_attack which = motorized value = 5 }
		command = { type = storm_defense which = motorized value = 2 }
		command = { type = storm_move which = motorized value = 4 }
		command = { type = muddy_attack which = motorized value = 5 }
		command = { type = muddy_defense which = motorized value = 2 }
		command = { type = muddy_move which = motorized value = 4 }
		# Mechanized
		command = { type = river_attack which = mechanized value = 5 }
		command = { type = blizzard_attack which = mechanized value = 9 }
		command = { type = blizzard_defense which = mechanized value = 4 }
		command = { type = blizzard_move which = mechanized value = 9 }
		command = { type = snow_attack which = mechanized value = 7 }
		command = { type = snow_defense which = mechanized value = 3 }
		command = { type = snow_move which = mechanized value = 5 }
		command = { type = frozen_attack which = mechanized value = 3 }
		command = { type = frozen_defense which = mechanized value = 2 }
		command = { type = frozen_move which = mechanized value = 3 }
		command = { type = rain_attack which = mechanized value = 3 }
		command = { type = rain_defense which = mechanized value = 1 }
		command = { type = rain_move which = mechanized value = 2 }
		command = { type = storm_attack which = mechanized value = 4 }
		command = { type = storm_defense which = mechanized value = 2 }
		command = { type = storm_move which = mechanized value = 4 }
		command = { type = muddy_attack which = mechanized value = 5 }
		command = { type = muddy_defense which = mechanized value = 2 }
		command = { type = muddy_move which = mechanized value = 4 }
		# Light Armor
		command = { type = river_attack which = light_armor value = 6 }
		command = { type = blizzard_attack which = light_armor value = 9 }
		command = { type = blizzard_defense which = light_armor value = 4 }
		command = { type = blizzard_move which = light_armor value = 9 }
		command = { type = snow_attack which = light_armor value = 6 }
		command = { type = snow_defense which = light_armor value = 3 }
		command = { type = snow_move which = light_armor value = 5 }
		command = { type = frozen_attack which = light_armor value = 3 }
		command = { type = frozen_defense which = light_armor value = 2 }
		command = { type = frozen_move which = light_armor value = 3 }
		command = { type = rain_attack which = light_armor value = 3 }
		command = { type = rain_defense which = light_armor value = 1 }
		command = { type = rain_move which = light_armor value = 2 }
		command = { type = storm_attack which = light_armor value = 4 }
		command = { type = storm_defense which = light_armor value = 2 }
		command = { type = storm_move which = light_armor value = 4 }
		command = { type = muddy_attack which = light_armor value = 5 }
		command = { type = muddy_defense which = light_armor value = 2 }
		command = { type = muddy_move which = light_armor value = 3 }
		# Armor
		command = { type = river_attack which = armor value = 6 }
		command = { type = blizzard_attack which = armor value = 9 }
		command = { type = blizzard_defense which = armor value = 4 }
		command = { type = blizzard_move which = armor value = 9 }
		command = { type = snow_attack which = armor value = 6 }
		command = { type = snow_defense which = armor value = 3 }
		command = { type = snow_move which = armor value = 5 }
		command = { type = frozen_attack which = armor value = 3 }
		command = { type = frozen_defense which = armor value = 2 }
		command = { type = frozen_move which = armor value = 3 }
		command = { type = rain_attack which = armor value = 3 }
		command = { type = rain_defense which = armor value = 1 }
		command = { type = rain_move which = armor value = 2 }
		command = { type = storm_attack which = armor value = 4 }
		command = { type = storm_defense which = armor value = 2 }
		command = { type = storm_move which = armor value = 4 }
		command = { type = muddy_attack which = armor value = 5 }
		command = { type = muddy_defense which = armor value = 2 }
		command = { type = muddy_move which = armor value = 3 }
		# Airborne
		command = { type = river_attack which = paratrooper value = 5 }
		command = { type = blizzard_attack which = paratrooper value = 7 }
		command = { type = blizzard_defense which = paratrooper value = 3 }
		command = { type = blizzard_move which = paratrooper value = 7 }
		command = { type = snow_attack which = paratrooper value = 5 }
		command = { type = snow_defense which = paratrooper value = 2 }
		command = { type = snow_move which = paratrooper value = 4 }
		command = { type = frozen_attack which = paratrooper value = 2 }
		command = { type = frozen_defense which = paratrooper value = 1 }
		command = { type = frozen_move which = paratrooper value = 2 }
		command = { type = rain_attack which = paratrooper value = 2 }
		command = { type = rain_defense which = paratrooper value = 1 }
		command = { type = rain_move which = paratrooper value = 1 }
		command = { type = storm_attack which = paratrooper value = 4 }
		command = { type = storm_defense which = paratrooper value = 1 }
		command = { type = storm_move which = paratrooper value = 3 }
		command = { type = muddy_attack which = paratrooper value = 4 }
		command = { type = muddy_defense which = paratrooper value = 1 }
		command = { type = muddy_move which = paratrooper value = 3 }
		# Marine
		command = { type = river_attack which = marine value = 2 }
		command = { type = blizzard_attack which = marine value = 8 }
		command = { type = blizzard_defense which = marine value = 3 }
		command = { type = blizzard_move which = marine value = 8 }
		command = { type = snow_attack which = marine value = 5 }
		command = { type = snow_defense which = marine value = 2 }
		command = { type = snow_move which = marine value = 4 }
		command = { type = frozen_attack which = marine value = 3 }
		command = { type = frozen_defense which = marine value = 1 }
		command = { type = frozen_move which = marine value = 2 }
		command = { type = rain_attack which = marine value = 2 }
		command = { type = rain_defense which = marine value = 1 }
		command = { type = rain_move which = marine value = 2 }
		command = { type = storm_attack which = marine value = 4 }
		command = { type = storm_defense which = marine value = 1 }
		command = { type = storm_move which = marine value = 3 }
		command = { type = muddy_attack which = marine value = 4 }
		command = { type = muddy_defense which = marine value = 1 }
		command = { type = muddy_move which = marine value = 3 }
		# Mountain
		command = { type = river_attack which = bergsjaeger value = 5 }
		command = { type = blizzard_attack which = bergsjaeger value = 5 }
		command = { type = blizzard_defense which = bergsjaeger value = 2 }
		command = { type = blizzard_move which = bergsjaeger value = 5 }
		command = { type = snow_attack which = bergsjaeger value = 3 }
		command = { type = snow_defense which = bergsjaeger value = 1 }
		command = { type = snow_move which = bergsjaeger value = 2 }
		command = { type = frozen_attack which = bergsjaeger value = 1 }
		command = { type = frozen_defense which = bergsjaeger value = 1 }
		command = { type = frozen_move which = bergsjaeger value = 1 }
		command = { type = rain_attack which = bergsjaeger value = 2 }
		command = { type = rain_defense which = bergsjaeger value = 1 }
		command = { type = rain_move which = bergsjaeger value = 2 }
		command = { type = storm_attack which = bergsjaeger value = 4 }
		command = { type = storm_defense which = bergsjaeger value = 1 }
		command = { type = storm_move which = bergsjaeger value = 3 }
		command = { type = muddy_attack which = bergsjaeger value = 4 }
		command = { type = muddy_defense which = bergsjaeger value = 1 }
		command = { type = muddy_move which = bergsjaeger value = 3 }
		# Garrison
		command = { type = river_attack which = garrison value = 5 }
		command = { type = blizzard_attack which = garrison value = 8 }
		command = { type = blizzard_defense which = garrison value = 3 }
		command = { type = blizzard_move which = garrison value = 8 }
		command = { type = snow_attack which = garrison value = 5 }
		command = { type = snow_defense which = garrison value = 2 }
		command = { type = snow_move which = garrison value = 4 }
		command = { type = frozen_attack which = garrison value = 3 }
		command = { type = frozen_defense which = garrison value = 1 }
		command = { type = frozen_move which = garrison value = 2 }
		command = { type = rain_attack which = garrison value = 2 }
		command = { type = rain_defense which = garrison value = 1 }
		command = { type = rain_move which = garrison value = 2 }
		command = { type = storm_attack which = garrison value = 4 }
		command = { type = storm_defense which = garrison value = 1 }
		command = { type = storm_move which = garrison value = 3 }
		command = { type = muddy_attack which = garrison value = 4 }
		command = { type = muddy_defense which = garrison value = 1 }
		command = { type = muddy_move which = garrison value = 3 }
		# HQ
		command = { type = river_attack which = hq value = 3 }
		command = { type = blizzard_attack which = hq value = 9 }
		command = { type = blizzard_defense which = hq value = 4 }
		command = { type = blizzard_move which = hq value = 9 }
		command = { type = snow_attack which = hq value = 7 }
		command = { type = snow_defense which = hq value = 3 }
		command = { type = snow_move which = hq value = 5 }
		command = { type = frozen_attack which = hq value = 3 }
		command = { type = frozen_defense which = hq value = 2 }
		command = { type = frozen_move which = hq value = 3 }
		command = { type = rain_attack which = hq value = 3 }
		command = { type = rain_defense which = hq value = 1 }
		command = { type = rain_move which = hq value = 2 }
		command = { type = storm_attack which = hq value = 5 }
		command = { type = storm_defense which = hq value = 2 }
		command = { type = storm_move which = hq value = 4 }
		command = { type = muddy_attack which = hq value = 5 }
		command = { type = muddy_defense which = hq value = 2 }
		command = { type = muddy_move which = hq value = 4 }
		# Reserve
		command = { type = river_attack which = militia value = 5 }
		command = { type = blizzard_attack which = militia value = 8 }
		command = { type = blizzard_defense which = militia value = 3 }
		command = { type = blizzard_move which = militia value = 8 }
		command = { type = snow_attack which = militia value = 5 }
		command = { type = snow_defense which = militia value = 2 }
		command = { type = snow_move which = militia value = 4 }
		command = { type = frozen_attack which = militia value = 3 }
		command = { type = frozen_defense which = militia value = 1 }
		command = { type = frozen_move which = militia value = 2 }
		command = { type = rain_attack which = militia value = 2 }
		command = { type = rain_defense which = militia value = 1 }
		command = { type = rain_move which = militia value = 2 }
		command = { type = storm_attack which = militia value = 4 }
		command = { type = storm_defense which = militia value = 1 }
		command = { type = storm_move which = militia value = 3 }
		command = { type = muddy_attack which = militia value = 4 }
		command = { type = muddy_defense which = militia value = 1 }
		command = { type = muddy_move which = militia value = 3 }
		# CAS
		command = { type = snow_attack which = cas value = 8 } # 10%
		command = { type = snow_defense which = cas value = 8 } 
		command = { type = rain_attack which = cas value = 7 } 
		command = { type = rain_defense which = cas value = 7 }
		# Interceptor
		command = { type = snow_attack which = interceptor value = 8 }
		command = { type = snow_defense which = interceptor value = 8 }
		command = { type = rain_attack which = interceptor value = 7 }
		command = { type = rain_defense which = interceptor value = 7 }
		# Fighter
		command = { type = snow_attack which = multi_role value = 7 }
		command = { type = snow_defense which = multi_role value = 7 }
		command = { type = rain_attack which = multi_role value = 6 }
		command = { type = rain_defense which = multi_role value = 6 }
		# Naval Bomber
		command = { type = snow_attack which = naval_bomber value = 7 }
		command = { type = snow_defense which = naval_bomber value = 7 }
		command = { type = rain_attack which = naval_bomber value = 6 }
		command = { type = rain_defense which = naval_bomber value = 6 }
		# Strategic Bomber
		command = { type = snow_attack which = strategic_bomber value = 6 }
		command = { type = snow_defense which = strategic_bomber value = 6 }
		command = { type = rain_attack which = strategic_bomber value = 5 }
		command = { type = rain_defense which = strategic_bomber value = 5 }
		# Tactical Bomber
		command = { type = snow_attack which = tactical_bomber value = 7 }
		command = { type = snow_defense which = tactical_bomber value = 7 }
		command = { type = rain_attack which = tactical_bomber value = 6 }
		command = { type = rain_defense which = tactical_bomber value = 6 }
		# Transport
		command = { type = snow_attack which = transport_plane value = 7 }
		command = { type = snow_defense which = transport_plane value = 7 }
		command = { type = rain_attack which = transport_plane value = 6 }
		command = { type = rain_defense which = transport_plane value = 6 }
	}
}

# Maritime Climate Civilian Experience
application = { 
	id = 1080
	name = TECH_APP_INFANTRY_8_NAME
	desc = TECH_APP_INFANTRY_8_DESC
	position = { x = 14 y = 430 }
	year = 1900
	component = { id = 1081 name = TECH_CMP_INFANTRY_8_1_NAME type = management difficulty = 5 }
	component = { id = 1082 name = TECH_CMP_INFANTRY_8_2_NAME type = management difficulty = 5 }
	component = { id = 1083 name = TECH_CMP_INFANTRY_8_3_NAME type = management difficulty = 5 }
	component = { id = 1084 name = TECH_CMP_INFANTRY_8_4_NAME type = management difficulty = 5 }
	component = { id = 1085 name = TECH_CMP_INFANTRY_8_5_NAME type = management difficulty = 5 }

	required = { }

	effects = {
		command = { type = max_organization which = marine value = 3 }
		command = { type = morale which = marine value = 3 }

		# Infantry
		command = { type = river_attack which = infantry value = 4 } # 10
		command = { type = shore_attack which = infantry value = 9 } # 15
		command = { type = rain_attack which = infantry value = 2 } # 10%
		command = { type = rain_defense which = infantry value = 1 } 
		command = { type = rain_move which = infantry value = 2 }
		command = { type = storm_attack which = infantry value = 4 } # 10%
		command = { type = storm_defense which = infantry value = 1 }
		command = { type = storm_move which = infantry value = 4 }
		# Cavalry
		command = { type = river_attack which = cavalry value = 4 }
		command = { type = shore_attack which = cavalry value = 10 }
		command = { type = rain_attack which = cavalry value = 3 }
		command = { type = rain_defense which = cavalry value = 1 }
		command = { type = rain_move which = cavalry value = 2 }
		command = { type = storm_attack which = cavalry value = 5 }
		command = { type = storm_defense which = cavalry value = 2 }
		command = { type = storm_move which = cavalry value = 4 }
		# Motorized
		command = { type = river_attack which = motorized value = 5 }
		command = { type = shore_attack which = motorized value = 11 }
		command = { type = rain_attack which = motorized value = 3 }
		command = { type = rain_defense which = motorized value = 1 }
		command = { type = rain_move which = motorized value = 2 }
		command = { type = storm_attack which = motorized value = 5 }
		command = { type = storm_defense which = motorized value = 2 }
		command = { type = storm_move which = motorized value = 4 }
		# Mechanized
		command = { type = river_attack which = mechanized value = 5 }
		command = { type = shore_attack which = mechanized value = 12 }
		command = { type = rain_attack which = mechanized value = 3 }
		command = { type = rain_defense which = mechanized value = 1 }
		command = { type = rain_move which = mechanized value = 2 }
		command = { type = storm_attack which = mechanized value = 5 }
		command = { type = storm_defense which = mechanized value = 2 }
		command = { type = storm_move which = mechanized value = 4 }
		# Light Armor
		command = { type = river_attack which = light_armor value = 6 }
		command = { type = shore_attack which = light_armor value = 13 }
		command = { type = rain_attack which = light_armor value = 3 }
		command = { type = rain_defense which = light_armor value = 1 }
		command = { type = rain_move which = light_armor value = 2 }
		command = { type = storm_attack which = light_armor value = 5 }
		command = { type = storm_defense which = light_armor value = 2 }
		command = { type = storm_move which = light_armor value = 4 }
		# Armor
		command = { type = river_attack which = armor value = 6 }
		command = { type = shore_attack which = armor value = 13 }
		command = { type = rain_attack which = armor value = 3 }
		command = { type = rain_defense which = armor value = 1 }
		command = { type = rain_move which = armor value = 2 }
		command = { type = storm_attack which = armor value = 5 }
		command = { type = storm_defense which = armor value = 2 }
		command = { type = storm_move which = armor value = 4 }
		# Airborne
		command = { type = river_attack which = paratrooper value = 5 }
		command = { type = shore_attack which = paratrooper value = 7 }
		command = { type = rain_attack which = paratrooper value = 2 }
		command = { type = rain_defense which = paratrooper value = 1 }
		command = { type = rain_move which = paratrooper value = 1 }
		command = { type = storm_attack which = paratrooper value = 4 }
		command = { type = storm_defense which = paratrooper value = 1 }
		command = { type = storm_move which = paratrooper value = 3 }
		# Marine
		command = { type = river_attack which = marine value = 2 }
		command = { type = shore_attack which = marine value = 4 }
		command = { type = rain_attack which = marine value = 2 }
		command = { type = rain_defense which = marine value = 1 }
		command = { type = rain_move which = marine value = 2 }
		command = { type = storm_attack which = marine value = 4 }
		command = { type = storm_defense which = marine value = 1 }
		command = { type = storm_move which = marine value = 3 }
		# Mountain
		command = { type = river_attack which = bergsjaeger value = 5 }
		command = { type = shore_attack which = bergsjaeger value = 8 }
		command = { type = rain_attack which = bergsjaeger value = 2 }
		command = { type = rain_defense which = bergsjaeger value = 1 }
		command = { type = rain_move which = bergsjaeger value = 2 }
		command = { type = storm_attack which = bergsjaeger value = 4 }
		command = { type = storm_defense which = bergsjaeger value = 1 }
		command = { type = storm_move which = bergsjaeger value = 3 }
		# Garrison
		command = { type = river_attack which = garrison value = 5 }
		command = { type = shore_attack which = garrison value = 8 }
		command = { type = rain_attack which = garrison value = 2 }
		command = { type = rain_defense which = garrison value = 1 }
		command = { type = rain_move which = garrison value = 2 }
		command = { type = storm_attack which = garrison value = 4 }
		command = { type = storm_defense which = garrison value = 1 }
		command = { type = storm_move which = garrison value = 3 }
		# HQ
		command = { type = river_attack which = hq value = 3 }
		command = { type = rain_attack which = hq value = 3 }
		command = { type = rain_defense which = hq value = 1 }
		command = { type = rain_move which = hq value = 2 }
		command = { type = storm_attack which = hq value = 5 }
		command = { type = storm_defense which = hq value = 2 }
		command = { type = storm_move which = hq value = 4 }
		# Reserve
		command = { type = river_attack which = militia value = 5 }
		command = { type = shore_attack which = militia value = 8 }
		command = { type = rain_attack which = militia value = 2 }
		command = { type = rain_defense which = militia value = 1 }
		command = { type = rain_move which = militia value = 2 }
		command = { type = storm_attack which = militia value = 4 }
		command = { type = storm_defense which = militia value = 1 }
		command = { type = storm_move which = militia value = 3 }
		# CAS
		command = { type = rain_attack which = cas value = 7 } # 10%
		command = { type = rain_defense which = cas value = 7 }
		# Interceptor
		command = { type = rain_attack which = interceptor value = 7 }
		command = { type = rain_defense which = interceptor value = 7 }
		# Fighter
		command = { type = rain_attack which = multi_role value = 6 }
		command = { type = rain_defense which = multi_role value = 6 }
		# Naval Bomber
		command = { type = rain_attack which = naval_bomber value = 6 }
		command = { type = rain_defense which = naval_bomber value = 6 }
		# Strategic Bomber
		command = { type = rain_attack which = strategic_bomber value = 5 }
		command = { type = rain_defense which = strategic_bomber value = 5 }
		# Tactical Bomber
		command = { type = rain_attack which = tactical_bomber value = 6 }
		command = { type = rain_defense which = tactical_bomber value = 6 }
		# Transport
		command = { type = rain_attack which = transport_plane value = 6 }
		command = { type = rain_defense which = transport_plane value = 6 }
	}
}

# Arctic Climate Civilian Experience
application = { 
	id = 1090
	name = TECH_APP_INFANTRY_9_NAME
	desc = TECH_APP_INFANTRY_9_DESC
	position = { x = 14 y = 390 }
	year = 1900

	component = { id = 1091 name = TECH_CMP_INFANTRY_9_1_NAME type = management difficulty = 5 }
	component = { id = 1092 name = TECH_CMP_INFANTRY_9_2_NAME type = management difficulty = 5 }
	component = { id = 1093 name = TECH_CMP_INFANTRY_9_3_NAME type = management difficulty = 5 }
	component = { id = 1094 name = TECH_CMP_INFANTRY_9_4_NAME type = management difficulty = 5 }
	component = { id = 1095 name = TECH_CMP_INFANTRY_9_5_NAME type = management difficulty = 5 }

	required = { }

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

		command = { type = activate which = 1350 } # Winter-Combat Specialization 
		# Infantry
		command = { type = blizzard_attack which = infantry value = 13 } # 15
		command = { type = blizzard_defense which = infantry value = 5 }
		command = { type = blizzard_move which = infantry value = 13 }
		command = { type = snow_attack which = infantry value = 9 } # 15
		command = { type = snow_defense which = infantry value = 4 }
		command = { type = snow_move which = infantry value = 7 }
		command = { type = frozen_attack which = infantry value = 5 } # 15
		command = { type = frozen_defense which = infantry value = 2 }
		command = { type = frozen_move which = infantry value = 4 }
		command = { type = muddy_attack which = infantry value = 4 } # 10
		command = { type = muddy_defense which = infantry value = 1 }
		command = { type = muddy_move which = infantry value = 4 }
		command = { type = jungle_attack which = infantry value = -3 } # 10
		command = { type = jungle_defense which = infantry value = -2 }
		command = { type = jungle_move which = infantry value = -5 }
		command = { type = desert_attack which = infantry value = -1 } # 10
		command = { type = desert_defense which = infantry value = -2 }
		command = { type = desert_move which = infantry value = -4 }
		# Cavalry
		command = { type = blizzard_attack which = cavalry value = 14 }
		command = { type = blizzard_defense which = cavalry value = 6 }
		command = { type = blizzard_move which = cavalry value = 14 }
		command = { type = snow_attack which = cavalry value = 10 }
		command = { type = snow_defense which = cavalry value = 4 }
		command = { type = snow_move which = cavalry value = 7 }
		command = { type = frozen_attack which = cavalry value = 5 }
		command = { type = frozen_defense which = cavalry value = 3 }
		command = { type = frozen_move which = cavalry value = 4 }
		command = { type = muddy_attack which = cavalry value = 5 }
		command = { type = muddy_defense which = cavalry value = 2 }
		command = { type = muddy_move which = cavalry value = 4 }
		command = { type = jungle_attack which = cavalry value = -4 }
		command = { type = jungle_defense which = cavalry value = -1 }
		command = { type = jungle_move which = cavalry value = -7 }
		command = { type = desert_attack which = cavalry value = -1 }
		command = { type = desert_defense which = cavalry value = -1 }
		command = { type = desert_move which = cavalry value = -3 }
		# Motorized
		command = { type = blizzard_attack which = motorized value = 15 }
		command = { type = blizzard_defense which = motorized value = 7 }
		command = { type = blizzard_move which = motorized value = 15 }
		command = { type = snow_attack which = motorized value = 11 }
		command = { type = snow_defense which = motorized value = 4 }
		command = { type = snow_move which = motorized value = 8 }
		command = { type = frozen_attack which = motorized value = 5 }
		command = { type = frozen_defense which = motorized value = 3 }
		command = { type = frozen_move which = motorized value = 5 }
		command = { type = muddy_attack which = motorized value = 5 }
		command = { type = muddy_defense which = motorized value = 2 }
		command = { type = muddy_move which = motorized value = 4 }
		command = { type = jungle_attack which = motorized value = -5 }
		command = { type = jungle_defense which = motorized value = -1 }
		command = { type = jungle_move which = motorized value = -8 }
		command = { type = desert_attack which = motorized value = -1 }
		command = { type = desert_defense which = motorized value = -1 }
		command = { type = desert_move which = motorized value = -2 }
		# Mechanized
		command = { type = blizzard_attack which = mechanized value = 14 }
		command = { type = blizzard_defense which = mechanized value = 6 }
		command = { type = blizzard_move which = mechanized value = 13 }
		command = { type = snow_attack which = mechanized value = 9 }
		command = { type = snow_defense which = mechanized value = 4 }
		command = { type = snow_move which = mechanized value = 7 }
		command = { type = frozen_attack which = mechanized value = 5 }
		command = { type = frozen_defense which = mechanized value = 3 }
		command = { type = frozen_move which = mechanized value = 4 }
		command = { type = muddy_attack which = mechanized value = 5 }
		command = { type = muddy_defense which = mechanized value = 2 }
		command = { type = muddy_move which = mechanized value = 4 }
		command = { type = jungle_attack which = mechanized value = -5 }
		command = { type = jungle_defense which = mechanized value = -1 }
		command = { type = jungle_move which = mechanized value = -8 }
		command = { type = desert_attack which = mechanized value = -1 }
		command = { type = desert_defense which = mechanized value = -1 }
		command = { type = desert_move which = mechanized value = -1 }
		# Light Armor
		command = { type = blizzard_attack which = light_armor value = 13 }
		command = { type = blizzard_defense which = light_armor value = 6 }
		command = { type = blizzard_move which = light_armor value = 13 }
		command = { type = snow_attack which = light_armor value = 10 }
		command = { type = snow_defense which = light_armor value = 4 }
		command = { type = snow_move which = light_armor value = 7 }
		command = { type = frozen_attack which = light_armor value = 5 }
		command = { type = frozen_defense which = light_armor value = 3 }
		command = { type = frozen_move which = light_armor value = 4 }
		command = { type = muddy_attack which = light_armor value = 5 }
		command = { type = muddy_defense which = light_armor value = 2 }
		command = { type = muddy_move which = light_armor value = 4 }
		command = { type = jungle_attack which = light_armor value = -6 }
		command = { type = jungle_defense which = light_armor value = -1 }
		command = { type = jungle_move which = light_armor value = -8 }
		command = { type = desert_attack which = light_armor value = -1 }
		command = { type = desert_defense which = light_armor value = -1 }
		command = { type = desert_move which = light_armor value = -1 }
		# Armor
		command = { type = blizzard_attack which = armor value = 13 }
		command = { type = blizzard_defense which = armor value = 6 }
		command = { type = blizzard_move which = armor value = 13 }
		command = { type = snow_attack which = armor value = 10 }
		command = { type = snow_defense which = armor value = 4 }
		command = { type = snow_move which = armor value = 7 }
		command = { type = frozen_attack which = armor value = 5 }
		command = { type = frozen_defense which = armor value = 3 }
		command = { type = frozen_move which = armor value = 4 }
		command = { type = muddy_attack which = armor value = 5 }
		command = { type = muddy_defense which = armor value = 2 }
		command = { type = muddy_move which = armor value = 4 }
		command = { type = jungle_attack which = armor value = -6 }
		command = { type = jungle_defense which = armor value = -1 }
		command = { type = jungle_move which = armor value = -8 }
		command = { type = desert_attack which = armor value = -1 }
		command = { type = desert_defense which = armor value = -1 }
		command = { type = desert_move which = armor value = -1 }
		# Airborne
		command = { type = blizzard_attack which = paratrooper value = 10 }
		command = { type = blizzard_defense which = paratrooper value = 4 }
		command = { type = blizzard_move which = paratrooper value = 10 }
		command = { type = snow_attack which = paratrooper value = 7 }
		command = { type = snow_defense which = paratrooper value = 3 }
		command = { type = snow_move which = paratrooper value = 6 }
		command = { type = frozen_attack which = paratrooper value = 4 }
		command = { type = frozen_defense which = paratrooper value = 2 }
		command = { type = frozen_move which = paratrooper value = 3 }
		command = { type = muddy_attack which = paratrooper value = 4 }
		command = { type = muddy_defense which = paratrooper value = 1 }
		command = { type = muddy_move which = paratrooper value = 3 }
		command = { type = jungle_attack which = paratrooper value = -3 }
		command = { type = jungle_defense which = paratrooper value = -2 }
		command = { type = jungle_move which = paratrooper value = -4 }
		command = { type = desert_attack which = paratrooper value = -1 }
		command = { type = desert_defense which = paratrooper value = -2 }
		command = { type = desert_move which = paratrooper value = -4 }
		# Marine
		command = { type = blizzard_attack which = marine value = 12 }
		command = { type = blizzard_defense which = marine value = 5 }
		command = { type = blizzard_move which = marine value = 12 }
		command = { type = snow_attack which = marine value = 8 }
		command = { type = snow_defense which = marine value = 3 }
		command = { type = snow_move which = marine value = 6 }
		command = { type = frozen_attack which = marine value = 4 }
		command = { type = frozen_defense which = marine value = 2 }
		command = { type = frozen_move which = marine value = 3 }
		command = { type = muddy_attack which = marine value = 4 }
		command = { type = muddy_defense which = marine value = 1 }
		command = { type = muddy_move which = marine value = 3 }
		command = { type = jungle_attack which = marine value = -3 }
		command = { type = jungle_defense which = marine value = -2 }
		command = { type = jungle_move which = marine value = -5 }
		command = { type = desert_attack which = marine value = -1 }
		command = { type = desert_defense which = marine value = -2 }
		command = { type = desert_move which = marine value = -4 }
		# Mountain
		command = { type = blizzard_attack which = bergsjaeger value = 7 }
		command = { type = blizzard_defense which = bergsjaeger value = 3 }
		command = { type = blizzard_move which = bergsjaeger value = 7 }
		command = { type = snow_attack which = bergsjaeger value = 4 }
		command = { type = snow_defense which = bergsjaeger value = 2 }
		command = { type = snow_move which = bergsjaeger value = 3 }
		command = { type = frozen_attack which = bergsjaeger value = 2 }
		command = { type = frozen_defense which = bergsjaeger value = 1 }
		command = { type = frozen_move which = bergsjaeger value = 1 }
		command = { type = muddy_attack which = bergsjaeger value = 4 }
		command = { type = muddy_defense which = bergsjaeger value = 1 }
		command = { type = muddy_move which = bergsjaeger value = 3 }
		command = { type = jungle_attack which = bergsjaeger value = -3 }
		command = { type = jungle_defense which = bergsjaeger value = -2 }
		command = { type = jungle_move which = bergsjaeger value = -5 }
		command = { type = desert_attack which = bergsjaeger value = -1 }
		command = { type = desert_defense which = bergsjaeger value = -2 }
		command = { type = desert_move which = bergsjaeger value = -4 }
		# Garrison
		command = { type = blizzard_attack which = garrison value = 12 }
		command = { type = blizzard_defense which = garrison value = 5 }
		command = { type = blizzard_move which = garrison value = 12 }
		command = { type = snow_attack which = garrison value = 8 }
		command = { type = snow_defense which = garrison value = 3 }
		command = { type = snow_move which = garrison value = 6 }
		command = { type = frozen_attack which = garrison value = 4 }
		command = { type = frozen_defense which = garrison value = 2 }
		command = { type = frozen_move which = garrison value = 4 }
		command = { type = muddy_attack which = garrison value = 4 }
		command = { type = muddy_defense which = garrison value = 1 }
		command = { type = muddy_move which = garrison value = 3 }
		command = { type = jungle_attack which = garrison value = -3 }
		command = { type = jungle_defense which = garrison value = -2 }
		command = { type = jungle_move which = garrison value = -4 }
		command = { type = desert_attack which = garrison value = -1 }
		command = { type = desert_defense which = garrison value = -2 }
		command = { type = desert_move which = garrison value = -4 }
		# HQ
		command = { type = blizzard_attack which = hq value = 14 }
		command = { type = blizzard_defense which = hq value = 7 }
		command = { type = blizzard_move which = hq value = 13 }
		command = { type = snow_attack which = hq value = 10 }
		command = { type = snow_defense which = hq value = 4 }
		command = { type = snow_move which = hq value = 7 }
		command = { type = frozen_attack which = hq value = 5 }
		command = { type = frozen_defense which = hq value = 3 }
		command = { type = frozen_move which = hq value = 4 }
		command = { type = muddy_attack which = hq value = 5 }
		command = { type = muddy_defense which = hq value = 2 }
		command = { type = muddy_move which = hq value = 4 }
		command = { type = jungle_attack which = hq value = -4 }
		command = { type = jungle_defense which = hq value = -1 }
		command = { type = jungle_move which = hq value = -7 }
		command = { type = desert_attack which = hq value = -1 }
		command = { type = desert_defense which = hq value = -1 }
		command = { type = desert_move which = hq value = -3 }
		# Reserve
		command = { type = blizzard_attack which = militia value = 12 }
		command = { type = blizzard_defense which = militia value = 5 }
		command = { type = blizzard_move which = militia value = 12 }
		command = { type = snow_attack which = militia value = 8 }
		command = { type = snow_defense which = militia value = 3 }
		command = { type = snow_move which = militia value = 6 }
		command = { type = frozen_attack which = militia value = 4 }
		command = { type = frozen_defense which = militia value = 2 }
		command = { type = frozen_move which = militia value = 4 }
		command = { type = muddy_attack which = militia value = 4 }
		command = { type = muddy_defense which = militia value = 1 }
		command = { type = muddy_move which = militia value = 3 }
		command = { type = jungle_attack which = militia value = -3 }
		command = { type = jungle_defense which = militia value = -2 }
		command = { type = jungle_move which = militia value = -4 }
		command = { type = desert_attack which = militia value = -1 }
		command = { type = desert_defense which = militia value = -2 }
		command = { type = desert_move which = militia value = -4 }
		# CAS
		command = { type = snow_attack which = cas value = 8 } # 10%
		command = { type = snow_defense which = cas value = 8 } 
		# Interceptor
		command = { type = snow_attack which = interceptor value = 8 }
		command = { type = snow_defense which = interceptor value = 8 }
		# Fighter
		command = { type = snow_attack which = multi_role value = 7 }
		command = { type = snow_defense which = multi_role value = 7 }
		# Naval Bomber
		command = { type = snow_attack which = naval_bomber value = 7 }
		command = { type = snow_defense which = naval_bomber value = 7 }
		# Strategic Bomber
		command = { type = snow_attack which = strategic_bomber value = 6 }
		command = { type = snow_defense which = strategic_bomber value = 6 }
		# Tactical Bomber
		command = { type = snow_attack which = tactical_bomber value = 7 }
		command = { type = snow_defense which = tactical_bomber value = 7 }
		# Transport
		command = { type = snow_attack which = transport_plane value = 7 }
		command = { type = snow_defense which = transport_plane value = 7 }
	}
}

# ##############################################################################
# ## Command, Communications and Supply - 1120, 1130, 1170, 1210, 1250 & 1290 ##
# ##############################################################################

# 1932 Logistics Focus
application = { 
	id = 1120
	name = TECH_APP_INFANTRY_12_NAME
	desc = TECH_APP_INFANTRY_12_DESC
	position = { x = 152 y = 55 }
	year = 1932

	# 1932 Corps Command Organization
	component = { id = 1121 name = TECH_CMP_INFANTRY_12_1_NAME type = large_unit_tactics difficulty = 5 }
	# 1932 Signal Command System
	component = { id = 1122 name = TECH_CMP_INFANTRY_12_2_NAME type = centralized_execution difficulty = 5 }
	# 1932 Signal Interception and Jamming
	component = { id = 1123 name = TECH_CMP_INFANTRY_12_3_NAME type = large_unit_focus difficulty = 5 }
	# 1932 Frontline Corps Supply Service
	component = { id = 1124 name = TECH_CMP_INFANTRY_12_4_NAME type = large_unit_focus difficulty = 5 }
	# 1932 Forward Observer Group
	component = { id = 1125 name = TECH_CMP_INFANTRY_12_5_NAME type = artillery difficulty = 5 }

	required = { 5840 } # Pre-Industrial Economy
	or_required = { 1100 1110 } # 1930 Small Infantry Division Organization OR 1930 Large Infantry Division Organization

	effects = {
		command = { type = deactivate which = 1130 } # 1932 Combat Focus

		command = { type = activate_unit_type which = hq }
		command = { type = new_model which = hq value = 1 } 
		command = { type = scrap_model which = hq value = 0 }

		command = { type = activate_unit_type which = b_u9 } # Engineer

		command = { type = enable_task which = strat_redeploy }

		command = { type = task_efficiency which = strat_redeploy value = 0.50 }
		command = { type = task_efficiency which = support_defense value = 0.05 }
		command = { type = task_efficiency which = reserves value = 0.05 }
		command = { type = task_efficiency which = amphibious_assault value = 0.01 }

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

		command = { type = building_prod_mod which = air_base value = 5 }
		command = { type = building_prod_mod which = infrastructure value = 5 }

		command = { type = hq_supply_eff value = 1 }
		command = { type = tc_mod value = 25 }
		command = { type = tc_occupied_mod value = 15 }
		command = { type = attrition_mod value = 15 }
		command = { type = supply_dist_mod value = 15 } 
		command = { type = repair_mod value = 3 }
		command = { type = trickleback_mod value = 10 }

		command = { type = supply_consumption which = infantry value = 0.06 } # 10%
		command = { type = supply_consumption which = cavalry value = 0.06 }
		command = { type = supply_consumption which = motorized value = 0.11 }
		command = { type = supply_consumption which = mechanized 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 = paratrooper value = 0.07 }
		command = { type = supply_consumption which = marine value = 0.08 }
		command = { type = supply_consumption which = bergsjaeger value = 0.07 }
		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 = 0.05 }

		command = { type = supply_consumption which = anti_air value = 0.03 } # 10%
		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 = engineer value = 0.02 }
		command = { type = supply_consumption which = heavy_armor value = 0.11 }
		command = { type = supply_consumption which = light_armor_brigade value = 0.04 }
		command = { type = supply_consumption which = police value = 0.01 }
		command = { type = supply_consumption which = rocket_artillery value = 0.04 }
		command = { type = supply_consumption which = sp_artillery value = 0.05 }
		command = { type = supply_consumption which = sp_rct_artillery value = 0.09 }
		command = { type = supply_consumption which = super_heavy_armor value = 0.06 }
		command = { type = supply_consumption which = tank_destroyer value = 0.04 }
		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 = fuel_consumption which = motorized value = 0.06 } # 10%
		command = { type = fuel_consumption which = mechanized value = 0.09 }
		command = { type = fuel_consumption which = armor value = 0.11 }
		command = { type = fuel_consumption which = light_armor value = 0.08 }
		command = { type = fuel_consumption which = hq value = 0.09 } 

		command = { type = fuel_consumption which = anti_air value = 0.01 } # 10%
		command = { type = fuel_consumption which = heavy_armor value = 0.03 }
		command = { type = fuel_consumption which = light_armor value = 0.01 }
		command = { type = fuel_consumption which = rocket_artillery value = 0.01 }
		command = { type = fuel_consumption which = sp_artillery value = 0.01 }
		command = { type = fuel_consumption which = sp_rct_artillery value = 0.02 }
		command = { type = fuel_consumption which = super_heavy_armor value = 0.02 }
		command = { type = fuel_consumption which = tank_destroyer value = 0.02 }
		command = { type = fuel_consumption which = b_u4 value = 0.01 } # Towed Artillery
		command = { type = fuel_consumption which = b_u5 value = 0.02 } # VH Artillery
		command = { type = fuel_consumption which = b_u10 value = 0.02 } # Assault Gun
		command = { type = fuel_consumption which = b_u11 value = 0.03 } # Heavy Tank Destroyer

		command = { type = manpower which = infantry value = 1.24 } # 10%
		command = { type = manpower which = cavalry value = 1.00 }
		command = { type = manpower which = motorized value = 1.24 }
		command = { type = manpower which = mechanized value = 1.29 }
		command = { type = manpower which = armor value = 1.18 }
		command = { type = manpower which = light_armor value = 0.82 }
		command = { type = manpower which = paratrooper value = 0.99 }
		command = { type = manpower which = marine value = 1.02 }
		command = { type = manpower which = bergsjaeger value = 1.24 }
		command = { type = manpower which = garrison value = 0.19 }
		command = { type = manpower which = hq value = 2.20 }
		command = { type = manpower which = militia value = 1.14 }

		command = { type = manpower which = anti_air value = 0.19 } # 10%
		command = { type = manpower which = anti_tank value = 0.06 }
		command = { type = manpower which = armored_car value = 0.09 }
		command = { type = manpower which = artillery value = 0.24 }
		command = { type = manpower which = engineer value = 0.15 }
		command = { type = manpower which = heavy_armor value = 0.09 }
		command = { type = manpower which = light_armor_brigade value = 0.04 }
		command = { type = manpower which = police value = 0.23 }
		command = { type = manpower which = rocket_artillery value = 0.20 }
		command = { type = manpower which = sp_artillery value = 0.15 }
		command = { type = manpower which = sp_rct_artillery value = 0.06 }
		command = { type = manpower which = super_heavy_armor value = 0.06 }
		command = { type = manpower which = tank_destroyer value = 0.06 }
		command = { type = manpower which = b_u4 value = 0.24 } # Towed Artillery
		command = { type = manpower which = b_u5 value = 0.24 } # VH Artillery
		command = { type = manpower which = b_u6 value = 0.15 } # Lt Artillery
		command = { type = manpower which = b_u7 value = 0.22 } # Infantry Regiment
		command = { type = manpower which = b_u8 value = 0.15 } # Cavalry Regiment
		command = { type = manpower which = b_u9 value = 0.15 } # Construction Engineer Regiment
		command = { type = manpower which = b_u10 value = 0.05 } # Assault Gun
		command = { type = manpower which = b_u11 value = 0.05 } # Heavy Tank Destroyer

		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 = 0.25 }
		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 = 0.25 } # 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 = transport_weight which = infantry value = 0.6 }
		command = { type = transport_weight which = cavalry value = 0.6 }
		command = { type = transport_weight which = motorized value = 1.5 }
		command = { type = transport_weight which = mechanized value = 2.0 }
		command = { type = transport_weight which = armor value = 3.1 }
		command = { type = transport_weight which = light_armor value = 2.1 }
		command = { type = transport_weight which = paratrooper value = 0.4 }
		command = { type = transport_weight which = marine value = 0.6 }
		command = { type = transport_weight which = bergsjaeger value = 0.4 }
		command = { type = transport_weight which = garrison value = 0.3 }
		command = { type = transport_weight which = hq value = 2.5 }
		command = { type = transport_weight which = militia value = 0.5 }

		command = { type = transport_weight which = anti_air value = 0.4 } 
		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 = engineer value = 0.2 }
		command = { type = transport_weight which = heavy_armor value = 1.1 }
		command = { type = transport_weight which = light_armor_brigade value = 0.4 }
		command = { type = transport_weight which = police value = 0.1 }
		command = { type = transport_weight which = rocket_artillery value = 0.5 }
		command = { type = transport_weight which = sp_artillery value = 0.5 }
		command = { type = transport_weight which = sp_rct_artillery value = 0.8 }
		command = { type = transport_weight which = super_heavy_armor value = 0.6 }
		command = { type = transport_weight which = tank_destroyer value = 0.5 }
		command = { type = transport_weight which = b_u4 value = 0.6 } # Towed Artillery
		command = { type = transport_weight which = b_u5 value = 0.8 } # 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 = 0.1 } # 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 = river_attack which = infantry value = 2 }
		command = { type = river_attack which = cavalry value = 2 }
		command = { type = river_attack which = motorized value = 2 }
		command = { type = river_attack which = mechanized value = 3 }
		command = { type = river_attack which = armor value = 3 }
		command = { type = river_attack which = light_armor value = 3 }
		command = { type = river_attack which = paratrooper value = 2 }
		command = { type = river_attack which = marine value = 1 }
		command = { type = river_attack which = bergsjaeger value = 2 }
		command = { type = river_attack which = garrison value = 2 }
		command = { type = river_attack which = hq value = 1 }
		command = { type = river_attack which = militia value = 2 }
	}
}

# 1932 Combat Focus
application = { 
	id = 1130
	name = TECH_APP_INFANTRY_13_NAME
	desc = TECH_APP_INFANTRY_13_DESC
	position = { x = 152 y = 75 }
	year = 1932

	# 1932 Army Command Organization
	component = { id = 1131 name = TECH_CMP_INFANTRY_13_1_NAME type = large_unit_tactics difficulty = 5 }
	# 1932 Signal Command System
	component = { id = 1132 name = TECH_CMP_INFANTRY_13_2_NAME type = centralized_execution difficulty = 5 }
	# Coordinated Army Manuver
	component = { id = 1133 name = TECH_CMP_INFANTRY_13_3_NAME type = centralized_execution difficulty = 5 }
	# 1932 Frontline Army Supply Service
	component = { id = 1134 name = TECH_CMP_INFANTRY_13_4_NAME type = large_unit_focus difficulty = 5 }
	# 1932 Forward Observer Group
	component = { id = 1135 name = TECH_CMP_INFANTRY_13_5_NAME type = artillery difficulty = 5 }

	required = { 5210 } # Agricultural Economy
	or_required = { 1100 1110 } # 1930 Small Infantry Division Organization OR 1930 Large Infantry Division Organization

	effects = {
		command = { type = deactivate which = 1120 } # 1932 Logistics Focus

		command = { type = activate_unit_type which = hq }
		command = { type = activate_unit_type which = b_u9 } # Engineer

		command = { type = enable_task which = strat_redeploy }

		command = { type = task_efficiency which = strat_redeploy value = 0.25 }
		command = { type = task_efficiency which = attack value = 0.05 }
		command = { type = task_efficiency which = support_attack value = 0.05 }

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

		command = { type = hq_supply_eff value = -1 }
		command = { type = tc_mod value = 10 }

		command = { type = supply_consumption which = infantry value = 0.03 } # 4%
		command = { type = supply_consumption which = cavalry value = 0.03 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.06 }
		command = { type = supply_consumption which = armor value = 0.11 }
		command = { type = supply_consumption which = light_armor value = 0.08 }
		command = { type = supply_consumption which = paratrooper value = 0.03 }
		command = { type = supply_consumption which = marine value = 0.03 }
		command = { type = supply_consumption which = bergsjaeger value = 0.03 }
		command = { type = supply_consumption which = garrison value = 0.01 }
		command = { type = supply_consumption which = hq value = 0.06 }
		command = { type = supply_consumption which = militia value = 0.02 }

		command = { type = supply_consumption which = anti_air value = 0.01 } # 4%
		command = { type = supply_consumption which = anti_tank value = 0.01 }
		command = { type = supply_consumption which = armored_car value = 0.01 }
		command = { type = supply_consumption which = artillery value = 0.02 }
		command = { type = supply_consumption which = engineer value = 0.01 }
		command = { type = supply_consumption which = heavy_armor value = 0.04 }
		command = { type = supply_consumption which = light_armor_brigade value = 0.02 }
		command = { type = supply_consumption which = police value = 0.01 }
		command = { type = supply_consumption which = rocket_artillery value = 0.02 }
		command = { type = supply_consumption which = sp_artillery value = 0.02 }
		command = { type = supply_consumption which = sp_rct_artillery value = 0.04 }
		command = { type = supply_consumption which = super_heavy_armor value = 0.02 }
		command = { type = supply_consumption which = tank_destroyer value = 0.02 }
		command = { type = supply_consumption which = b_u4 value = 0.02 } # Towed Artillery
		command = { type = supply_consumption which = b_u5 value = 0.02 } # VH Artillery
		command = { type = supply_consumption which = b_u6 value = 0.01 } # Lt Artillery
		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 } # Construction Engineer Regiment
		command = { type = supply_consumption which = b_u10 value = 0.02 } # Assault Gun
		command = { type = supply_consumption which = b_u11 value = 0.03 } # Heavy Tank Destroyer

		command = { type = fuel_consumption which = motorized value = 0.02 } # 4%
		command = { type = fuel_consumption which = mechanized value = 0.04 }
		command = { type = fuel_consumption which = armor value = 0.04 }
		command = { type = fuel_consumption which = light_armor value = 0.03 }
		command = { type = fuel_consumption which = hq value = 0.04 } 

		command = { type = fuel_consumption which = heavy_armor value = 0.01 } # 4%
		command = { type = fuel_consumption which = sp_rct_artillery value = 0.01 }
		command = { type = fuel_consumption which = super_heavy_armor value = 0.01 }
		command = { type = fuel_consumption which = tank_destroyer value = 0.01 }
		command = { type = fuel_consumption which = b_u5 value = 0.01 } # VH Artillery
		command = { type = fuel_consumption which = b_u10 value = 0.01 } # Assault Gun
		command = { type = fuel_consumption which = b_u11 value = 0.01 } # Heavy Tank Destroyer

		command = { type = manpower which = infantry value = 0.50 } # 4%
		command = { type = manpower which = cavalry value = 0.40 }
		command = { type = manpower which = motorized value = 0.50 }
		command = { type = manpower which = mechanized value = 0.51 }
		command = { type = manpower which = armor value = 0.47 }
		command = { type = manpower which = light_armor value = 0.33 }
		command = { type = manpower which = paratrooper value = 0.40 }
		command = { type = manpower which = marine value = 0.41 }
		command = { type = manpower which = bergsjaeger value = 0.50 }
		command = { type = manpower which = garrison value = 0.19 }
		command = { type = manpower which = hq value = 0.88 }
		command = { type = manpower which = militia value = 0.45 }

		command = { type = manpower which = anti_air value = 0.08 } # 4%
		command = { type = manpower which = anti_tank value = 0.02 }
		command = { type = manpower which = armored_car value = 0.04 }
		command = { type = manpower which = artillery value = 0.10 }
		command = { type = manpower which = engineer value = 0.06 }
		command = { type = manpower which = heavy_armor value = 0.04 }
		command = { type = manpower which = light_armor_brigade value = 0.02 }
		command = { type = manpower which = police value = 0.10 }
		command = { type = manpower which = rocket_artillery value = 0.08 }
		command = { type = manpower which = sp_artillery value = 0.06 }
		command = { type = manpower which = sp_rct_artillery value = 0.02 }
		command = { type = manpower which = super_heavy_armor value = 0.02 }
		command = { type = manpower which = tank_destroyer value = 0.02 }
		command = { type = manpower which = b_u4 value = 0.10 } # Towed Artillery
		command = { type = manpower which = b_u5 value = 0.10 } # VH Artillery
		command = { type = manpower which = b_u6 value = 0.06 } # Lt Artillery
		command = { type = manpower which = b_u7 value = 0.09 } # Infantry Regiment
		command = { type = manpower which = b_u8 value = 0.06 } # Cavalry Regiment
		command = { type = manpower which = b_u9 value = 0.06 } # Construction Engineer Regiment
		command = { type = manpower which = b_u10 value = 0.02 } # Assault Gun
		command = { type = manpower which = b_u11 value = 0.02 } # Heavy Tank Destroyer

		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 = 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 = 0.25 }
		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_u6 value = 0.25 } # LT Artillery
		command = { type = max_organization which = b_u7 value = 0.25 } # Infantry Regiment
		command = { type = max_organization which = b_u8 value = 0.25 } # Cavalry Regiment
		command = { type = max_organization which = b_u9 value = 0.25 } # Construction Engineer Regiment
		command = { type = max_organization which = b_u10 value = 0.50 } # Assault Gun
		command = { type = max_organization which = b_u11 value = 0.50 } # Heavy Tank Destroyer

		command = { type = transport_weight which = infantry value = 0.2 }
		command = { type = transport_weight which = cavalry value = 0.2 }
		command = { type = transport_weight which = motorized value = 0.6 }
		command = { type = transport_weight which = mechanized value = 0.8 }
		command = { type = transport_weight which = armor value = 1.2 }
		command = { type = transport_weight which = light_armor value = 0.8 }
		command = { type = transport_weight which = paratrooper value = 0.1 }
		command = { type = transport_weight which = marine value = 0.2 }
		command = { type = transport_weight which = bergsjaeger value = 0.1 }
		command = { type = transport_weight which = garrison value = 0.1 }
		command = { type = transport_weight which = hq value = 1.0 }
		command = { type = transport_weight which = militia value = 0.2 }

		command = { type = transport_weight which = anti_air value = 0.1 } 
		command = { type = transport_weight which = anti_tank value = 0.1}
		command = { type = transport_weight which = armored_car value = 0.1 }
		command = { type = transport_weight which = artillery value = 0.2 }
		command = { type = transport_weight which = engineer value = 0.1 }
		command = { type = transport_weight which = heavy_armor value = 0.4 }
		command = { type = transport_weight which = light_armor_brigade value = 0.2 }
		command = { type = transport_weight which = police value = 0.1 } 
		command = { type = transport_weight which = rocket_artillery value = 0.2 }
		command = { type = transport_weight which = sp_artillery value = 0.2 }
		command = { type = transport_weight which = sp_rct_artillery value = 0.3 }
		command = { type = transport_weight which = super_heavy_armor value = 0.2 }
		command = { type = transport_weight which = tank_destroyer value = 0.2 }
		command = { type = transport_weight which = b_u4 value = 0.2 } # Towed Artillery
		command = { type = transport_weight which = b_u5 value = 0.3 } # VH Artillery
		command = { type = transport_weight which = b_u6 value = 0.2 } # Lt Artillery
		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 = transport_weight which = b_u10 value = 0.2 } # Assault Gun
		command = { type = transport_weight which = b_u11 value = 0.4 } # Heavy Tank Destroyer

		command = { type = fort_attack which = infantry value = 1 } # 10%
		command = { type = fort_attack which = cavalry value = 1 }
		command = { type = fort_attack which = motorized value = 2 }
		command = { type = fort_attack which = mechanized value = 3 }
		command = { type = fort_attack which = light_armor value = 4 }
		command = { type = fort_attack which = armor value = 4 }
		command = { type = fort_attack which = paratrooper value = 1 }
		command = { type = fort_attack which = marine value = 1 }
		command = { type = fort_attack which = bergsjaeger value = 1 }
		command = { type = fort_attack which = garrison value = 1 }
		command = { type = fort_attack which = hq value = 2 }
		command = { type = fort_attack which = militia value = 1 }
	}
}

# 1937 Command, Communications and Supply
application = { 
	id = 1170
	name = TECH_APP_INFANTRY_17_NAME
	desc = TECH_APP_INFANTRY_17_DESC
	position = { x = 292 y = 55 }
	year = 1937

	# 1937 Command Organization
	component = { id = 1171 name = TECH_CMP_INFANTRY_17_1_NAME type = large_unit_tactics difficulty = 6 }
	# 1937 Signal Command System
	component = { id = 1172 name = TECH_CMP_INFANTRY_17_2_NAME type = centralized_execution difficulty = 6 }
	# 1937 Signal Interception and Jamming
	component = { id = 1173 name = TECH_CMP_INFANTRY_17_3_NAME type = large_unit_focus difficulty = 6 }
	# 1937 Frontline Army Motorized Supply Service
	component = { id = 1174 name = TECH_CMP_INFANTRY_17_4_NAME type = large_unit_focus difficulty = 6 }
	# 1937 forward Observer Group
	component = { id = 1175 name = TECH_CMP_INFANTRY_17_5_NAME type = artillery difficulty = 6 }

	required = { 5840 } # Pre-Industrial Economy
	or_required = { 1120 1130 } # 1932 Logistics Focus OR 1932 Combat Focus
	# Activated by: # Pre-Industrial Economy (5840)

	effects = {

		command = { type = new_model which = hq value = 2 } 
		command = { type = new_model which = hq value = 1 } 
		command = { type = scrap_model which = hq value = 1 }

		command = { type = new_model which = police value = 1 } 
		command = { type = new_model which = b_u9 value = 1 } # Construction Engineer Regiment

		command = { type = scrap_model which = police value = 0 }
		command = { type = scrap_model which = b_u9 value = 0 } # Construction Engineer Regiment

		command = { type = task_efficiency which = strat_redeploy value = 0.05 }
		command = { type = task_efficiency which = support_defense value = 0.05 }
		command = { type = task_efficiency which = reserves value = 0.05 }
		command = { type = task_efficiency which = amphibious_assault value = 0.01 }

		command = { type = intelligence which = us value = 4 }
		command = { type = intelligence which = them value = -2 }
		command = { type = army_detection which = us value = 4 }
		command = { type = army_detection which = them value = -2 }
		command = { type = surprise which = land value = 2 }

		command = { type = tc_mod value = 10 }
		command = { type = tc_occupied_mod value = 10 }
		command = { type = attrition_mod value = 10 }
		command = { type = supply_dist_mod value = 10 }
		command = { type = repair_mod value = 2 }
		command = { type = trickleback_mod value = 5 }

		command = { type = supply_consumption which = infantry value = 0.03 } # 4%
		command = { type = supply_consumption which = cavalry value = 0.03 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.06 }
		command = { type = supply_consumption which = armor value = 0.11 }
		command = { type = supply_consumption which = light_armor value = 0.08 }
		command = { type = supply_consumption which = paratrooper value = 0.03 }
		command = { type = supply_consumption which = marine value = 0.03 }
		command = { type = supply_consumption which = bergsjaeger value = 0.03 }
		command = { type = supply_consumption which = garrison value = 0.01 }
		command = { type = supply_consumption which = hq value = 0.06 }
		command = { type = supply_consumption which = militia value = 0.02 }

		command = { type = supply_consumption which = anti_air value = 0.01 } # 4%
		command = { type = supply_consumption which = anti_tank value = 0.01 }
		command = { type = supply_consumption which = armored_car value = 0.01 }
		command = { type = supply_consumption which = artillery value = 0.02 }
		command = { type = supply_consumption which = engineer value = 0.01 }
		command = { type = supply_consumption which = heavy_armor value = 0.04 }
		command = { type = supply_consumption which = light_armor_brigade value = 0.02 }
		command = { type = supply_consumption which = rocket_artillery value = 0.02 }
		command = { type = supply_consumption which = sp_artillery value = 0.02 }
		command = { type = supply_consumption which = sp_rct_artillery value = 0.04 }
		command = { type = supply_consumption which = super_heavy_armor value = 0.02 }
		command = { type = supply_consumption which = tank_destroyer value = 0.02 }
		command = { type = supply_consumption which = b_u4 value = 0.02 } # Towed Artillery
		command = { type = supply_consumption which = b_u5 value = 0.02 } # VH Artillery
		command = { type = supply_consumption which = b_u6 value = 0.01 } # Lt Artillery
		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 } # Construction Engineer Regiment
		command = { type = supply_consumption which = b_u10 value = 0.02 } # Assault Gun
		command = { type = supply_consumption which = b_u11 value = 0.03 } # Heavy Tank Destroyer

		command = { type = fuel_consumption which = motorized value = 0.02 } # 4%
		command = { type = fuel_consumption which = mechanized value = 0.04 }
		command = { type = fuel_consumption which = armor value = 0.04 }
		command = { type = fuel_consumption which = light_armor value = 0.03 }
		command = { type = fuel_consumption which = hq value = 0.04 } 

		command = { type = fuel_consumption which = heavy_armor value = 0.01 } # 4%
		command = { type = fuel_consumption which = sp_rct_artillery value = 0.01 }
		command = { type = fuel_consumption which = super_heavy_armor value = 0.01 }
		command = { type = fuel_consumption which = tank_destroyer value = 0.01 }
		command = { type = fuel_consumption which = b_u5 value = 0.01 } # VH Artillery
		command = { type = fuel_consumption which = b_u10 value = 0.01 } # Assault Gun
		command = { type = fuel_consumption which = b_u11 value = 0.01 } # Heavy Tank Destroyer

		command = { type = manpower which = infantry value = 0.50 } # 4%
		command = { type = manpower which = cavalry value = 0.40 }
		command = { type = manpower which = motorized value = 0.50 }
		command = { type = manpower which = mechanized value = 0.51 }
		command = { type = manpower which = armor value = 0.47 }
		command = { type = manpower which = light_armor value = 0.33 }
		command = { type = manpower which = paratrooper value = 0.40 }
		command = { type = manpower which = marine value = 0.41 }
		command = { type = manpower which = bergsjaeger value = 0.50 }
		command = { type = manpower which = garrison value = 0.19 }
		command = { type = manpower which = hq value = 0.88 }
		command = { type = manpower which = militia value = 0.45 }

		command = { type = manpower which = anti_air value = 0.08 } # 4%
		command = { type = manpower which = anti_tank value = 0.02 }
		command = { type = manpower which = armored_car value = 0.04 }
		command = { type = manpower which = artillery value = 0.10 }
		command = { type = manpower which = engineer value = 0.06 }
		command = { type = manpower which = heavy_armor value = 0.04 }
		command = { type = manpower which = light_armor_brigade value = 0.02 }
		command = { type = manpower which = police value = 0.10 }
		command = { type = manpower which = rocket_artillery value = 0.08 }
		command = { type = manpower which = sp_artillery value = 0.06 }
		command = { type = manpower which = sp_rct_artillery value = 0.02 }
		command = { type = manpower which = super_heavy_armor value = 0.02 }
		command = { type = manpower which = tank_destroyer value = 0.02 }
		command = { type = manpower which = b_u4 value = 0.10 } # Towed Artillery
		command = { type = manpower which = b_u5 value = 0.10 } # VH Artillery
		command = { type = manpower which = b_u6 value = 0.06 } # Lt Artillery
		command = { type = manpower which = b_u7 value = 0.09 } # Infantry Regiment
		command = { type = manpower which = b_u8 value = 0.06 } # Cavalry Regiment
		command = { type = manpower which = b_u9 value = 0.06 } # Construction Engineer Regiment
		command = { type = manpower which = b_u10 value = 0.02 } # Assault Gun
		command = { type = manpower which = b_u11 value = 0.02 } # Heavy Tank Destroyer

		command = { type = morale which = infantry value = 1.25 }
		command = { type = morale which = cavalry value = 1.5 }
		command = { type = morale which = motorized value = 1.5 }
		command = { type = morale which = mechanized value = 1.5 }
		command = { type = morale which = light_armor value = 1.0 }
		command = { type = morale which = armor value = 1.25 }
		command = { type = morale which = paratrooper value = 1.5 }
		command = { type = morale which = marine value = 1.25 }
		command = { type = morale which = bergsjaeger value = 1.5 }
		command = { type = morale which = garrison value = 0.75 }
		command = { type = morale which = hq value = 0.75 }
		command = { type = morale which = militia value = 1.0 }

		command = { type = transport_weight which = infantry value = 0.2 }
		command = { type = transport_weight which = cavalry value = 0.2 }
		command = { type = transport_weight which = motorized value = 0.6 }
		command = { type = transport_weight which = mechanized value = 0.8 }
		command = { type = transport_weight which = armor value = 1.2 }
		command = { type = transport_weight which = light_armor value = 0.8 }
		command = { type = transport_weight which = paratrooper value = 0.1 }
		command = { type = transport_weight which = marine value = 0.2 }
		command = { type = transport_weight which = bergsjaeger value = 0.1 }
		command = { type = transport_weight which = garrison value = 0.1 }
		command = { type = transport_weight which = hq value = 1.0 }
		command = { type = transport_weight which = militia value = 0.2 }

		command = { type = transport_weight which = anti_air value = 0.1 } 
		command = { type = transport_weight which = anti_tank value = 0.1}
		command = { type = transport_weight which = armored_car value = 0.1 }
		command = { type = transport_weight which = artillery value = 0.2 }
		command = { type = transport_weight which = engineer value = 0.1 }
		command = { type = transport_weight which = heavy_armor value = 0.4 }
		command = { type = transport_weight which = light_armor_brigade value = 0.2 }
		command = { type = transport_weight which = rocket_artillery value = 0.2 }
		command = { type = transport_weight which = sp_artillery value = 0.2 }
		command = { type = transport_weight which = sp_rct_artillery value = 0.3 }
		command = { type = transport_weight which = super_heavy_armor value = 0.2 }
		command = { type = transport_weight which = tank_destroyer value = 0.2 }
		command = { type = transport_weight which = b_u4 value = 0.2 } # Towed Artillery
		command = { type = transport_weight which = b_u5 value = 0.3 } # VH Artillery
		command = { type = transport_weight which = b_u6 value = 0.2 } # Lt Artillery
		command = { type = transport_weight which = b_u9 value = 0.1 } # Construction Engineer Regiment
		command = { type = transport_weight which = b_u10 value = 0.2 } # Assault Gun
		command = { type = transport_weight which = b_u11 value = 0.4 } # Heavy Tank Destroyer

		command = { type = blizzard_attack which = hq value = -3.0 }
		command = { type = snow_attack which = hq value = -3.0 }
		command = { type = frozen_attack which = hq value = -2.0 }
		command = { type = rain_attack which = hq value = -1.5 }
		command = { type = storm_attack which = hq value = -2.5 }
		command = { type = muddy_attack which = hq value = -2.5 }
		command = { type = desert_attack which = hq value = 1.0 }
		command = { type = mountain_attack which = hq value = -3.0 }
		command = { type = hill_attack which = hq value = -1.0 }
		command = { type = forest_attack which = hq value = -0.5 }
		command = { type = jungle_attack which = hq value = -3.0 }
		command = { type = swamp_attack which = hq value = -4.0 }

		command = { type = blizzard_defense which = hq value = -2.0 }
		command = { type = snow_defense which = hq value = -1.0 }
		command = { type = frozen_defense which = hq value = -1.0 }
		command = { type = rain_defense which = hq value = -0.5 }
		command = { type = storm_defense which = hq value = -1.0 }
		command = { type = muddy_defense which = hq value = -1.0 }
		command = { type = desert_defense which = hq value = 3.0 }
		command = { type = mountain_defense which = hq value = -3.0 }
		command = { type = hill_defense which = hq value = -2.0 }
		command = { type = forest_defense which = hq value = -1.5 }
		command = { type = jungle_defense which = hq value = -2.0 }
		command = { type = swamp_defense which = hq value = -2 }

		command = { type = blizzard_move which = hq value = -3.0 }
		command = { type = snow_move which = hq value =-2.0 }
		command = { type = frozen_move which = hq value = -1.5 }
		command = { type = rain_move which = hq value = -1.0 }
		command = { type = storm_move which = hq value = -2.0 }
		command = { type = muddy_move which = hq value = -2.0 }
		command = { type = night_move which = hq value = 5.0 }
		command = { type = desert_move which = hq value = 6.0 }
		command = { type = mountain_move which = hq value = -6.0 }
		command = { type = hill_move which = hq value = -2.0 }
		command = { type = forest_move which = hq value = -2 }
		command = { type = jungle_move which = hq value = -8 }
		command = { type = swamp_move which = hq value = -9.0 }

		command = { type = river_attack which = infantry value = 2 }
		command = { type = river_attack which = cavalry value = 2 }
		command = { type = river_attack which = motorized value = 2 }
		command = { type = river_attack which = mechanized value = 3 }
		command = { type = river_attack which = armor value = 3 }
		command = { type = river_attack which = light_armor value = 3 }
		command = { type = river_attack which = paratrooper value = 2 }
		command = { type = river_attack which = marine value = 1 }
		command = { type = river_attack which = bergsjaeger value = 2 }
		command = { type = river_attack which = garrison value = 2 }
		command = { type = river_attack which = hq value = 1 }
		command = { type = river_attack which = militia value = 2 }
	}
}

# 1941 Command and Communications and Supply
application = { 
	id = 1210
	name = TECH_APP_INFANTRY_21_NAME
	desc = TECH_APP_INFANTRY_21_DESC
	position = { x = 297 y = 75 }
	year = 1941

	# 1941 Command Organization
	component = { id = 1211 name = TECH_CMP_INFANTRY_21_1_NAME type = large_unit_tactics difficulty = 7 }
	# 1941 Signal Command System
	component = { id = 1212 name = TECH_CMP_INFANTRY_21_2_NAME type = centralized_execution difficulty = 7 }
	# 1941 Signal Interception and Jamming
	component = { id = 1213 name = TECH_CMP_INFANTRY_21_3_NAME type = large_unit_focus difficulty = 7 }
	# 1941 Frontline Corps Motorized Supply Service
	component = { id = 1214 name = TECH_CMP_INFANTRY_21_4_NAME type = large_unit_focus difficulty = 7 }
	# 1941 Forward Observer Group
	component = { id = 1215 name = TECH_CMP_INFANTRY_21_5_NAME type = artillery difficulty = 7 }

	required = { 1170 5840 } # Pre-Industrial Economy AND 1937 Command and Communications and Supply
	# Activated by: # Pre-Industrial Economy (5840)

	effects = {
		command = { type = new_model which = hq value = 3 }
		command = { type = scrap_model which = hq value = 2 }

		command = { type = new_model which = police value = 2 } 
		command = { type = new_model which = b_u9 value = 2 } # Construction Engineer Regiment

		command = { type = scrap_model which = police value = 1 }
		command = { type = scrap_model which = b_u9 value = 1 } # Construction Engineer Regiment

		command = { type = task_efficiency which = strat_redeploy value = 0.05 }
		command = { type = task_efficiency which = support_defense value = 0.05 }
		command = { type = task_efficiency which = reserves value = 0.05 }
		command = { type = task_efficiency which = amphibious_assault value = 0.01 }

		command = { type = intelligence which = us value = 4 }
		command = { type = intelligence which = them value = -2 }
		command = { type = army_detection which = us value = 4 }
		command = { type = army_detection which = them value = -2 }
		command = { type = surprise which = land value = 2 }

		command = { type = tc_mod value = 10 }
		command = { type = tc_occupied_mod value = 10 }
		command = { type = attrition_mod value = 10 }
		command = { type = supply_dist_mod value = 10 }
		command = { type = repair_mod value = 2 }
		command = { type = trickleback_mod value = 5 }

		command = { type = supply_consumption which = infantry value = 0.03 } # 4%
		command = { type = supply_consumption which = cavalry value = 0.03 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.06 }
		command = { type = supply_consumption which = armor value = 0.11 }
		command = { type = supply_consumption which = light_armor value = 0.08 }
		command = { type = supply_consumption which = paratrooper value = 0.03 }
		command = { type = supply_consumption which = marine value = 0.03 }
		command = { type = supply_consumption which = bergsjaeger value = 0.03 }
		command = { type = supply_consumption which = garrison value = 0.01 }
		command = { type = supply_consumption which = hq value = 0.06 }
		command = { type = supply_consumption which = militia value = 0.02 }

		command = { type = supply_consumption which = anti_air value = 0.01 } # 4%
		command = { type = supply_consumption which = anti_tank value = 0.01 }
		command = { type = supply_consumption which = armored_car value = 0.01 }
		command = { type = supply_consumption which = artillery value = 0.02 }
		command = { type = supply_consumption which = engineer value = 0.01 }
		command = { type = supply_consumption which = heavy_armor value = 0.04 }
		command = { type = supply_consumption which = light_armor_brigade value = 0.02 }
		command = { type = supply_consumption which = police value = 0.01 } 
		command = { type = supply_consumption which = rocket_artillery value = 0.02 }
		command = { type = supply_consumption which = sp_artillery value = 0.02 }
		command = { type = supply_consumption which = sp_rct_artillery value = 0.04 }
		command = { type = supply_consumption which = super_heavy_armor value = 0.02 }
		command = { type = supply_consumption which = tank_destroyer value = 0.02 }
		command = { type = supply_consumption which = b_u4 value = 0.02 } # Towed Artillery
		command = { type = supply_consumption which = b_u5 value = 0.02 } # VH Artillery
		command = { type = supply_consumption which = b_u6 value = 0.01 } # Lt Artillery
		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 } # Construction Engineer Regiment
		command = { type = supply_consumption which = b_u10 value = 0.02 } # Assault Gun
		command = { type = supply_consumption which = b_u11 value = 0.03 } # Heavy Tank Destroyer

		command = { type = fuel_consumption which = motorized value = 0.02 } # 4%
		command = { type = fuel_consumption which = mechanized value = 0.04 }
		command = { type = fuel_consumption which = armor value = 0.04 }
		command = { type = fuel_consumption which = light_armor value = 0.03 }
		command = { type = fuel_consumption which = hq value = 0.04 } 

		command = { type = fuel_consumption which = heavy_armor value = 0.01 } # 4%
		command = { type = fuel_consumption which = sp_artillery value = 0.01 }
		command = { type = fuel_consumption which = sp_rct_artillery value = 0.01 }
		command = { type = fuel_consumption which = super_heavy_armor value = 0.01 }
		command = { type = fuel_consumption which = tank_destroyer value = 0.01 }
		command = { type = fuel_consumption which = b_u4 value = 0.01 } # Towed Artillery 
		command = { type = fuel_consumption which = b_u5 value = 0.01 } # VH Artillery
		command = { type = fuel_consumption which = b_u10 value = 0.01 } # Assault Gun
		command = { type = fuel_consumption which = b_u11 value = 0.01 } # Heavy Tank Destroyer

		command = { type = manpower which = infantry value = 0.50 } # 4%
		command = { type = manpower which = cavalry value = 0.40 }
		command = { type = manpower which = motorized value = 0.50 }
		command = { type = manpower which = mechanized value = 0.51 }
		command = { type = manpower which = armor value = 0.47 }
		command = { type = manpower which = light_armor value = 0.33 }
		command = { type = manpower which = paratrooper value = 0.40 }
		command = { type = manpower which = marine value = 0.41 }
		command = { type = manpower which = bergsjaeger value = 0.50 }
		command = { type = manpower which = garrison value = 0.19 }
		command = { type = manpower which = hq value = 0.88 }
		command = { type = manpower which = militia value = 0.45 }

		command = { type = manpower which = anti_air value = 0.08 } # 4%
		command = { type = manpower which = anti_tank value = 0.02 }
		command = { type = manpower which = armored_car value = 0.04 }
		command = { type = manpower which = artillery value = 0.10 }
		command = { type = manpower which = engineer value = 0.06 }
		command = { type = manpower which = heavy_armor value = 0.04 }
		command = { type = manpower which = light_armor_brigade value = 0.02 }
		command = { type = manpower which = police value = 0.10 }
		command = { type = manpower which = rocket_artillery value = 0.08 }
		command = { type = manpower which = sp_artillery value = 0.06 }
		command = { type = manpower which = sp_rct_artillery value = 0.02 }
		command = { type = manpower which = super_heavy_armor value = 0.02 }
		command = { type = manpower which = tank_destroyer value = 0.02 }
		command = { type = manpower which = b_u4 value = 0.10 } # Towed Artillery
		command = { type = manpower which = b_u5 value = 0.10 } # VH Artillery
		command = { type = manpower which = b_u6 value = 0.06 } # Lt Artillery
		command = { type = manpower which = b_u7 value = 0.09 } # Infantry Regiment
		command = { type = manpower which = b_u8 value = 0.06 } # Cavalry Regiment
		command = { type = manpower which = b_u9 value = 0.06 } # Construction Engineer Regiment
		command = { type = manpower which = b_u10 value = 0.02 } # Assault Gun
		command = { type = manpower which = b_u11 value = 0.02 } # Heavy Tank Destroyer

		command = { type = transport_weight which = infantry value = 0.2 }
		command = { type = transport_weight which = cavalry value = 0.2 }
		command = { type = transport_weight which = motorized value = 0.6 }
		command = { type = transport_weight which = mechanized value = 0.8 }
		command = { type = transport_weight which = armor value = 1.2 }
		command = { type = transport_weight which = light_armor value = 0.8 }
		command = { type = transport_weight which = paratrooper value = 0.1 }
		command = { type = transport_weight which = marine value = 0.2 }
		command = { type = transport_weight which = bergsjaeger value = 0.1 }
		command = { type = transport_weight which = garrison value = 0.1 }
		command = { type = transport_weight which = hq value = 1.0 }
		command = { type = transport_weight which = militia value = 0.2 }

		command = { type = transport_weight which = anti_air value = 0.1 } 
		command = { type = transport_weight which = anti_tank value = 0.1}
		command = { type = transport_weight which = armored_car value = 0.1 }
		command = { type = transport_weight which = artillery value = 0.2 }
		command = { type = transport_weight which = engineer value = 0.1 }
		command = { type = transport_weight which = heavy_armor value = 0.4 }
		command = { type = transport_weight which = light_armor_brigade value = 0.2 }
		command = { type = transport_weight which = police value = 0.1 } 
		command = { type = transport_weight which = rocket_artillery value = 0.2 }
		command = { type = transport_weight which = sp_artillery value = 0.2 }
		command = { type = transport_weight which = sp_rct_artillery value = 0.3 }
		command = { type = transport_weight which = super_heavy_armor value = 0.2 }
		command = { type = transport_weight which = tank_destroyer value = 0.2 }
		command = { type = transport_weight which = b_u4 value = 0.2 } # Towed Artillery
		command = { type = transport_weight which = b_u5 value = 0.3 } # VH Artillery
		command = { type = transport_weight which = b_u6 value = 0.2 } # Lt Artillery
		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 = transport_weight which = b_u10 value = 0.2 } # Assault Gun
		command = { type = transport_weight which = b_u11 value = 0.4 } # Heavy Tank Destroyer

		command = { type = blizzard_attack which = hq value = -3.0 }
		command = { type = snow_attack which = hq value = -3.0 }
		command = { type = frozen_attack which = hq value = -2.0 }
		command = { type = rain_attack which = hq value = -1.5 }
		command = { type = storm_attack which = hq value = -2.5 }
		command = { type = muddy_attack which = hq value = -2.5 }
		command = { type = desert_attack which = hq value = 1.0 }
		command = { type = mountain_attack which = hq value = -3.0 }
		command = { type = hill_attack which = hq value = -1.0 }
		command = { type = forest_attack which = hq value = -0.5 }
		command = { type = jungle_attack which = hq value = -3.0 }
		command = { type = swamp_attack which = hq value = -4.0 }

		command = { type = blizzard_defense which = hq value = -2.0 }
		command = { type = snow_defense which = hq value = -1.0 }
		command = { type = frozen_defense which = hq value = -1.0 }
		command = { type = rain_defense which = hq value = -0.5 }
		command = { type = storm_defense which = hq value = -1.0 }
		command = { type = muddy_defense which = hq value = -1.0 }
		command = { type = desert_defense which = hq value = 3.0 }
		command = { type = mountain_defense which = hq value = -3.0 }
		command = { type = hill_defense which = hq value = -2.0 }
		command = { type = forest_defense which = hq value = -1.5 }
		command = { type = jungle_defense which = hq value = -2.0 }
		command = { type = swamp_defense which = hq value = -2 }

		command = { type = blizzard_move which = hq value = -3.0 }
		command = { type = snow_move which = hq value = -2.0 }
		command = { type = frozen_move which = hq value = -1.5 }
		command = { type = rain_move which = hq value = -1.0 }
		command = { type = storm_move which = hq value = -2.0 }
		command = { type = muddy_move which = hq value = -2.0 }
		command = { type = night_move which = hq value = 5.0 }
		command = { type = desert_move which = hq value = 6.0 }
		command = { type = mountain_move which = hq value = -6.0 }
		command = { type = hill_move which = hq value = -2.0 }
		command = { type = forest_move which = hq value = -2 }
		command = { type = jungle_move which = hq value = -8 }
		command = { type = swamp_move which = hq value = -9.0 }

		command = { type = river_attack which = infantry value = 2 }
		command = { type = river_attack which = cavalry value = 2 }
		command = { type = river_attack which = motorized value = 2 }
		command = { type = river_attack which = mechanized value = 3 }
		command = { type = river_attack which = armor value = 3 }
		command = { type = river_attack which = light_armor value = 3 }
		command = { type = river_attack which = paratrooper value = 2 }
		command = { type = river_attack which = marine value = 1 }
		command = { type = river_attack which = bergsjaeger value = 2 }
		command = { type = river_attack which = garrison value = 2 }
		command = { type = river_attack which = hq value = 1 }
		command = { type = river_attack which = militia value = 2 }
	}
}

# 1945 Command and Communications and Supply
application = { 
	id = 1250
	name = TECH_APP_INFANTRY_25_NAME
	desc = TECH_APP_INFANTRY_25_DESC
	position = { x = 432 y = 55 }
	year = 1945

	# 1945 Command Organization
	component = { id = 1251 name = TECH_CMP_INFANTRY_25_1_NAME type = large_unit_tactics difficulty = 8 }
	# 1945 Signal Command System
	component = { id = 1252 name = TECH_CMP_INFANTRY_25_2_NAME type = centralized_execution difficulty = 8 }
	# 1945 Signal Interception and Jamming
	component = { id = 1253 name = TECH_CMP_INFANTRY_25_3_NAME type = large_unit_focus difficulty = 8 }
	# 1945 Frontline Division Motorized Supply Service
	component = { id = 1254 name = TECH_CMP_INFANTRY_25_4_NAME type = large_unit_focus difficulty = 8 }
	# 1945 froward Observer Group
	component = { id = 1255 name = TECH_CMP_INFANTRY_25_5_NAME type = artillery difficulty = 8 }

	required = { 1210 5220 } # Pre-Industrial Economy AND 1941 Command and Communications and Supply
	# Activated by: # Semi-Industrial Economy (5220)

	effects = {
		command = { type = new_model which = hq value = 4 }
		command = { type = scrap_model which = hq value = 3 }

		command = { type = new_model which = police value = 3 } 
		command = { type = new_model which = b_u9 value = 3 } # Construction Engineer Regiment

		command = { type = scrap_model which = police value = 2 }
		command = { type = scrap_model which = b_u9 value = 2 } # Construction Engineer Regiment

		command = { type = task_efficiency which = strat_redeploy value = 0.05 }
		command = { type = task_efficiency which = support_defense value = 0.05 }
		command = { type = task_efficiency which = reserves value = 0.05 }
		command = { type = task_efficiency which = amphibious_assault value = 0.01 }

		command = { type = intelligence which = us value = 4 }
		command = { type = intelligence which = them value = -2 }
		command = { type = army_detection which = us value = 4 }
		command = { type = army_detection which = them value = -2 }
		command = { type = surprise which = land value = 2 }

		command = { type = tc_mod value = 10 }
		command = { type = tc_occupied_mod value = 10 }
		command = { type = attrition_mod value = 10 }
		command = { type = supply_dist_mod value = 10 }
		command = { type = repair_mod value = 2 }
		command = { type = trickleback_mod value = 5 }

		command = { type = supply_consumption which = infantry value = 0.03 } # 4%
		command = { type = supply_consumption which = cavalry value = 0.03 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.06 }
		command = { type = supply_consumption which = armor value = 0.11 }
		command = { type = supply_consumption which = light_armor value = 0.08 }
		command = { type = supply_consumption which = paratrooper value = 0.03 }
		command = { type = supply_consumption which = marine value = 0.03 }
		command = { type = supply_consumption which = bergsjaeger value = 0.03 }
		command = { type = supply_consumption which = garrison value = 0.01 }
		command = { type = supply_consumption which = hq value = 0.06 }
		command = { type = supply_consumption which = militia value = 0.02 }

		command = { type = supply_consumption which = anti_air value = 0.01 } # 4%
		command = { type = supply_consumption which = anti_tank value = 0.01 }
		command = { type = supply_consumption which = armored_car value = 0.01 }
		command = { type = supply_consumption which = artillery value = 0.02 }
		command = { type = supply_consumption which = engineer value = 0.01 }
		command = { type = supply_consumption which = heavy_armor value = 0.04 }
		command = { type = supply_consumption which = light_armor_brigade value = 0.02 }
		command = { type = supply_consumption which = rocket_artillery value = 0.02 }
		command = { type = supply_consumption which = sp_artillery value = 0.02 }
		command = { type = supply_consumption which = sp_rct_artillery value = 0.04 }
		command = { type = supply_consumption which = super_heavy_armor value = 0.02 }
		command = { type = supply_consumption which = tank_destroyer value = 0.02 }
		command = { type = supply_consumption which = b_u4 value = 0.02 } # Towed Artillery
		command = { type = supply_consumption which = b_u5 value = 0.02 } # VH Artillery
		command = { type = supply_consumption which = b_u6 value = 0.01 } # Lt Artillery
		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 } # Construction Engineer Regiment
		command = { type = supply_consumption which = b_u10 value = 0.02 } # Assault Gun
		command = { type = supply_consumption which = b_u11 value = 0.03 } # Heavy Tank Destroyer

		command = { type = fuel_consumption which = motorized value = 0.02 } # 4%
		command = { type = fuel_consumption which = mechanized value = 0.04 }
		command = { type = fuel_consumption which = armor value = 0.04 }
		command = { type = fuel_consumption which = light_armor value = 0.03 }
		command = { type = fuel_consumption which = hq value = 0.04 } 

		command = { type = fuel_consumption which = heavy_armor value = 0.01 } # 4%
		command = { type = fuel_consumption which = sp_rct_artillery value = 0.01 }
		command = { type = fuel_consumption which = super_heavy_armor value = 0.01 }
		command = { type = fuel_consumption which = tank_destroyer value = 0.01 }
		command = { type = fuel_consumption which = b_u5 value = 0.01 } # VH Artillery
		command = { type = fuel_consumption which = b_u10 value = 0.01 } # Assault Gun
		command = { type = fuel_consumption which = b_u11 value = 0.01 } # Heavy Tank Destroyer

		command = { type = manpower which = infantry value = 0.50 } # 4%
		command = { type = manpower which = cavalry value = 0.40 }
		command = { type = manpower which = motorized value = 0.50 }
		command = { type = manpower which = mechanized value = 0.51 }
		command = { type = manpower which = armor value = 0.47 }
		command = { type = manpower which = light_armor value = 0.33 }
		command = { type = manpower which = paratrooper value = 0.40 }
		command = { type = manpower which = marine value = 0.41 }
		command = { type = manpower which = bergsjaeger value = 0.50 }
		command = { type = manpower which = garrison value = 0.19 }
		command = { type = manpower which = hq value = 0.88 }
		command = { type = manpower which = militia value = 0.45 }

		command = { type = manpower which = anti_air value = 0.08 } # 4%
		command = { type = manpower which = anti_tank value = 0.02 }
		command = { type = manpower which = armored_car value = 0.04 }
		command = { type = manpower which = artillery value = 0.10 }
		command = { type = manpower which = engineer value = 0.06 }
		command = { type = manpower which = heavy_armor value = 0.04 }
		command = { type = manpower which = light_armor_brigade value = 0.02 }
		command = { type = manpower which = police value = 0.10 }
		command = { type = manpower which = rocket_artillery value = 0.08 }
		command = { type = manpower which = sp_artillery value = 0.06 }
		command = { type = manpower which = sp_rct_artillery value = 0.02 }
		command = { type = manpower which = super_heavy_armor value = 0.02 }
		command = { type = manpower which = tank_destroyer value = 0.02 }
		command = { type = manpower which = b_u4 value = 0.10 } # Towed Artillery
		command = { type = manpower which = b_u5 value = 0.10 } # VH Artillery
		command = { type = manpower which = b_u6 value = 0.06 } # Lt Artillery
		command = { type = manpower which = b_u7 value = 0.09 } # Infantry Regiment
		command = { type = manpower which = b_u8 value = 0.06 } # Cavalry Regiment
		command = { type = manpower which = b_u9 value = 0.06 } # Construction Engineer Regiment
		command = { type = manpower which = b_u10 value = 0.02 } # Assault Gun
		command = { type = manpower which = b_u11 value = 0.02 } # Heavy Tank Destroyer

		command = { type = morale which = infantry value = 1.25 }
		command = { type = morale which = cavalry value = 1.5 }
		command = { type = morale which = motorized value = 1.5 }
		command = { type = morale which = mechanized value = 1.5 }
		command = { type = morale which = light_armor value = 1.0 }
		command = { type = morale which = armor value = 1.25 }
		command = { type = morale which = paratrooper value = 1.5 }
		command = { type = morale which = marine value = 1.25 }
		command = { type = morale which = bergsjaeger value = 1.5 }
		command = { type = morale which = garrison value = 0.75 }
		command = { type = morale which = hq value = 0.75 }
		command = { type = morale which = militia value = 1.0 }

		command = { type = transport_weight which = infantry value = 0.2 }
		command = { type = transport_weight which = cavalry value = 0.2 }
		command = { type = transport_weight which = motorized value = 0.6 }
		command = { type = transport_weight which = mechanized value = 0.8 }
		command = { type = transport_weight which = armor value = 1.2 }
		command = { type = transport_weight which = light_armor value = 0.8 }
		command = { type = transport_weight which = paratrooper value = 0.1 }
		command = { type = transport_weight which = marine value = 0.2 }
		command = { type = transport_weight which = bergsjaeger value = 0.1 }
		command = { type = transport_weight which = garrison value = 0.1 }
		command = { type = transport_weight which = hq value = 1.0 }
		command = { type = transport_weight which = militia value = 0.2 }

		command = { type = transport_weight which = anti_air value = 0.1 } 
		command = { type = transport_weight which = anti_tank value = 0.1}
		command = { type = transport_weight which = armored_car value = 0.1 }
		command = { type = transport_weight which = artillery value = 0.2 }
		command = { type = transport_weight which = engineer value = 0.1 }
		command = { type = transport_weight which = heavy_armor value = 0.4 }
		command = { type = transport_weight which = light_armor_brigade value = 0.2 }
		command = { type = transport_weight which = rocket_artillery value = 0.2 }
		command = { type = transport_weight which = sp_artillery value = 0.2 }
		command = { type = transport_weight which = sp_rct_artillery value = 0.3 }
		command = { type = transport_weight which = super_heavy_armor value = 0.2 }
		command = { type = transport_weight which = tank_destroyer value = 0.2 }
		command = { type = transport_weight which = b_u4 value = 0.2 } # Towed Artillery
		command = { type = transport_weight which = b_u5 value = 0.3 } # VH Artillery
		command = { type = transport_weight which = b_u6 value = 0.2 } # Lt Artillery
		command = { type = transport_weight which = b_u9 value = 0.1 } # Construction Engineer Regiment
		command = { type = transport_weight which = b_u10 value = 0.2 } # Assault Gun
		command = { type = transport_weight which = b_u11 value = 0.4 } # Heavy Tank Destroyer

		command = { type = blizzard_attack which = hq value = 2.0 }
		command = { type = snow_attack which = hq value = 2.0 }
		command = { type = frozen_attack which = hq value = 1.0 }
		command = { type = rain_attack which = hq value = 1.0 }
		command = { type = storm_attack which = hq value = 1.0 }
		command = { type = muddy_attack which = hq value = 1.0 }
		command = { type = desert_attack which = hq value = 1.0 }
		command = { type = mountain_attack which = hq value = 2.0 } # Movement based
		command = { type = hill_attack which = hq value = 1.0 } # Movement based
		command = { type = forest_attack which = hq value = 1.0 } # Movement based
		command = { type = jungle_attack which = hq value = 2.0 } # Movement based
		command = { type = swamp_attack which = hq value = 2.0 } # Movement based

		command = { type = blizzard_defense which = hq value = 1.0 }
		command = { type = snow_defense which = hq value = 0.5 }
		command = { type = frozen_defense which = hq value = 0.5 }
		command = { type = rain_defense which = hq value = 0.5 }
		command = { type = storm_defense which = hq value = 0.5 }
		command = { type = muddy_defense which = hq value = 0.5 }
		command = { type = desert_defense which = hq value = 1.5 }
		command = { type = mountain_defense which = hq value = 1.0 } # Movement based
		command = { type = hill_defense which = hq value = 0.5 } # Movement based
		command = { type = forest_defense which = hq value = 0.5 } # Movement based
		command = { type = jungle_defense which = hq value = 1.0 } # Movement based
		command = { type = swamp_defense which = hq value = 1.0 } # Movement based

		command = { type = blizzard_move which = hq value = 2.0 }
		command = { type = snow_move which = hq value = 1.0 }
		command = { type = frozen_move which = hq value = 1.0 }
		command = { type = rain_move which = hq value = 0.5 }
		command = { type = storm_move which = hq value = 1.0 }
		command = { type = muddy_move which = hq value = 1.0 }
		command = { type = desert_move which = hq value = 3.0 }
		command = { type = mountain_move which = hq value = 2.0 }
		command = { type = hill_move which = hq value = 1.0 }
		command = { type = forest_move which = hq value = 1.0 }
		command = { type = jungle_move which = hq value = 2.0 }
		command = { type = swamp_move which = hq value = 2.0 }

		command = { type = river_attack which = infantry value = 2 }
		command = { type = river_attack which = cavalry value = 2 }
		command = { type = river_attack which = motorized value = 2 }
		command = { type = river_attack which = mechanized value = 3 }
		command = { type = river_attack which = armor value = 3 }
		command = { type = river_attack which = light_armor value = 3 }
		command = { type = river_attack which = paratrooper value = 2 }
		command = { type = river_attack which = marine value = 1 }
		command = { type = river_attack which = bergsjaeger value = 2 }
		command = { type = river_attack which = garrison value = 2 }
		command = { type = river_attack which = hq value = 1 }
		command = { type = river_attack which = militia value = 2 }
	}
}

# 1949 Command and Communications and Supply
application = { 
	id = 1290
	name = TECH_APP_INFANTRY_29_NAME
	desc = TECH_APP_INFANTRY_29_DESC
	position = { x = 437 y = 75 }
	year = 1949

	# 1949 Command Organization
	component = { id = 1291 name = TECH_CMP_INFANTRY_29_1_NAME type = large_unit_tactics difficulty = 9 }
	# 1949 Signal Command System
	component = { id = 1292 name = TECH_CMP_INFANTRY_29_2_NAME type = centralized_execution difficulty = 9 }
	# 1949 Signal Interception and Jamming
	component = { id = 1293 name = TECH_CMP_INFANTRY_29_3_NAME type = large_unit_focus difficulty = 9 }
	# 1949 Frontline Brigade Motorized Supply Service
	component = { id = 1294 name = TECH_CMP_INFANTRY_29_4_NAME type = large_unit_focus difficulty = 9 }
	# 1949 Forward Observer Group
	component = { id = 1295 name = TECH_CMP_INFANTRY_29_5_NAME type = artillery difficulty = 9 }

	required = { 1250 5220 } # Pre-Industrial Economy AND 1945 Command and Communications and Supply
	# Activated by: # Semi-Industrial Economy (5220)

	effects = {
		command = { type = new_model which = hq value = 5 }
		command = { type = scrap_model which = hq value = 4 }

		command = { type = new_model which = police value = 4 } 
		command = { type = new_model which = b_u9 value = 4 } # Construction Engineer Regiment

		command = { type = scrap_model which = police value = 3 }
		command = { type = scrap_model which = b_u9 value = 3 } # Construction Engineer Regiment

		command = { type = task_efficiency which = strat_redeploy value = 0.05 }
		command = { type = task_efficiency which = support_defense value = 0.05 }
		command = { type = task_efficiency which = reserves value = 0.05 }
		command = { type = task_efficiency which = amphibious_assault value = 0.01 }

		command = { type = intelligence which = us value = 4 }
		command = { type = intelligence which = them value = -2 }
		command = { type = army_detection which = us value = 4 }
		command = { type = army_detection which = them value = -2 }
		command = { type = surprise which = land value = 2 }

		command = { type = tc_mod value = 10 }
		command = { type = tc_occupied_mod value = 10 }
		command = { type = attrition_mod value = 10 }
		command = { type = supply_dist_mod value = 10 }
		command = { type = repair_mod value = 2 }
		command = { type = trickleback_mod value = 5 }

		command = { type = supply_consumption which = infantry value = 0.03 } # 4%
		command = { type = supply_consumption which = cavalry value = 0.03 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.06 }
		command = { type = supply_consumption which = armor value = 0.11 }
		command = { type = supply_consumption which = light_armor value = 0.08 }
		command = { type = supply_consumption which = paratrooper value = 0.03 }
		command = { type = supply_consumption which = marine value = 0.03 }
		command = { type = supply_consumption which = bergsjaeger value = 0.03 }
		command = { type = supply_consumption which = garrison value = 0.01 }
		command = { type = supply_consumption which = hq value = 0.06 }
		command = { type = supply_consumption which = militia value = 0.02 }

		command = { type = supply_consumption which = anti_air value = 0.01 } # 4%
		command = { type = supply_consumption which = anti_tank value = 0.01 }
		command = { type = supply_consumption which = armored_car value = 0.01 }
		command = { type = supply_consumption which = artillery value = 0.02 }
		command = { type = supply_consumption which = engineer value = 0.01 }
		command = { type = supply_consumption which = heavy_armor value = 0.04 }
		command = { type = supply_consumption which = light_armor_brigade value = 0.02 }
		command = { type = supply_consumption which = rocket_artillery value = 0.02 }
		command = { type = supply_consumption which = sp_artillery value = 0.02 }
		command = { type = supply_consumption which = sp_rct_artillery value = 0.04 }
		command = { type = supply_consumption which = super_heavy_armor value = 0.02 }
		command = { type = supply_consumption which = tank_destroyer value = 0.02 }
		command = { type = supply_consumption which = b_u4 value = 0.02 } # Towed Artillery
		command = { type = supply_consumption which = b_u5 value = 0.02 } # VH Artillery
		command = { type = supply_consumption which = b_u6 value = 0.01 } # Lt Artillery
		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 } # Construction Engineer Regiment
		command = { type = supply_consumption which = b_u10 value = 0.02 } # Assault Gun
		command = { type = supply_consumption which = b_u11 value = 0.03 } # Heavy Tank Destroyer

		command = { type = fuel_consumption which = motorized value = 0.02 } # 4%
		command = { type = fuel_consumption which = mechanized value = 0.04 }
		command = { type = fuel_consumption which = armor value = 0.04 }
		command = { type = fuel_consumption which = light_armor value = 0.03 }
		command = { type = fuel_consumption which = hq value = 0.04 } 

		command = { type = fuel_consumption which = heavy_armor value = 0.01 } # 4%
		command = { type = fuel_consumption which = sp_rct_artillery value = 0.01 }
		command = { type = fuel_consumption which = super_heavy_armor value = 0.01 }
		command = { type = fuel_consumption which = tank_destroyer value = 0.01 }
		command = { type = fuel_consumption which = b_u5 value = 0.01 } # VH Artillery
		command = { type = fuel_consumption which = b_u10 value = 0.01 } # Assault Gun
		command = { type = fuel_consumption which = b_u11 value = 0.01 } # Heavy Tank Destroyer

		command = { type = manpower which = infantry value = 0.50 } # 4%
		command = { type = manpower which = cavalry value = 0.40 }
		command = { type = manpower which = motorized value = 0.50 }
		command = { type = manpower which = mechanized value = 0.51 }
		command = { type = manpower which = armor value = 0.47 }
		command = { type = manpower which = light_armor value = 0.33 }
		command = { type = manpower which = paratrooper value = 0.40 }
		command = { type = manpower which = marine value = 0.41 }
		command = { type = manpower which = bergsjaeger value = 0.50 }
		command = { type = manpower which = garrison value = 0.19 }
		command = { type = manpower which = hq value = 0.88 }
		command = { type = manpower which = militia value = 0.45 }

		command = { type = manpower which = anti_air value = 0.08 } # 4%
		command = { type = manpower which = anti_tank value = 0.02 }
		command = { type = manpower which = armored_car value = 0.04 }
		command = { type = manpower which = artillery value = 0.10 }
		command = { type = manpower which = engineer value = 0.06 }
		command = { type = manpower which = heavy_armor value = 0.04 }
		command = { type = manpower which = light_armor_brigade value = 0.02 }
		command = { type = manpower which = police value = 0.10 }
		command = { type = manpower which = rocket_artillery value = 0.08 }
		command = { type = manpower which = sp_artillery value = 0.06 }
		command = { type = manpower which = sp_rct_artillery value = 0.02 }
		command = { type = manpower which = super_heavy_armor value = 0.02 }
		command = { type = manpower which = tank_destroyer value = 0.02 }
		command = { type = manpower which = b_u4 value = 0.10 } # Towed Artillery
		command = { type = manpower which = b_u5 value = 0.10 } # VH Artillery
		command = { type = manpower which = b_u6 value = 0.06 } # Lt Artillery
		command = { type = manpower which = b_u7 value = 0.09 } # Infantry Regiment
		command = { type = manpower which = b_u8 value = 0.06 } # Cavalry Regiment
		command = { type = manpower which = b_u9 value = 0.06 } # Construction Engineer Regiment
		command = { type = manpower which = b_u10 value = 0.02 } # Assault Gun
		command = { type = manpower which = b_u11 value = 0.02 } # Heavy Tank Destroyer

		command = { type = transport_weight which = infantry value = 0.2 }
		command = { type = transport_weight which = cavalry value = 0.2 }
		command = { type = transport_weight which = motorized value = 0.6 }
		command = { type = transport_weight which = mechanized value = 0.8 }
		command = { type = transport_weight which = armor value = 1.2 }
		command = { type = transport_weight which = light_armor value = 0.8 }
		command = { type = transport_weight which = paratrooper value = 0.1 }
		command = { type = transport_weight which = marine value = 0.2 }
		command = { type = transport_weight which = bergsjaeger value = 0.1 }
		command = { type = transport_weight which = garrison value = 0.1 }
		command = { type = transport_weight which = hq value = 1.0 }
		command = { type = transport_weight which = militia value = 0.2 }

		command = { type = transport_weight which = anti_air value = 0.1 } 
		command = { type = transport_weight which = anti_tank value = 0.1}
		command = { type = transport_weight which = armored_car value = 0.1 }
		command = { type = transport_weight which = artillery value = 0.2 }
		command = { type = transport_weight which = engineer value = 0.1 }
		command = { type = transport_weight which = heavy_armor value = 0.4 }
		command = { type = transport_weight which = light_armor_brigade value = 0.2 }
		command = { type = transport_weight which = police value = 0.1 } 
		command = { type = transport_weight which = rocket_artillery value = 0.2 }
		command = { type = transport_weight which = sp_artillery value = 0.2 }
		command = { type = transport_weight which = sp_rct_artillery value = 0.3 }
		command = { type = transport_weight which = super_heavy_armor value = 0.2 }
		command = { type = transport_weight which = tank_destroyer value = 0.2 }
		command = { type = transport_weight which = b_u4 value = 0.2 } # Towed Artillery
		command = { type = transport_weight which = b_u5 value = 0.3 } # VH Artillery
		command = { type = transport_weight which = b_u6 value = 0.2 } # Lt Artillery
		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 = transport_weight which = b_u10 value = 0.2 } # Assault Gun
		command = { type = transport_weight which = b_u11 value = 0.4 } # Heavy Tank Destroyer

		command = { type = blizzard_attack which = hq value = 2.0 }
		command = { type = snow_attack which = hq value = 2.0 }
		command = { type = frozen_attack which = hq value = 1.0 }
		command = { type = rain_attack which = hq value = 1.0 }
		command = { type = storm_attack which = hq value = 1.0 }
		command = { type = muddy_attack which = hq value = 1.0 }
		command = { type = desert_attack which = hq value = 1.0 }
		command = { type = mountain_attack which = hq value = 2.0 } # Movement based
		command = { type = hill_attack which = hq value = 1.0 } # Movement based
		command = { type = forest_attack which = hq value = 1.0 } # Movement based
		command = { type = jungle_attack which = hq value = 2.0 } # Movement based
		command = { type = swamp_attack which = hq value = 2.0 } # Movement based

		command = { type = blizzard_defense which = hq value = 1.0 }
		command = { type = snow_defense which = hq value = 0.5 }
		command = { type = frozen_defense which = hq value = 0.5 }
		command = { type = rain_defense which = hq value = 0.5 }
		command = { type = storm_defense which = hq value = 0.5 }
		command = { type = muddy_defense which = hq value = 0.5 }
		command = { type = desert_defense which = hq value = 1.5 }
		command = { type = mountain_defense which = hq value = 1.0 } # Movement based
		command = { type = hill_defense which = hq value = 0.5 } # Movement based
		command = { type = forest_defense which = hq value = 0.5 } # Movement based
		command = { type = jungle_defense which = hq value = 1.0 } # Movement based
		command = { type = swamp_defense which = hq value = 1.0 } # Movement based

		command = { type = blizzard_move which = hq value = 2.0 }
		command = { type = snow_move which = hq value = 1.0 }
		command = { type = frozen_move which = hq value = 1.0 }
		command = { type = rain_move which = hq value = 0.5 }
		command = { type = storm_move which = hq value = 1.0 }
		command = { type = muddy_move which = hq value = 1.0 }
		command = { type = desert_move which = hq value = 3.0 }
		command = { type = mountain_move which = hq value = 2.0 }
		command = { type = hill_move which = hq value = 1.0 }
		command = { type = forest_move which = hq value = 1.0 }
		command = { type = jungle_move which = hq value = 2.0 }
		command = { type = swamp_move which = hq value = 2.0 }

		command = { type = river_attack which = infantry value = 2 }
		command = { type = river_attack which = cavalry value = 2 }
		command = { type = river_attack which = motorized value = 2 }
		command = { type = river_attack which = mechanized value = 3 }
		command = { type = river_attack which = armor value = 3 }
		command = { type = river_attack which = light_armor value = 3 }
		command = { type = river_attack which = paratrooper value = 2 }
		command = { type = river_attack which = marine value = 1 }
		command = { type = river_attack which = bergsjaeger value = 2 }
		command = { type = river_attack which = garrison value = 2 }
		command = { type = river_attack which = hq value = 1 }
		command = { type = river_attack which = militia value = 2 }
	}
}

# ##############################################################################
# # Infantry Equipment - 1140, 1180, 1220, 1260 & 1980 #########################
# ##############################################################################

# 1934 Infantry Equipment
application = { 
	id = 1140
	name = TECH_APP_INFANTRY_14_NAME
	desc = TECH_APP_INFANTRY_14_DESC
	position = { x = 14 y = 80 }
	year = 1934

	# 1934 Basic Infantry Equipment
	component = { id = 1141 name = TECH_CMP_INFANTRY_14_1_NAME type = general_equipment difficulty = 4 }
	# 1934 Small Arms
	component = { id = 1142 name = TECH_CMP_INFANTRY_14_2_NAME type = general_equipment difficulty = 4 }
	# 1934 Squad Anti-Tank Weapons
	component = { id = 1143 name = TECH_CMP_INFANTRY_14_3_NAME type = chemistry difficulty = 4 }
	# 1934 Infantry Equipment Prototypes
	component = { id = 1144 name = TECH_CMP_INFANTRY_14_4_NAME type = infantry_focus difficulty = 8 }
	# 1934 Infantry Equipment Production Lines
	component = { id = 1145 name = TECH_CMP_INFANTRY_14_5_NAME type = industrial_engineering difficulty = 8 }

	or_required = { 1100 1110 } # 1930 Small Infantry Division Organization OR 1930 Large Infantry Division Organization

	effects = {
		command = { type = task_efficiency which = attack value = 0.01 }
		command = { type = task_efficiency which = support_attack value = 0.01 }

		command = { type = build_cost which = infantry value = 0.25 } # 5%
		command = { type = build_cost which = cavalry value = 0.20 }
		command = { type = build_cost which = motorized value = 0.20 }
		command = { type = build_cost which = mechanized value = 0.20 }
		command = { type = build_cost which = armor value = 0.10 }
		command = { type = build_cost which = light_armor value = 0.10 }
		command = { type = build_cost which = paratrooper value = 0.25 }
		command = { type = build_cost which = marine value = 0.25 }
		command = { type = build_cost which = bergsjaeger value = 0.25 }
		command = { type = build_cost which = garrison value = 0.15 }
		command = { type = build_cost which = hq value = 0.15 }
		command = { type = build_cost which = militia value = 0.25 }

		command = { type = supply_consumption which = infantry value = 0.04 } # 5%
		command = { type = supply_consumption which = cavalry value = 0.03 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.04 }
		command = { type = supply_consumption which = armor value = 0.02 }
		command = { type = supply_consumption which = light_armor value = 0.02 }
		command = { type = supply_consumption which = paratrooper value = 0.04 }
		command = { type = supply_consumption which = marine value = 0.04 }
		command = { type = supply_consumption which = bergsjaeger value = 0.04 }
		command = { type = supply_consumption which = garrison value = 0.01 }
		command = { type = supply_consumption which = hq value = 0.05 } 
		command = { type = supply_consumption which = militia value = 0.03 }

		command = { type = supply_consumption which = engineer value = 0.01 } # 5%
		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 = max_organization which = infantry value = 0.5 }
		command = { type = max_organization which = cavalry value = 0.5 }
		command = { type = max_organization which = motorized value = 0.5 }
		command = { type = max_organization which = mechanized value = 0.5 }
		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = paratrooper value = 0.5 }
		command = { type = max_organization which = marine value = 0.5 }
		command = { type = max_organization which = bergsjaeger value = 0.5 }
		command = { type = max_organization which = garrison value = 0.5 }
		command = { type = max_organization which = militia value = 0.5 }

		command = { type = max_organization which = engineer value = 0.25 }
		command = { type = max_organization which = b_u7 value = 0.25 } # Infantry Regiment
		command = { type = max_organization which = b_u8 value = 0.25 } # Cavalry Regiment

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

		command = { type = morale which = b_u8 value = 0.25 } # Cavalry Regiment

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

		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
	}
}

# 1938 Infantry Equipment
application = { 
	id = 1180
	name = TECH_APP_INFANTRY_18_NAME
	desc = TECH_APP_INFANTRY_18_DESC
	position = { x = 14 y = 105 }
	year = 1938

	# 1938 Basic Infantry Equipment
	component = { id = 1181 name = TECH_CMP_INFANTRY_18_1_NAME type = general_equipment difficulty = 4 }
	# 1938 Small Arms
	component = { id = 1182 name = TECH_CMP_INFANTRY_18_2_NAME type = general_equipment difficulty = 5 }
	# 1938 Squad Anti-Tank Weapons
	component = { id = 1183 name = TECH_CMP_INFANTRY_18_3_NAME type = chemistry difficulty = 5 }
	# 1938 Infantry Equipment Prototypes
	component = { id = 1184 name = TECH_CMP_INFANTRY_18_4_NAME type = infantry_focus difficulty = 9}
	# 1938 Infantry Equipment Production Lines
	component = { id = 1185 name = TECH_CMP_INFANTRY_18_5_NAME type = industrial_engineering difficulty = 8 }

	required = { 1140 } # 1934 Infantry Equipment

	effects = {
		command = { type = task_efficiency which = attack value = 0.01 }
		command = { type = task_efficiency which = support_attack value = 0.01 }

		command = { type = build_cost which = infantry value = 0.25 } # 5%
		command = { type = build_cost which = cavalry value = 0.20 }
		command = { type = build_cost which = motorized value = 0.20 }
		command = { type = build_cost which = mechanized value = 0.20 }
		command = { type = build_cost which = armor value = 0.10 }
		command = { type = build_cost which = light_armor value = 0.10 }
		command = { type = build_cost which = paratrooper value = 0.25 }
		command = { type = build_cost which = marine value = 0.25 }
		command = { type = build_cost which = bergsjaeger value = 0.25 }
		command = { type = build_cost which = garrison value = 0.15 }
		command = { type = build_cost which = hq value = 0.15 }
		command = { type = build_cost which = militia value = 0.25 }

		command = { type = build_cost which = engineer value = 0.10 } # 5%
		command = { type = build_cost which = police value = 0.10 } 
		command = { type = build_cost which = b_u7 value = 0.10 } # Infantry Regiment
		command = { type = build_cost which = b_u8 value = 0.10 } # Cavalry Regiment

		command = { type = supply_consumption which = infantry value = 0.04 } # 5%
		command = { type = supply_consumption which = cavalry value = 0.03 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.04 }
		command = { type = supply_consumption which = armor value = 0.02 }
		command = { type = supply_consumption which = light_armor value = 0.02 }
		command = { type = supply_consumption which = paratrooper value = 0.04 }
		command = { type = supply_consumption which = marine value = 0.04 }
		command = { type = supply_consumption which = bergsjaeger value = 0.04 }
		command = { type = supply_consumption which = garrison value = 0.01 }
		command = { type = supply_consumption which = hq value = 0.05 } 
		command = { type = supply_consumption which = militia value = 0.03 }

		command = { type = supply_consumption which = engineer value = 0.01 } # 5%
		command = { type = supply_consumption which = police 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 = max_organization which = infantry value = 0.5 }
		command = { type = max_organization which = cavalry value = 0.5 }
		command = { type = max_organization which = motorized value = 0.5 }
		command = { type = max_organization which = mechanized value = 0.5 }
		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = paratrooper value = 0.5 }
		command = { type = max_organization which = marine value = 0.5 }
		command = { type = max_organization which = bergsjaeger value = 0.5 }
		command = { type = max_organization which = garrison value = 0.5 }
		command = { type = max_organization which = militia value = 0.5 }

		command = { type = max_organization which = engineer value = 0.25 }
		command = { type = max_organization which = b_u7 value = 0.25 } # Infantry Regiment
		command = { type = max_organization which = b_u8 value = 0.25 } # Cavalry Regiment

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

		command = { type = morale which = b_u8 value = 0.25 } # Cavalry Regiment

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

		command = { type = transport_weight which = engineer value = 0.1 }
		command = { type = transport_weight which = police 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
	}
}

# 1942 Infantry Equipment
application = { 
	id = 1220
	name = TECH_APP_INFANTRY_22_NAME
	desc = TECH_APP_INFANTRY_22_DESC
	position = { x = 152 y = 105 }
	year = 1942

	# 1942 Basic Infantry Equipment
	component = { id = 1221 name = TECH_CMP_INFANTRY_22_1_NAME type = general_equipment difficulty = 4 }
	# 1942 Small Arms
	component = { id = 1222 name = TECH_CMP_INFANTRY_22_2_NAME type = general_equipment difficulty = 6 }
	# 1942 Squad Anti-Tank Weapons
	component = { id = 1223 name = TECH_CMP_INFANTRY_22_3_NAME type = rocketry difficulty = 6 }
	# 1942 Infantry Equipment Prototypes
	component = { id = 1224 name = TECH_CMP_INFANTRY_22_4_NAME type = infantry_focus difficulty = 9}
	# 1942 Infantry Equipment Production Lines
	component = { id = 1225 name = TECH_CMP_INFANTRY_22_5_NAME type = industrial_engineering difficulty = 9 }

	required = { 1180 } # 1938 Infantry Equipment

	effects = {
		command = { type = task_efficiency which = attack value = 0.01 }
		command = { type = task_efficiency which = support_attack value = 0.01 }

		command = { type = build_cost which = infantry value = 0.25 } # 5%
		command = { type = build_cost which = cavalry value = 0.20 }
		command = { type = build_cost which = motorized value = 0.20 }
		command = { type = build_cost which = mechanized value = 0.20 }
		command = { type = build_cost which = armor value = 0.10 }
		command = { type = build_cost which = light_armor value = 0.10 }
		command = { type = build_cost which = paratrooper value = 0.25 }
		command = { type = build_cost which = marine value = 0.25 }
		command = { type = build_cost which = bergsjaeger value = 0.25 }
		command = { type = build_cost which = garrison value = 0.15 }
		command = { type = build_cost which = hq value = 0.15 }
		command = { type = build_cost which = militia value = 0.25 }

		command = { type = supply_consumption which = infantry value = 0.04 } # 5%
		command = { type = supply_consumption which = cavalry value = 0.03 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.04 }
		command = { type = supply_consumption which = armor value = 0.02 }
		command = { type = supply_consumption which = light_armor value = 0.02 }
		command = { type = supply_consumption which = paratrooper value = 0.04 }
		command = { type = supply_consumption which = marine value = 0.04 }
		command = { type = supply_consumption which = bergsjaeger value = 0.04 }
		command = { type = supply_consumption which = garrison value = 0.01 }
		command = { type = supply_consumption which = hq value = 0.05 } 
		command = { type = supply_consumption which = militia value = 0.03 }

		command = { type = supply_consumption which = engineer value = 0.01 } # 5%
		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 = max_organization which = infantry value = 0.5 }
		command = { type = max_organization which = cavalry value = 0.5 }
		command = { type = max_organization which = motorized value = 0.5 }
		command = { type = max_organization which = mechanized value = 0.5 }
		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = paratrooper value = 0.5 }
		command = { type = max_organization which = marine value = 0.5 }
		command = { type = max_organization which = bergsjaeger value = 0.5 }
		command = { type = max_organization which = garrison value = 0.5 }
		command = { type = max_organization which = militia value = 0.5 }

		command = { type = max_organization which = engineer value = 0.25 }
		command = { type = max_organization which = b_u7 value = 0.25 } # Infantry Regiment
		command = { type = max_organization which = b_u8 value = 0.25 } # Cavalry Regiment

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

		command = { type = morale which = b_u8 value = 0.25 } # Cavalry Regiment

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

		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
	}
}

# 1946 Infantry Equipment
application = { 
	id = 1260
	name = TECH_APP_INFANTRY_26_NAME
	desc = TECH_APP_INFANTRY_26_DESC
	position = { x = 292 y = 105 }
	year = 1946

	# 1946 Basic Infantry Equipment
	component = { id = 1261 name = TECH_CMP_INFANTRY_26_1_NAME type = general_equipment difficulty = 4 }
	# 1946 Small Arms
	component = { id = 1262 name = TECH_CMP_INFANTRY_26_2_NAME type = general_equipment difficulty = 7 }
	# 1946 Squad Anti-Tank Weapons
	component = { id = 1263 name = TECH_CMP_INFANTRY_26_3_NAME type = rocketry difficulty = 7 }
	# 1946 Infantry Equipment Prototypes
	component = { id = 1264 name = TECH_CMP_INFANTRY_26_4_NAME type = infantry_focus difficulty = 10 }
	# 1946 Infantry Equipment Production Lines
	component = { id = 1265 name = TECH_CMP_INFANTRY_26_5_NAME type = industrial_engineering difficulty = 9 }

	required = { 1220 } # 1942 Infantry Equipment

	effects = {
		command = { type = task_efficiency which = attack value = 0.01 }
		command = { type = task_efficiency which = support_attack value = 0.01 }

		command = { type = build_cost which = infantry value = 0.25 } # 5%
		command = { type = build_cost which = cavalry value = 0.20 }
		command = { type = build_cost which = motorized value = 0.20 }
		command = { type = build_cost which = mechanized value = 0.20 }
		command = { type = build_cost which = armor value = 0.10 }
		command = { type = build_cost which = light_armor value = 0.10 }
		command = { type = build_cost which = paratrooper value = 0.25 }
		command = { type = build_cost which = marine value = 0.25 }
		command = { type = build_cost which = bergsjaeger value = 0.25 }
		command = { type = build_cost which = garrison value = 0.15 }
		command = { type = build_cost which = hq value = 0.15 }
		command = { type = build_cost which = militia value = 0.25 }

		command = { type = build_cost which = engineer value = 0.10 } # 5%
		command = { type = build_cost which = police value = 0.10 }
		command = { type = build_cost which = b_u7 value = 0.10 } # Infantry Regiment
		command = { type = build_cost which = b_u8 value = 0.10 } # Cavalry Regiment

		command = { type = supply_consumption which = infantry value = 0.04 } # 5%
		command = { type = supply_consumption which = cavalry value = 0.03 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.04 }
		command = { type = supply_consumption which = armor value = 0.02 }
		command = { type = supply_consumption which = light_armor value = 0.02 }
		command = { type = supply_consumption which = paratrooper value = 0.04 }
		command = { type = supply_consumption which = marine value = 0.04 }
		command = { type = supply_consumption which = bergsjaeger value = 0.04 }
		command = { type = supply_consumption which = garrison value = 0.01 }
		command = { type = supply_consumption which = hq value = 0.05 } 
		command = { type = supply_consumption which = militia value = 0.03 }

		command = { type = supply_consumption which = engineer value = 0.01 } # 5%
		command = { type = supply_consumption which = police 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 = max_organization which = infantry value = 0.5 }
		command = { type = max_organization which = cavalry value = 0.5 }
		command = { type = max_organization which = motorized value = 0.5 }
		command = { type = max_organization which = mechanized value = 0.5 }
		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = paratrooper value = 0.5 }
		command = { type = max_organization which = marine value = 0.5 }
		command = { type = max_organization which = bergsjaeger value = 0.5 }
		command = { type = max_organization which = garrison value = 0.5 }
		command = { type = max_organization which = militia value = 0.5 }

		command = { type = max_organization which = engineer value = 0.25 }
		command = { type = max_organization which = b_u7 value = 0.25 } # Infantry Regiment
		command = { type = max_organization which = b_u8 value = 0.25 } # Cavalry Regiment

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

		command = { type = morale which = b_u8 value = 0.25 } # Cavalry Regiment

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

		command = { type = transport_weight which = engineer value = 0.1 }
		command = { type = transport_weight which = police 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
	}
}

# 1950 Infantry Equipment
application = { 
	id = 1980 # Out of order
	name = TECH_APP_INFANTRY_98_NAME
	desc = TECH_APP_INFANTRY_98_DESC
	position = { x = 432 y = 105 }
	year = 1950

	# 1950 Basic Infantry Equipment
	component = { id = 1981 name = TECH_CMP_INFANTRY_98_1_NAME type = general_equipment difficulty = 4 }
	# 1950 Small Arms
	component = { id = 1982 name = TECH_CMP_INFANTRY_98_2_NAME type = general_equipment difficulty = 8 }
	# 1950 Squad Anti-Tank Weapons
	component = { id = 1983 name = TECH_CMP_INFANTRY_98_3_NAME type = rocketry difficulty = 8 }
	# 1950 Infantry Equipment Prototypes
	component = { id = 1984 name = TECH_CMP_INFANTRY_98_4_NAME type = infantry_focus difficulty = 10 }
	# 1950 Infantry Equipment Production Lines
	component = { id = 1985 name = TECH_CMP_INFANTRY_98_5_NAME type = industrial_engineering difficulty = 10 }

	required = { 1260 } # 1946 Infantry Equipment 

	effects = {
		command = { type = task_efficiency which = attack value = 0.01 }
		command = { type = task_efficiency which = support_attack value = 0.01 }

		command = { type = build_cost which = infantry value = 0.25 } # 5%
		command = { type = build_cost which = cavalry value = 0.20 }
		command = { type = build_cost which = motorized value = 0.20 }
		command = { type = build_cost which = mechanized value = 0.20 }
		command = { type = build_cost which = armor value = 0.10 }
		command = { type = build_cost which = light_armor value = 0.10 }
		command = { type = build_cost which = paratrooper value = 0.25 }
		command = { type = build_cost which = marine value = 0.25 }
		command = { type = build_cost which = bergsjaeger value = 0.25 }
		command = { type = build_cost which = garrison value = 0.15 }
		command = { type = build_cost which = hq value = 0.15 }
		command = { type = build_cost which = militia value = 0.25 }

		command = { type = build_cost which = engineer value = 0.10 } # 5%
		command = { type = build_cost which = police value = 0.10 }
		command = { type = build_cost which = b_u7 value = 0.10 } # Infantry Regiment
		command = { type = build_cost which = b_u8 value = 0.10 } # Cavalry Regiment

		command = { type = supply_consumption which = infantry value = 0.04 } # 5%
		command = { type = supply_consumption which = cavalry value = 0.03 }
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = supply_consumption which = mechanized value = 0.04 }
		command = { type = supply_consumption which = armor value = 0.02 }
		command = { type = supply_consumption which = light_armor value = 0.02 }
		command = { type = supply_consumption which = paratrooper value = 0.04 }
		command = { type = supply_consumption which = marine value = 0.04 }
		command = { type = supply_consumption which = bergsjaeger value = 0.04 }
		command = { type = supply_consumption which = garrison value = 0.01 }
		command = { type = supply_consumption which = hq value = 0.05 } 
		command = { type = supply_consumption which = militia value = 0.03 }

		command = { type = supply_consumption which = engineer value = 0.01 } # 5%
		command = { type = supply_consumption which = police 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 = max_organization which = infantry value = 0.5 }
		command = { type = max_organization which = cavalry value = 0.5 }
		command = { type = max_organization which = motorized value = 0.5 }
		command = { type = max_organization which = mechanized value = 0.5 }
		command = { type = max_organization which = armor value = 0.25 }
		command = { type = max_organization which = light_armor value = 0.25 }
		command = { type = max_organization which = paratrooper value = 0.5 }
		command = { type = max_organization which = marine value = 0.5 }
		command = { type = max_organization which = bergsjaeger value = 0.5 }
		command = { type = max_organization which = garrison value = 0.5 }
		command = { type = max_organization which = militia value = 0.5 }

		command = { type = max_organization which = engineer value = 0.25 }
		command = { type = max_organization which = b_u7 value = 0.25 } # Infantry Regiment
		command = { type = max_organization which = b_u8 value = 0.25 } # Cavalry Regiment

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

		command = { type = morale which = b_u8 value = 0.25 } # Cavalry Regiment

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

		command = { type = transport_weight which = engineer value = 0.1 }
		command = { type = transport_weight which = police 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
	}
}

# ##################################################################################
# # Infantry, Reserves & Cavalry - 1100/10, 1150/660, 1190/1200, 1230/40, 1270/80 ##
# ##################################################################################

# 1930 Small Infantry Division Organization
application = { 
	id = 1100
	name = TECH_APP_INFANTRY_10_NAME
	desc = TECH_APP_INFANTRY_10_DESC
	position = { x = 14 y = 10 }
	year = 1930

	# 1930 Infantry Regiment Organization
	component = { id = 1101 name = TECH_CMP_INFANTRY_10_1_NAME type = infantry_focus difficulty = 5 }
	# 1930 Artillery Regiment Organization
	component = { id = 1102 name = TECH_CMP_INFANTRY_10_2_NAME type = artillery difficulty = 4 }
	# 1930 Signals and Supply Organization
	component = { id = 1103 name = TECH_CMP_INFANTRY_10_3_NAME type = large_unit_focus difficulty = 4 }
	# 6 Battalion Divisions
	component = { id = 1104 name = TECH_CMP_INFANTRY_10_4_NAME type = large_unit_tactics difficulty = 5 }
	# Corps tactical maneuver
	component = { id = 1105 name = TECH_CMP_INFANTRY_10_5_NAME type = training difficulty = 4 }

	required = { }

	effects = {
		command = { type = deactivate which = 1110 } # 1930 Large Infantry Division Organization
		command = { type = deactivate which = 1160 } # 1935 Large Infantry Division Organization
		command = { type = deactivate which = 1200 } # 1939 Large Infantry Division Organization
		command = { type = deactivate which = 1240 } # 1943 Large Infantry Division Organization
		command = { type = deactivate which = 1280 } # 1947 Large Infantry Division Organization
		command = { type = deactivate which = 1310 } # 1935 Large Mountain Division Organization
		command = { type = deactivate which = 1330 } # 1939 Large Mountain Division Organization
		command = { type = deactivate which = 1370 } # 1943 Large Mountain Division Organization
		command = { type = deactivate which = 1390 } # 1947 Large Mountain Division Organization
		command = { type = deactivate which = 1510 } # 1935 Large Motorized Division Organization
		command = { type = deactivate which = 1530 } # 1939 Large Motorized Division Organization
		command = { type = deactivate which = 1570 } # 1943 Large Motorized Division Organization
		command = { type = deactivate which = 1590 } # 1947 Large Motorized Division Organization

		command = { type = activate_unit_type which = cavalry }
		command = { type = activate_unit_type which = bergsjaeger }
		command = { type = activate_unit_type which = militia }

		command = { type = new_model which = infantry value = 10 }
		command = { type = new_model which = cavalry value = 10 }
		command = { type = new_model which = bergsjaeger value = 10 }
		command = { type = new_model which = militia value = 10 }
		command = { type = scrap_model which = infantry value = 10 }
		command = { type = scrap_model which = cavalry value = 10 }
		command = { type = scrap_model which = bergsjaeger value = 10 }
		command = { type = scrap_model which = militia value = 10 }

		command = { type = activate_unit_type which = engineer } # Pionier Regiment
		command = { type = activate_unit_type which = police }
		command = { type = activate_unit_type which = b_u7 } # Infantry Regiment
		command = { type = activate_unit_type which = b_u8 } # Cavalry Regiment

		command = { type = build_cost which = transport where = relative value = -20 } 
		command = { type = manpower which = transport value = -1.50 } 
		command = { type = supply_consumption which = transport value = -0.10 } 
		command = { type = fuel_consumption which = transport value = -0.01 } 
	}
}

# 1930 Large Infantry Division Organization
application = { 
	id = 1110
	name = TECH_APP_INFANTRY_11_NAME
	desc = TECH_APP_INFANTRY_11_DESC
	position = { x = 14 y = 30 }
	year = 1930

	# 1930 Infantry Regiment Organization
	component = { id = 1111 name = TECH_CMP_INFANTRY_11_1_NAME type = infantry_focus difficulty = 5 }
	# 1930 Artillery Regiment Organization
	component = { id = 1112 name = TECH_CMP_INFANTRY_11_2_NAME type = artillery difficulty = 4 }
	# 1930 Signals and Supply Organization
	component = { id = 1113 name = TECH_CMP_INFANTRY_11_3_NAME type = large_unit_focus difficulty = 4 }
	# 9 Battalion Divisions
	component = { id = 1114 name = TECH_CMP_INFANTRY_11_4_NAME type = large_unit_tactics difficulty = 5 }
	# Divisional tactical maneuver
	component = { id = 1115 name = TECH_CMP_INFANTRY_11_5_NAME type = training difficulty = 4 }

	required = { }

	effects = {
		command = { type = deactivate which = 1100 } # 1930 Small Infantry Division Organization
		command = { type = deactivate which = 1150 } # 1935 Small Infantry Division Organization
		command = { type = deactivate which = 1190 } # 1939 Small Infantry Division Organization
		command = { type = deactivate which = 1230 } # 1943 Small Infantry Division Organization
		command = { type = deactivate which = 1270 } # 1947 Small Infantry Division Organization
		command = { type = deactivate which = 1300 } # 1935 Small Mountain Division Organization
		command = { type = deactivate which = 1320 } # 1939 Small Mountain Division Organization
		command = { type = deactivate which = 1360 } # 1943 Small Mountain Division Organization
		command = { type = deactivate which = 1380 } # 1947 Small Mountain Division Organization
		command = { type = deactivate which = 1500 } # 1935 Small Motorized Division Organization
		command = { type = deactivate which = 1520 } # 1939 Small Motorized Division Organization
		command = { type = deactivate which = 1560 } # 1943 Small Motorized Division Organization
		command = { type = deactivate which = 1580 } # 1947 Small Motorized Division Organization

		command = { type = activate_unit_type which = cavalry }
		command = { type = activate_unit_type which = bergsjaeger }
		command = { type = activate_unit_type which = militia }

		command = { type = activate_unit_type which = engineer } # Pionier Regiment
		command = { type = activate_unit_type which = police }
		command = { type = activate_unit_type which = b_u7 } # Infantry Regiment
		command = { type = activate_unit_type which = b_u8 } # Cavalry Regiment

		command = { type = new_model which = infantry value = 10 }
		command = { type = new_model which = cavalry value = 10 }
		command = { type = new_model which = bergsjaeger value = 10 }
		command = { type = new_model which = militia value = 10 }
		command = { type = scrap_model which = infantry value = 0 }
		command = { type = scrap_model which = cavalry value = 0 }
		command = { type = scrap_model which = bergsjaeger value = 0 }
		command = { type = scrap_model which = militia value = 0 }
	}
}

# 1935 Small Infantry Division Organization
application = { 
	id = 1150
	name = TECH_APP_INFANTRY_15_NAME
	desc = TECH_APP_INFANTRY_15_DESC
	position = { x = 14 y = 135 }
	year = 1935

	# 1935 Infantry Regiment Organization
	component = { id = 1151 name = TECH_CMP_INFANTRY_15_1_NAME type = infantry_focus difficulty = 5 }
	# 1935 Artillery Regiment Organization
	component = { id = 1152 name = TECH_CMP_INFANTRY_15_2_NAME type = artillery difficulty = 4 }
	# 1935 Infantry Company Organization
	component = { id = 1153 name = TECH_CMP_INFANTRY_15_3_NAME type = small_unit_tactics difficulty = 4 }
	# 1935 6 Battalion Division
	component = { id = 1154 name = TECH_CMP_INFANTRY_15_4_NAME type = large_unit_tactics difficulty = 5 }
	# 1935 Corps Tactical Maneuver
	component = { id = 1155 name = TECH_CMP_INFANTRY_15_5_NAME type = training difficulty = 4 }

	required = { 1100 1140 } # 1930 Small Infantry Division Organization AND 1934 Infantry Equipment

	effects = {
		command = { type = new_model which = infantry value = 1 }
		command = { type = new_model which = infantry value = 11 }
		command = { type = new_model which = militia value = 1 }
		command = { type = new_model which = militia value = 11 }
		command = { type = new_model which = cavalry value = 1 }
		command = { type = new_model which = cavalry value = 11 }
		command = { type = new_model which = marine value = 0 }
		command = { type = new_model which = garrison value = 1 }

		command = { type = new_model which = engineer value = 1 } # Pionier Regiment
		command = { type = new_model which = b_u7 value = 1 } # Infantry Regiment
		command = { type = new_model which = b_u8 value = 1 } # Cavalry Regiment

		command = { type = scrap_model which = infantry value = 0 }
		command = { type = scrap_model which = infantry value = 11 }
		command = { type = scrap_model which = militia value = 0 }
		command = { type = scrap_model which = militia value = 11 }
		command = { type = scrap_model which = cavalry value = 0 }
		command = { type = scrap_model which = cavalry value = 11 }
		command = { type = scrap_model which = garrison value = 0 }

		command = { type = scrap_model which = engineer value = 0 } # Pionier Regiment
		command = { type = scrap_model which = b_u7 value = 0 } # Infantry Regiment
		command = { type = scrap_model which = b_u8 value = 0 } # Cavalry Regiment
	}
}

# 1935 Large Infantry Division Organization
application = { 
	id = 1160
	name = TECH_APP_INFANTRY_16_NAME
	desc = TECH_APP_INFANTRY_16_DESC
	position = { x = 14 y = 205 }
	year = 1935

	# 1935 Infantry Regiment Organization
	component = { id = 1161 name = TECH_CMP_INFANTRY_16_1_NAME type = infantry_focus difficulty = 5 }
	# 1935 Artillery Regiment Organization
	component = { id = 1162 name = TECH_CMP_INFANTRY_16_2_NAME type = artillery difficulty = 4 }
	# 1935 Infantry Company Organization
	component = { id = 1163 name = TECH_CMP_INFANTRY_16_3_NAME type = small_unit_tactics difficulty = 4 }
	# 1935 9 Battalion Divisions
	component = { id = 1164 name = TECH_CMP_INFANTRY_16_4_NAME type = large_unit_tactics difficulty = 5 }
	# 1935 Divisional Tactical maneuver
	component = { id = 1165 name = TECH_CMP_INFANTRY_16_5_NAME type = training difficulty = 4 }

	required = { 1110 1140 } # 1930 Large Infantry Division Organization AND 1934 Infantry Equipment

	effects = {
		command = { type = new_model which = infantry value = 11 }
		command = { type = new_model which = infantry value = 1 }
		command = { type = new_model which = militia value = 11 }
		command = { type = new_model which = militia value = 1 }
		command = { type = new_model which = cavalry value = 11 }
		command = { type = new_model which = cavalry value = 1 }
		command = { type = new_model which = marine value = 0 }
		command = { type = new_model which = garrison value = 1 }

		command = { type = new_model which = engineer value = 1 } # Pionier Regiment
		command = { type = new_model which = b_u7 value = 1 } # Infantry Regiment
		command = { type = new_model which = b_u8 value = 1 } # Cavalry Regiment

		command = { type = scrap_model which = infantry value = 10 }
		command = { type = scrap_model which = infantry value = 1 }
		command = { type = scrap_model which = militia value = 10 }
		command = { type = scrap_model which = militia value = 1 }
		command = { type = scrap_model which = cavalry value = 10 }
		command = { type = scrap_model which = cavalry value = 1 }
		command = { type = scrap_model which = garrison value = 0 }

		command = { type = scrap_model which = engineer value = 0 } # Pionier Regiment
		command = { type = scrap_model which = b_u7 value = 0 } # Infantry Regiment
		command = { type = scrap_model which = b_u8 value = 0 } # Cavalry Regiment
	}
}

# 1939 Small Infantry Division Organization
application = { 
	id = 1190
	name = TECH_APP_INFANTRY_19_NAME
	desc = TECH_APP_INFANTRY_19_DESC
	position = { x = 152 y = 135 }
	year = 1939

	# 1939 Infantry Regiment Organization
	component = { id = 1191 name = TECH_CMP_INFANTRY_19_1_NAME type = infantry_focus difficulty = 5 }
	# 1939 Artillery Regiment Organization
	component = { id = 1192 name = TECH_CMP_INFANTRY_19_2_NAME type = artillery difficulty = 4 }
	# 1939 Infantry Company Organization
	component = { id = 1193 name = TECH_CMP_INFANTRY_19_3_NAME type = small_unit_tactics difficulty = 4 }
	# 1939 6 Battalion Division
	component = { id = 1194 name = TECH_CMP_INFANTRY_19_4_NAME type = large_unit_tactics difficulty = 5 }
	# 1939 Corps Tactical Maneuver
	component = { id = 1195 name = TECH_CMP_INFANTRY_19_5_NAME type = training difficulty = 4 }

	required = { 1150 1180 } # 1935 Small Infantry Division Organization AND 1939 Infantry Equipment

	effects = {
		command = { type = new_model which = infantry value = 2 }
		command = { type = new_model which = infantry value = 12 }
		command = { type = new_model which = militia value = 2 }
		command = { type = new_model which = militia value = 12 }
		command = { type = new_model which = cavalry value = 2 }
		command = { type = new_model which = cavalry value = 12 }
		command = { type = new_model which = garrison value = 2 }
		command = { type = new_model which = marine value = 1 }

		command = { type = new_model which = engineer value = 2 } # Pionier Regiment
		command = { type = new_model which = b_u7 value = 2 } # Infantry Regiment
		command = { type = new_model which = b_u8 value = 2 } # Cavalry Regiment

		command = { type = scrap_model which = infantry value = 1 }
		command = { type = scrap_model which = infantry value = 12 }
		command = { type = scrap_model which = militia value = 1 }
		command = { type = scrap_model which = militia value = 12 }
		command = { type = scrap_model which = cavalry value = 1 }
		command = { type = scrap_model which = cavalry value = 12 }
		command = { type = scrap_model which = garrison value = 1 }
		command = { type = scrap_model which = marine value = 0 }

		command = { type = scrap_model which = engineer value = 1 } # Pionier Regiment
		command = { type = scrap_model which = b_u7 value = 1 } # Infantry Regiment
		command = { type = scrap_model which = b_u8 value = 1 } # Cavalry Regiment
	}
}

# 1939 Large Infantry Division Organization
application = { 
	id = 1200
	name = TECH_APP_INFANTRY_20_NAME
	desc = TECH_APP_INFANTRY_20_DESC
	position = { x = 152 y = 205 }
	year = 1939

	# 1939 Infantry Regiment Organization
	component = { id = 1201 name = TECH_CMP_INFANTRY_20_1_NAME type = infantry_focus difficulty = 5 }
	# 1939 Artillery Regiment Organization
	component = { id = 1202 name = TECH_CMP_INFANTRY_20_2_NAME type = artillery difficulty = 4 }
	# 1939 Infantry Company Organization
	component = { id = 1203 name = TECH_CMP_INFANTRY_20_3_NAME type = small_unit_tactics difficulty = 4 }
	# 1939 9 Battalion Divisions
	component = { id = 1204 name = TECH_CMP_INFANTRY_20_4_NAME type = large_unit_tactics difficulty = 5 }
	# 1939 Division Tactical Maneuver
	component = { id = 1205 name = TECH_CMP_INFANTRY_20_5_NAME type = training difficulty = 4 }

	required = { 1160 1180 } # 1935 Large Infantry Division Organization AND 1939 Infantry Equipment

	effects = {
		command = { type = new_model which = infantry value = 12 }
		command = { type = new_model which = infantry value = 2 }
		command = { type = new_model which = militia value = 12 }
		command = { type = new_model which = militia value = 2 }
		command = { type = new_model which = cavalry value = 12 }
		command = { type = new_model which = cavalry value = 2 }
		command = { type = new_model which = garrison value = 2 }
		command = { type = new_model which = marine value = 1 }

		command = { type = new_model which = engineer value = 2 } # Pionier Regiment
		command = { type = new_model which = b_u7 value = 2 } # Infantry Regiment
		command = { type = new_model which = b_u8 value = 2 } # Cavalry Regiment

		command = { type = scrap_model which = infantry value = 11 }
		command = { type = scrap_model which = infantry value = 2 }
		command = { type = scrap_model which = militia value = 11 }
		command = { type = scrap_model which = militia value = 2 }
		command = { type = scrap_model which = cavalry value = 11 }
		command = { type = scrap_model which = cavalry value = 2 }
		command = { type = scrap_model which = garrison value = 1 }
		command = { type = scrap_model which = marine value = 0 }

		command = { type = scrap_model which = engineer value = 1 } # Pionier Regiment
		command = { type = scrap_model which = b_u7 value = 1 } # Infantry Regiment
		command = { type = scrap_model which = b_u8 value = 1 } # Cavalry Regiment
	}
}

# 1943 Small Infantry Division Organization
application = { 
	id = 1230
	name = TECH_APP_INFANTRY_23_NAME
	desc = TECH_APP_INFANTRY_23_DESC
	position = { x = 292 y = 135 }
	year = 1943

	# 1943 Infantry Regiment Organization
	component = { id = 1231 name = TECH_CMP_INFANTRY_23_1_NAME type = infantry_focus difficulty = 6 }
	# 1943 Artillery Regiment Organization
	component = { id = 1232 name = TECH_CMP_INFANTRY_23_2_NAME type = artillery difficulty = 5 }
	# 1943 Infantry Company Organization
	component = { id = 1233 name = TECH_CMP_INFANTRY_23_3_NAME type = small_unit_tactics difficulty = 5 }
	# 1943 6 Battalion Divisions
	component = { id = 1234 name = TECH_CMP_INFANTRY_23_4_NAME type = large_unit_tactics difficulty = 6 }
	# 1943 Corps Tactical Maneuver
	component = { id = 1235 name = TECH_CMP_INFANTRY_23_5_NAME type = training difficulty = 5 }

	required = { 1190 1220 } # 1939 Small Infantry Division Organization AND 1942 Infantry Equipment

	effects = {
		command = { type = new_model which = infantry value = 3 }
		command = { type = new_model which = infantry value = 13 }
		command = { type = new_model which = militia value = 3 }
		command = { type = new_model which = militia value = 13 }
		command = { type = new_model which = cavalry value = 3 }
		command = { type = new_model which = cavalry value = 13 }
		command = { type = new_model which = garrison value = 3 }
		command = { type = new_model which = marine value = 2 }

		command = { type = new_model which = engineer value = 3 } # Pionier Regiment
		command = { type = new_model which = b_u7 value = 3 } # Infantry Regiment
		command = { type = new_model which = b_u8 value = 3 } # Cavalry Regiment

		command = { type = scrap_model which = infantry value = 2 }
		command = { type = scrap_model which = infantry value = 13 }
		command = { type = scrap_model which = militia value = 2 }
		command = { type = scrap_model which = militia value = 13 }
		command = { type = scrap_model which = cavalry value = 2 }
		command = { type = scrap_model which = cavalry value = 13 }
		command = { type = scrap_model which = garrison value = 2 }
		command = { type = scrap_model which = marine value = 1 }

		command = { type = scrap_model which = engineer value = 2 } # Pionier Regiment
		command = { type = scrap_model which = b_u7 value = 2 } # Infantry Regiment
		command = { type = scrap_model which = b_u8 value = 2 } # Cavalry Regiment
	}
}

# 1943 Large Infantry Division Organization
application = { 
	id = 1240
	name = TECH_APP_INFANTRY_24_NAME
	desc = TECH_APP_INFANTRY_24_DESC
	position = { x = 292 y = 205 }
	year = 1943

	# 1943 Infantry Regiment Organization
	component = { id = 1241 name = TECH_CMP_INFANTRY_24_1_NAME type = infantry_focus difficulty = 6 }
	# 1943 Artillery Regiment Organization
	component = { id = 1242 name = TECH_CMP_INFANTRY_24_2_NAME type = artillery difficulty = 5 }
	# 1943 Infantry Company Organization
	component = { id = 1243 name = TECH_CMP_INFANTRY_24_3_NAME type = small_unit_tactics difficulty = 5 }
	# 1943 9 Battalion Divisions
	component = { id = 1244 name = TECH_CMP_INFANTRY_24_4_NAME type = large_unit_tactics difficulty = 6 }
	# 1943 Divisional Tactical Maneuver
	component = { id = 1245 name = TECH_CMP_INFANTRY_24_5_NAME type = training difficulty = 5 }

	required = { 1200 1220 } # 1939 Large Infantry Division Organization AND 1942 Infantry Equipment

	effects = {
		command = { type = new_model which = infantry value = 13 }
		command = { type = new_model which = infantry value = 3 }
		command = { type = new_model which = militia value = 13 }
		command = { type = new_model which = militia value = 3 }
		command = { type = new_model which = cavalry value = 13 }
		command = { type = new_model which = cavalry value = 3 }
		command = { type = new_model which = garrison value = 3 }
		command = { type = new_model which = marine value = 2 }

		command = { type = new_model which = engineer value = 3 } # Pionier Regiment
		command = { type = new_model which = b_u7 value = 3 } # Infantry Regiment
		command = { type = new_model which = b_u8 value = 3 } # Cavalry Regiment

		command = { type = scrap_model which = infantry value = 12 }
		command = { type = scrap_model which = infantry value = 3 }
		command = { type = scrap_model which = militia value = 12 }
		command = { type = scrap_model which = militia value = 3 }
		command = { type = scrap_model which = cavalry value = 12 }
		command = { type = scrap_model which = cavalry value = 3 }
		command = { type = scrap_model which = garrison value = 2 }
		command = { type = scrap_model which = marine value = 1 }

		command = { type = scrap_model which = engineer value = 2 } # Pionier Regiment
		command = { type = scrap_model which = b_u7 value = 2 } # Infantry Regiment
		command = { type = scrap_model which = b_u8 value = 2 } # Cavalry Regiment
	}
}

# 1947 Small Infantry Division Organization
application = { 
	id = 1270
	name = TECH_APP_INFANTRY_27_NAME
	desc = TECH_APP_INFANTRY_27_DESC
	position = { x = 432 y = 135 }
	year = 1947

	# 1947 Infantry Regiment Organization
	component = { id = 1271 name = TECH_CMP_INFANTRY_27_1_NAME type = infantry_focus difficulty = 6 }
	# 1947 Artillery Regiment Organization
	component = { id = 1272 name = TECH_CMP_INFANTRY_27_2_NAME type = artillery difficulty = 5 }
	# 1947 Infantry Company Organization 
	component = { id = 1273 name = TECH_CMP_INFANTRY_27_3_NAME type = small_unit_tactics difficulty = 5 }
	# 1947 6 Battalion Divisions
	component = { id = 1274 name = TECH_CMP_INFANTRY_27_4_NAME type = large_unit_tactics difficulty = 6 }
	# 1947 Corps Tactical Maneuver
	component = { id = 1275 name = TECH_CMP_INFANTRY_27_5_NAME type = training difficulty = 5 }

	required = { 1230 1260 } # 1943 Small Infantry Division Organization AND 1946 Infantry Equipment

	effects = {
		command = { type = new_model which = infantry value = 4 }
		command = { type = new_model which = infantry value = 14 }
		command = { type = new_model which = militia value = 4 }
		command = { type = new_model which = militia value = 14 }
		command = { type = new_model which = cavalry value = 4 }
		command = { type = new_model which = cavalry value = 14 }
		command = { type = new_model which = garrison value = 4 }
		command = { type = new_model which = marine value = 3 }

		command = { type = new_model which = engineer value = 4 } # Pionier Regiment
		command = { type = new_model which = b_u7 value = 4 } # Infantry Regiment
		command = { type = new_model which = b_u8 value = 4 } # Cavalry Regiment

		command = { type = scrap_model which = infantry value = 3 }
		command = { type = scrap_model which = infantry value = 14 }
		command = { type = scrap_model which = militia value = 3 }
		command = { type = scrap_model which = militia value = 14 }
		command = { type = scrap_model which = cavalry value = 3 }
		command = { type = scrap_model which = cavalry value = 14 }
		command = { type = scrap_model which = garrison value = 3 }
		command = { type = scrap_model which = marine value = 2 }

		command = { type = scrap_model which = engineer value = 3 } # Pionier Regiment
		command = { type = scrap_model which = b_u7 value = 3 } # Infantry Regiment
		command = { type = scrap_model which = b_u8 value = 3 } # Cavalry Regiment
	}
}

# 1947 Large Infantry Division Organization
application = { 
	id = 1280
	name = TECH_APP_INFANTRY_28_NAME
	desc = TECH_APP_INFANTRY_28_DESC
	position = { x = 432 y = 205 }
	year = 1947

	# 1947 Infantry Regiment Organization
	component = { id = 1281 name = TECH_CMP_INFANTRY_28_1_NAME type = infantry_focus difficulty = 6 }
	# 1947 Artillery Regiment Organization
	component = { id = 1282 name = TECH_CMP_INFANTRY_28_2_NAME type = artillery difficulty = 5 }
	# 1947 Infantry Company Organization
	component = { id = 1283 name = TECH_CMP_INFANTRY_28_3_NAME type = small_unit_tactics difficulty = 5 }
	# 1947 9 Battalion Divisions
	component = { id = 1284 name = TECH_CMP_INFANTRY_28_4_NAME type = large_unit_tactics difficulty = 6 }
	# 1947 Division Tactical Maneuver
	component = { id = 1285 name = TECH_CMP_INFANTRY_28_5_NAME type = training difficulty = 5 }

	required = { 1240 1260 } # 1943 Large Infantry Division Organization AND 1946 Infantry Equipment

	effects = {
		command = { type = new_model which = infantry value = 14 }
		command = { type = new_model which = infantry value = 4 }
		command = { type = new_model which = militia value = 14 }
		command = { type = new_model which = militia value = 4 }
		command = { type = new_model which = cavalry value = 14 }
		command = { type = new_model which = cavalry value = 4 }
		command = { type = new_model which = garrison value = 4 }
		command = { type = new_model which = marine value = 3 }

		command = { type = new_model which = engineer value = 4 } # Pionier Regiment
		command = { type = new_model which = b_u7 value = 4 } # Infantry Regiment
		command = { type = new_model which = b_u8 value = 4 } # Cavalry Regiment

		command = { type = scrap_model which = infantry value = 13 }
		command = { type = scrap_model which = infantry value = 4 }
		command = { type = scrap_model which = militia value = 13 }
		command = { type = scrap_model which = militia value = 4 }
		command = { type = scrap_model which = cavalry value = 13 }
		command = { type = scrap_model which = cavalry value = 4 }
		command = { type = scrap_model which = garrison value = 3 }
		command = { type = scrap_model which = marine value = 2 }

		command = { type = scrap_model which = engineer value = 3 } # Pionier Regiment
		command = { type = scrap_model which = b_u7 value = 3 } # Infantry Regiment
		command = { type = scrap_model which = b_u8 value = 3 } # Cavalry Regiment
	}
}

# ##############################################################################
# # Mountain - 1300-1390 #######################################################
# ##############################################################################

# 1935 Small Mountain Division
application = { 
	id = 1300
	name = TECH_APP_INFANTRY_30_NAME
	desc = TECH_APP_INFANTRY_30_DESC
	position = { x = 22 y = 155 }
	year = 1935

	# 1935 Mountain Infantry Regiment
	component = { id = 1301 name = TECH_CMP_INFANTRY_30_1_NAME type = individual_courage difficulty = 5 }
	# 1935 Quartermaster Battalion (Mtn)
	component = { id = 1302 name = TECH_CMP_INFANTRY_30_2_NAME type = infantry_focus difficulty = 4 }
	# 1935 Mountain Company Organization
	component = { id = 1303 name = TECH_CMP_INFANTRY_30_3_NAME type = small_unit_tactics difficulty = 5 }
	# 1935 6 Battalion Divisions
	component = { id = 1304 name = TECH_CMP_INFANTRY_30_4_NAME type = large_unit_tactics difficulty = 3 }
	# 1935 Alpine Combat and Survival Training
	component = { id = 1305 name = TECH_CMP_INFANTRY_30_5_NAME type = training difficulty = 4 }

	required = { 1150 } # 1935 Small Infantry Division

	effects = {
		command = { type = new_model which = bergsjaeger value = 1 }
		command = { type = scrap_model which = bergsjaeger value = 0 }
		command = { type = new_model which = bergsjaeger value = 11 }
		command = { type = scrap_model which = bergsjaeger value = 11 }
	}
}

# 1935 Large Mountain Division
application = { 
	id = 1310
	name = TECH_APP_INFANTRY_31_NAME
	desc = TECH_APP_INFANTRY_31_DESC
	position = { x = 22 y = 225 }
	year = 1935

	# 1935 Mountain Infantry Regiment
	component = { id = 1311 name = TECH_CMP_INFANTRY_31_1_NAME type = individual_courage difficulty = 5 }
	# 1935 Quartermaster Battalion (Mtn)
	component = { id = 1312 name = TECH_CMP_INFANTRY_31_2_NAME type = infantry_focus difficulty = 4 }
	# 1935 Mountain Company Organization
	component = { id = 1313 name = TECH_CMP_INFANTRY_31_3_NAME type = small_unit_tactics difficulty = 5 }
	# 1935 9 Battalion Divisions
	component = { id = 1314 name = TECH_CMP_INFANTRY_31_4_NAME type = large_unit_tactics difficulty = 3 }
	# 1935 Alpine Combat and Survival Training
	component = { id = 1315 name = TECH_CMP_INFANTRY_31_5_NAME type = training difficulty = 4 }

	required = { 1160 } # 1935 Large Infantry Division
	effects = {
		command = { type = new_model which = bergsjaeger value = 11 }
		command = { type = scrap_model which = bergsjaeger value = 10 }
		command = { type = new_model which = bergsjaeger value = 1 }
		command = { type = scrap_model which = bergsjaeger value = 1 }
	}
}

# 1939 Small Mountain Division
application = { 
	id = 1320
	name = TECH_APP_INFANTRY_32_NAME
	desc = TECH_APP_INFANTRY_32_DESC
	position = { x = 160 y = 155 }
	year = 1939

	# 1939 Mountain Infantry Regiment
	component = { id = 1321 name = TECH_CMP_INFANTRY_32_1_NAME type = individual_courage difficulty = 5 }
	# 1939 Quartermaster Battalion (Mtn)
	component = { id = 1322 name = TECH_CMP_INFANTRY_32_2_NAME type = infantry_focus difficulty = 4 }
	# 1939 Mountain Company Organization
	component = { id = 1323 name = TECH_CMP_INFANTRY_32_3_NAME type = small_unit_tactics difficulty = 5 }
	# 1939 9 Battalion Divisions
	component = { id = 1324 name = TECH_CMP_INFANTRY_32_4_NAME type = large_unit_tactics difficulty = 3 }
	# 1939 High Altitude Combat Training
	component = { id = 1325 name = TECH_CMP_INFANTRY_32_5_NAME type = training difficulty = 4 }

	required = { 1190 1300 } # 1939 Small Infantry Division AND 1935 Small Mountain Division

	effects = {
		command = { type = new_model which = bergsjaeger value = 2 }
		command = { type = scrap_model which = bergsjaeger value = 1 }
		command = { type = new_model which = bergsjaeger value = 12 }
		command = { type = scrap_model which = bergsjaeger value = 12 }
	}
}

# 1939 Large Mountain Division
application = { 
	id = 1330
	name = TECH_APP_INFANTRY_33_NAME
	desc = TECH_APP_INFANTRY_33_DESC
	position = { x = 160 y = 225 }
	year = 1939

	# 1939 Mountain Infantry Regiment
	component = { id = 1331 name = TECH_CMP_INFANTRY_33_1_NAME type = individual_courage difficulty = 5 }
	# 1939 Quartermaster Battalion (Mtn)
	component = { id = 1332 name = TECH_CMP_INFANTRY_33_2_NAME type = infantry_focus difficulty = 4 }
	# 1939 Mountain Company Organization
	component = { id = 1333 name = TECH_CMP_INFANTRY_33_3_NAME type = small_unit_tactics difficulty = 5 }
	# 1939 9 Battalion Divisions
	component = { id = 1334 name = TECH_CMP_INFANTRY_33_4_NAME type = large_unit_tactics difficulty = 3 }
	# 1939 High Altitude Combat Training
	component = { id = 1335 name = TECH_CMP_INFANTRY_33_5_NAME type = training difficulty = 4 }

	required = { 1200 1310 } # 1939 Large Infantry Division AND 1935 Large Mountain Division
	effects = {
		command = { type = new_model which = bergsjaeger value = 12 }
		command = { type = scrap_model which = bergsjaeger value = 11 }
		command = { type = new_model which = bergsjaeger value = 2 }
		command = { type = scrap_model which = bergsjaeger value = 2 }
	}
}

# Alpine-Combat Specialization
application = { 
	id = 1340
	name = TECH_APP_INFANTRY_34_NAME
	desc = TECH_APP_INFANTRY_34_DESC
	position = { x = 14 y = 325 }
	year = 1940

	# 1940 High Mountain Company
	component = { id = 1341 name = TECH_CMP_INFANTRY_34_1_NAME type = small_unit_tactics difficulty = 4 }
	# 1940 Alpine Combat Training
	component = { id = 1342 name = TECH_CMP_INFANTRY_34_2_NAME type = individual_courage difficulty = 4 }
	# 1940 Self Sufficient Combat Elements
	component = { id = 1343 name = TECH_CMP_INFANTRY_34_3_NAME type = decentralized_execution difficulty = 4 }
	# NCO initiative
	component = { id = 1344 name = TECH_CMP_INFANTRY_34_4_NAME type = decentralized_execution difficulty = 4 }
	# Extreme Alpine Combat & Survival Training
	component = { id = 1345 name = TECH_CMP_INFANTRY_34_5_NAME type = training difficulty = 4 }

	or_required = { 1320 1330 } # 1939 Small Mountain Division OR 1939 Large Mountain Division
	# Activated by: # Mountain Civilian Experience (1050) OR Hill Civilian Experience (1060)

	effects = { 
		command = { type = deactivate which = 1350 } # Winter-Combat Specialization

		command = { type = build_cost which = bergsjaeger value = 0.25 } # 5%
		command = { type = supply_consumption which = bergsjaeger value = 0.04 }
		command = { type = transport_weight which = bergsjaeger value = 0.4 } 

		command = { type = max_organization which = bergsjaeger value = 4 }
		command = { type = max_organization which = cavalry value = -1 }
		command = { type = max_organization which = motorized value = -1 }
		command = { type = max_organization which = mechanized value = -1 }
		command = { type = max_organization which = armor value = -1 }
		command = { type = max_organization which = light_armor value = -1 }
		command = { type = max_organization which = paratrooper value = -1 }
		command = { type = max_organization which = marine value = -1 }

		command = { type = morale which = bergsjaeger value = 4 }
		command = { type = morale which = cavalry value = -1 }
		command = { type = morale which = motorized value = -1 }
		command = { type = morale which = mechanized value = -1 }
		command = { type = morale which = armor value = -1 }
		command = { type = morale which = light_armor value = -1 }
		command = { type = morale which = paratrooper value = -1 }
		command = { type = morale which = marine value = -1 }

		command = { type = mountain_attack which = bergsjaeger value = 4 } # 25
		command = { type = mountain_defense which = bergsjaeger value = 13.5 }
		command = { type = mountain_move which = bergsjaeger value = 7 }
		command = { type = hill_attack which = bergsjaeger value = 1 } # 10
		command = { type = hill_defense which = bergsjaeger value = 3.25 }
		command = { type = hill_move which = bergsjaeger value = 1 }
	}
}

# Winter-Combat Specialization
application = { 
	id = 1350
	name = TECH_APP_INFANTRY_35_NAME
	desc = TECH_APP_INFANTRY_35_DESC
	position = { x = 152 y = 325 }
	year = 1940

	# 1940 Ski Regiment
	component = { id = 1351 name = TECH_CMP_INFANTRY_35_1_NAME type = large_unit_tactics difficulty = 4 }
	# Arctic Weather Training
	component = { id = 1352 name = TECH_CMP_INFANTRY_35_2_NAME type = individual_courage difficulty = 4 }
	# Mobile Command Posts
	component = { id = 1353 name = TECH_CMP_INFANTRY_35_3_NAME type = centralized_execution difficulty = 4 }
	# Manuever Discipline
	component = { id = 1354 name = TECH_CMP_INFANTRY_35_4_NAME type = centralized_execution difficulty = 4 }
	# Extreme Winter Combat & Survival Training
	component = { id = 1355 name = TECH_CMP_INFANTRY_35_5_NAME type = training difficulty = 4 }

	or_required = { 1320 1330 } # 1939 Small Mountain Division OR 1939 Large Mountain Division
	# Activated by: Temperate Climate Civilian Experience (1070) OR Arctic Climate Civilian Experience (1090)

	effects = { 
		command = { type = deactivate which = 1340 } # Alpine-Combat Specialization

		command = { type = build_cost which = bergsjaeger value = 0.25 } # 5%
		command = { type = supply_consumption which = bergsjaeger value = 0.04 }
		command = { type = transport_weight which = bergsjaeger value = 0.4 } 

		command = { type = max_organization which = bergsjaeger value = 4 }
		command = { type = max_organization which = cavalry value = -1 }
		command = { type = max_organization which = motorized value = -1 }
		command = { type = max_organization which = mechanized value = -1 }
		command = { type = max_organization which = armor value = -1 }
		command = { type = max_organization which = light_armor value = -1 }
		command = { type = max_organization which = paratrooper value = -1 }
		command = { type = max_organization which = marine value = -1 }

		command = { type = morale which = bergsjaeger value = 4 }
		command = { type = morale which = cavalry value = -1 }
		command = { type = morale which = motorized value = -1 }
		command = { type = morale which = mechanized value = -1 }
		command = { type = morale which = armor value = -1 }
		command = { type = morale which = light_armor value = -1 }
		command = { type = morale which = paratrooper value = -1 }
		command = { type = morale which = marine value = -1 }

		command = { type = blizzard_attack which = bergsjaeger value = 12 } # 25
		command = { type = blizzard_defense which = bergsjaeger value = 5 }
		command = { type = blizzard_move which = bergsjaeger value = 12 }
		command = { type = snow_attack which = bergsjaeger value = 6 } # 20
		command = { type = snow_defense which = bergsjaeger value = 2 }
		command = { type = snow_move which = bergsjaeger value = 4 }
		command = { type = frozen_attack which = bergsjaeger value = 2 } # 15
		command = { type = frozen_defense which = bergsjaeger value = 1 }
		command = { type = frozen_move which = bergsjaeger value = 1 }
	}
}

# 1943 Small Mountain Division
application = { 
	id = 1360
	name = TECH_APP_INFANTRY_36_NAME
	desc = TECH_APP_INFANTRY_36_DESC
	position = { x = 300 y = 155 }
	year = 1943

	# 1943 Mountain Infantry Regiment
	component = { id = 1361 name = TECH_CMP_INFANTRY_36_1_NAME type = individual_courage difficulty = 6 }
	# 1943 Quartermaster Battalion (Mtn)
	component = { id = 1362 name = TECH_CMP_INFANTRY_36_2_NAME type = infantry_focus difficulty = 5 }
	# 1943 Mountain Company Organization
	component = { id = 1363 name = TECH_CMP_INFANTRY_36_3_NAME type = small_unit_tactics difficulty = 6 }
	# 1943 6 Battalion Divisions
	component = { id = 1364 name = TECH_CMP_INFANTRY_36_4_NAME type = large_unit_tactics difficulty = 4 }
	# 1943 High Altitude Combat Training
	component = { id = 1365 name = TECH_CMP_INFANTRY_36_5_NAME type = training difficulty = 5 }

	required = { 1230 1320 } # 1943 Small Infantry Division AND 1939 Small Mountain Division

	effects = {
		command = { type = new_model which = bergsjaeger value = 3 }
		command = { type = scrap_model which = bergsjaeger value = 2 }
		command = { type = new_model which = bergsjaeger value = 13 }
		command = { type = scrap_model which = bergsjaeger value = 13 }
	}
}

# 1943 Large Mountain Division
application = { 
	id = 1370
	name = TECH_APP_INFANTRY_37_NAME
	desc = TECH_APP_INFANTRY_37_DESC
	position = { x = 300 y = 225 }
	year = 1943

	# 1943 Mountain Infantry Regiment
	component = { id = 1371 name = TECH_CMP_INFANTRY_37_1_NAME type = individual_courage difficulty = 6 }
	# 1943 Quartermaster Battalion (Mtn)
	component = { id = 1372 name = TECH_CMP_INFANTRY_37_2_NAME type = infantry_focus difficulty = 5 }
	# 1943 Mountain Company Organization
	component = { id = 1373 name = TECH_CMP_INFANTRY_37_3_NAME type = small_unit_tactics difficulty = 6 }
	# 1943 9 Battalion Divisions
	component = { id = 1374 name = TECH_CMP_INFANTRY_37_4_NAME type = large_unit_tactics difficulty = 4 }
	# 1943 High Altitude Combat Training
	component = { id = 1375 name = TECH_CMP_INFANTRY_37_5_NAME type = training difficulty = 5 }

	required = { 1240 1330 } # 1943 Large Infantry Division AND 1939 Large Mountain Division

	effects = {
		command = { type = new_model which = bergsjaeger value = 13 }
		command = { type = scrap_model which = bergsjaeger value = 12 }
		command = { type = new_model which = bergsjaeger value = 3 }
		command = { type = scrap_model which = bergsjaeger value = 3 }
	}
}

# 1947 Small Mountain Division
application = { 
	id = 1380
	name = TECH_APP_INFANTRY_38_NAME
	desc = TECH_APP_INFANTRY_38_DESC
	year = 1947
	position = { x = 440 y = 155 }

	# 1947 Mountain Infantry Regiment
	component = { id = 1381 name = TECH_CMP_INFANTRY_38_1_NAME type = individual_courage difficulty = 6 }
	# 1947 Quartermaster Battalion (Mtn)
	component = { id = 1382 name = TECH_CMP_INFANTRY_38_2_NAME type = infantry_focus difficulty = 5 }
	# 1947 Mountain Company Organization
	component = { id = 1383 name = TECH_CMP_INFANTRY_38_3_NAME type = small_unit_tactics difficulty = 6 }
	# 1947 6 Battalion Divisions
	component = { id = 1384 name = TECH_CMP_INFANTRY_38_4_NAME type = large_unit_tactics difficulty = 4 }
	# Advanced High Altitude Combat Training
	component = { id = 1385 name = TECH_CMP_INFANTRY_38_5_NAME type = training difficulty = 5 }

	required = { 1270 1360 } # 1947 Small Infantry Division AND 1943 Small Mountain Division

	effects = {
		command = { type = new_model which = bergsjaeger value = 4 }
		command = { type = scrap_model which = bergsjaeger value = 3 }
		command = { type = new_model which = bergsjaeger value = 14 }
		command = { type = scrap_model which = bergsjaeger value = 14 }
	}
}

# 1947 Large Mountain Division
application = { 
	id = 1390
	name = TECH_APP_INFANTRY_39_NAME
	desc = TECH_APP_INFANTRY_39_DESC
	year = 1947
	position = { x = 440 y = 225 }

	# 1947 Mountain Infantry Regiment
	component = { id = 1391 name = TECH_CMP_INFANTRY_39_1_NAME type = individual_courage difficulty = 6 }
	# 1947 Quartermaster Battalion (Mtn)
	component = { id = 1392 name = TECH_CMP_INFANTRY_39_2_NAME type = infantry_focus difficulty = 5 }
	# 1947 Mountain Company Organization
	component = { id = 1393 name = TECH_CMP_INFANTRY_39_3_NAME type = small_unit_tactics difficulty = 6 }
	# 1947 6 Battalion Divisions
	component = { id = 1394 name = TECH_CMP_INFANTRY_39_4_NAME type = large_unit_tactics difficulty = 4 }
	# Advanced High Altitude Combat Training
	component = { id = 1395 name = TECH_CMP_INFANTRY_39_5_NAME type = training difficulty = 5 }

	required = { 1280 1370 } # 1947 Large Infantry Division AND 1943 Large Mountain Division
	effects = {
		command = { type = new_model which = bergsjaeger value = 14 }
		command = { type = scrap_model which = bergsjaeger value = 13 }
		command = { type = new_model which = bergsjaeger value = 4 }
		command = { type = scrap_model which = bergsjaeger value = 4 }
	}
}

# ##############################################################################
# # Motorized - 1500-1590 ######################################################
# ##############################################################################

# 1935 Small Motorized Division Organization
application = { 
	id = 1500
	name = TECH_APP_INFANTRY_50_NAME
	desc = TECH_APP_INFANTRY_50_DESC
	position = { x = 22 y = 175 }
	year = 1935

	# 1935 Motorized Infantry Role
	component = { id = 1501 name = TECH_CMP_INFANTRY_50_1_NAME type = combined_arms_focus difficulty = 6 }
	# 1935 Motorized Division Supply System
	component = { id = 1502 name = TECH_CMP_INFANTRY_50_2_NAME type = large_unit_focus difficulty = 4 }
	# 1935 Motorized Company Organization
	component = { id = 1503 name = TECH_CMP_INFANTRY_50_3_NAME type = infantry_focus difficulty = 5 }
	# 1935 6 Battalion Divisions
	component = { id = 1504 name = TECH_CMP_INFANTRY_50_4_NAME type = large_unit_tactics difficulty = 3 }
	# Operational Mobility Training
	component = { id = 1505 name = TECH_CMP_INFANTRY_50_5_NAME type = training difficulty = 4 }

	required = { 1150 5840 } # 1935 Small Infantry Division AND Pre-Industrial Economy

	effects = {
		command = { type = activate_unit_type which = motorized }
		command = { type = new_model which = motorized value = 0 }
		command = { type = new_model which = motorized value = 10 }
		command = { type = scrap_model which = motorized value = 10 }
		command = { type = activate_unit_type which = b_u4 } # Towed Artillery
	}
}

# 1935 Large Motorized Division Organization
application = { 
	id = 1510
	name = TECH_APP_INFANTRY_51_NAME
	desc = TECH_APP_INFANTRY_51_DESC
	position = { x = 22 y = 245 }
	year = 1935

	# 1935 Motorized Infantry Role
	component = { id = 1511 name = TECH_CMP_INFANTRY_51_1_NAME type = combined_arms_focus difficulty = 6 }
	# 1935 Motorized Division Supply System
	component = { id = 1512 name = TECH_CMP_INFANTRY_51_2_NAME type = large_unit_focus difficulty = 4 }
	# 1935 Motorized Company Organization
	component = { id = 1513 name = TECH_CMP_INFANTRY_51_3_NAME type = infantry_focus difficulty = 5 }
	# 1935 9 Battalion Divisions
	component = { id = 1514 name = TECH_CMP_INFANTRY_51_4_NAME type = large_unit_tactics difficulty = 3 }
	# Operational Mobility Training
	component = { id = 1515 name = TECH_CMP_INFANTRY_51_5_NAME type = training difficulty = 4 }

	required = { 1160 5840 } # 1935 Large Infantry Division AND Pre-Industrial Economy

	effects = {
		command = { type = activate_unit_type which = motorized }
		command = { type = new_model which = motorized value = 10 }
		command = { type = scrap_model which = motorized value = 0 }
		command = { type = activate_unit_type which = b_u4 } # Towed Artillery
	}
}

# 1939 Small Motorized Division
application = { 
	id = 1520
	name = TECH_APP_INFANTRY_52_NAME
	desc = TECH_APP_INFANTRY_52_DESC
	position = { x = 160 y = 175 }
	year = 1939

	# Motorized Recon Battalion
	component = { id = 1521 name = TECH_CMP_INFANTRY_52_1_NAME type = combined_arms_focus difficulty = 5 }
	# 1939 Motorized Division Supply System
	component = { id = 1522 name = TECH_CMP_INFANTRY_52_2_NAME type = large_unit_focus difficulty = 4 }
	# 1939 Motorized Company Organization
	component = { id = 1523 name = TECH_CMP_INFANTRY_52_3_NAME type = infantry_focus difficulty = 5 }
	# 1939 6 Battalion Divisions
	component = { id = 1524 name = TECH_CMP_INFANTRY_52_4_NAME type = large_unit_tactics difficulty = 3 }
	# Combined Arms Initiiative Training
	component = { id = 1525 name = TECH_CMP_INFANTRY_52_5_NAME type = training difficulty = 4 }

	required = { 1190 1500 5840 } # 1939 Small Infantry Division AND 1935 Small Motorized Division AND Pre-Industrial Economy

	effects = {
		command = { type = new_model which = motorized value = 1 }
		command = { type = scrap_model which = motorized value = 0 }
		command = { type = new_model which = motorized value = 11 }
		command = { type = scrap_model which = motorized value = 11 }
	}
}

# 1939 Large Motorized Division
application = { 
	id = 1530
	name = TECH_APP_INFANTRY_53_NAME
	desc = TECH_APP_INFANTRY_53_DESC
	position = { x = 160 y = 245 }
	year = 1939

	# Motorized Recon Battalion
	component = { id = 1531 name = TECH_CMP_INFANTRY_53_1_NAME type = combined_arms_focus difficulty = 5 }
	# 1939 Motorized Division Supply System
	component = { id = 1532 name = TECH_CMP_INFANTRY_53_2_NAME type = large_unit_focus difficulty = 4 }
	# 1939 Motorized Company Organization
	component = { id = 1533 name = TECH_CMP_INFANTRY_53_3_NAME type = infantry_focus difficulty = 5 }
	# 1939 9 Battalion Divisions
	component = { id = 1534 name = TECH_CMP_INFANTRY_53_4_NAME type = large_unit_tactics difficulty = 3 }
	# Combined Arms Initiiative Training
	component = { id = 1535 name = TECH_CMP_INFANTRY_53_5_NAME type = training difficulty = 4 }

	required = { 1200 1510 5840 } # 1939 Large Infantry Division AND 1935 Large Motorized Division AND Pre-Industrial Economy

	effects = {
		command = { type = new_model which = motorized value = 11 }
		command = { type = scrap_model which = motorized value = 10 }
		command = { type = new_model which = motorized value = 1 }
		command = { type = scrap_model which = motorized value = 1 }
	}
}

# 1940 Breakthrough
application = { 
	id = 1540
	name = TECH_APP_INFANTRY_54_NAME
	desc = TECH_APP_INFANTRY_54_DESC
	position = { x = 292 y = 325 }
	year = 1940

	# Centralized Motorized Artillery
	component = { id = 1541 name = TECH_CMP_INFANTRY_54_1_NAME type = centralized_execution difficulty = 4 }
	# Corps Motorized Artillery
	component = { id = 1542 name = TECH_CMP_INFANTRY_54_2_NAME type = large_unit_tactics difficulty = 4 }
	# Armored Infantry Battalion
	component = { id = 1543 name = TECH_CMP_INFANTRY_54_3_NAME type = infantry_focus difficulty = 4 }
	# Mobile Artillery Coordination 
	component = { id = 1544 name = TECH_CMP_INFANTRY_54_4_NAME type = combined_arms_focus difficulty = 4 }
	# Mobile Breakthrough Training
	component = { id = 1545 name = TECH_CMP_INFANTRY_54_5_NAME type = training difficulty = 4 }

	required = { 5840 } # Pre-Industrial Economy
	or_required = { 1520 1530 } # 1939 Small Motorized Division OR 1939 Large Motorized Division

	effects = {

		command = { type = deactivate which = 1550 } # 1940 Exploitation
		command = { type = breakthrough value = 2 }

		command = { type = build_cost which = motorized value = 0.20 } # 5%
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = fuel_consumption which = motorized value = 0.03 } 
		command = { type = transport_weight which = motorized value = 0.6 }

		command = { type = build_time which = b_u4 where = relative value = -5 } # Towed Artillery
		command = { type = build_time which = sp_rct_artillery where = relative value = -5 } # Infantry Tank

		command = { type = build_cost which = b_u4 where = relative value = -5 } # Towed Artillery
		command = { type = build_cost which = sp_rct_artillery where = relative value = -5 } # Infantry Tank

		command = { type = max_organization which = motorized value = 4 }
		command = { type = max_organization which = cavalry value = -1 }
		command = { type = max_organization which = armor value = -1 }
		command = { type = max_organization which = light_armor value = -1 }
		command = { type = max_organization which = paratrooper value = -1 }
		command = { type = max_organization which = marine value = -1 }
		command = { type = max_organization which = bergsjaeger value = -1 }

		command = { type = max_organization which = b_u4 value = 0.5 } # Towed Artillery
		command = { type = max_organization which = sp_rct_artillery value = 0.5 } # Infantry Tank

		command = { type = morale which = motorized value = 4 }
		command = { type = morale which = cavalry value = -1 }
		command = { type = morale which = armor value = -1 }
		command = { type = morale which = light_armor value = -1 }
		command = { type = morale which = paratrooper value = -1 }
		command = { type = morale which = marine value = -1 }
		command = { type = morale which = bergsjaeger value = -1 }
	}
}

# 1940 Exploitation
application = { 
	id = 1550
	name = TECH_APP_INFANTRY_55_NAME
	desc = TECH_APP_INFANTRY_55_DESC
	position = { x = 432 y = 325 }
	year = 1940

	# Decentralized Motorized Reconiassance
	component = { id = 1551 name = TECH_CMP_INFANTRY_55_1_NAME type = decentralized_execution difficulty = 4 }
	# Motorized Recon Battle Groups
	component = { id = 1552 name = TECH_CMP_INFANTRY_55_2_NAME type = small_unit_tactics difficulty = 4 }
	# Mobile Radio Communication System
	component = { id = 1553 name = TECH_CMP_INFANTRY_55_3_NAME type = large_unit_focus difficulty = 4 }
	# Armoured Recon Coordination
	component = { id = 1554 name = TECH_CMP_INFANTRY_55_4_NAME type = combined_arms_focus difficulty = 4 }
	# Mobile Exploitation Training
	component = { id = 1555 name = TECH_CMP_INFANTRY_55_5_NAME type = training difficulty = 4 }

	required = { 5840 } # Pre-Industrial Economy
	or_required = { 1520 1530 } # 1939 Small Motorized Division OR 1939 Large Motorized Division 
 
	effects = {
		command = { type = deactivate which = 1540 } # 1940 Breakthrough

		command = { type = encirclement value = 2 }

		command = { type = build_cost which = motorized value = 0.20 } # 5%
		command = { type = supply_consumption which = motorized value = 0.04 }
		command = { type = fuel_consumption which = motorized value = 0.03 } 
		command = { type = transport_weight which = motorized value = 0.6 }

		command = { type = build_time which = armored_car where = relative value = -5 }
		command = { type = build_time which = light_armor_brigade where = relative value = -5 }

		command = { type = build_cost which = armored_car where = relative value = -5 }
		command = { type = build_cost which = light_armor_brigade where = relative value = -5 }

		command = { type = max_organization which = motorized value = 4 }
		command = { type = max_organization which = cavalry value = -1 }
		command = { type = max_organization which = armor value = -1 }
		command = { type = max_organization which = light_armor value = -1 }
		command = { type = max_organization which = paratrooper value = -1 }
		command = { type = max_organization which = marine value = -1 }
		command = { type = max_organization which = bergsjaeger value = -1 }

		command = { type = morale which = motorized value = 4 }
		command = { type = morale which = cavalry value = -1 }
		command = { type = morale which = armor value = -1 }
		command = { type = morale which = light_armor value = -1 }
		command = { type = morale which = paratrooper value = -1 }
		command = { type = morale which = marine value = -1 }
		command = { type = morale which = bergsjaeger value = -1 }

		command = { type = morale which = armored_car value = 0.5 }
		command = { type = morale which = light_armor_brigade value = 0.5 }
	}
}

# 1943 Small Motorized Division
application = { 
	id = 1560
	name = TECH_APP_INFANTRY_56_NAME
	desc = TECH_APP_INFANTRY_56_DESC
	position = { x = 300 y = 175 }
	year = 1943

	# Mechanized Recon Battalion
	component = { id = 1561 name = TECH_CMP_INFANTRY_56_1_NAME type = combined_arms_focus difficulty = 6 }
	# 1943 Motorized Division Supply System
	component = { id = 1562 name = TECH_CMP_INFANTRY_56_2_NAME type = large_unit_focus difficulty = 5 }
	# 1943 Motorized Company Organization
	component = { id = 1563 name = TECH_CMP_INFANTRY_56_3_NAME type = infantry_focus difficulty = 6 }
	# 1943 6 Battalion Divisions
	component = { id = 1564 name = TECH_CMP_INFANTRY_56_4_NAME type = large_unit_tactics difficulty = 4 }
	# Strategic Reserve Training
	component = { id = 1565 name = TECH_CMP_INFANTRY_56_5_NAME type = training difficulty = 5 }

	required = { 1230 1520 5840 } # 1943 Small Infantry Division AND 1939 Small Motorized Division AND Pre-Industrial Economy
	# Activated by: Pre-Industrial Economy (5840)

	effects = {
		command = { type = new_model which = motorized value = 2 }
		command = { type = scrap_model which = motorized value = 1 }
		command = { type = new_model which = motorized value = 12 }
		command = { type = scrap_model which = motorized value = 12 }
	}
}

# 1943 Large Motorized Division
application = { 
	id = 1570
	name = TECH_APP_INFANTRY_57_NAME
	desc = TECH_APP_INFANTRY_57_DESC
	position = { x = 300 y = 245 }
	year = 1943

	# Mechanized Recon Battalion
	component = { id = 1571 name = TECH_CMP_INFANTRY_57_1_NAME type = combined_arms_focus difficulty = 6 }
	# 1943 Motorized Division Supply System
	component = { id = 1572 name = TECH_CMP_INFANTRY_57_2_NAME type = large_unit_focus difficulty = 5 }
	# 1943 Motorized Company Organization
	component = { id = 1573 name = TECH_CMP_INFANTRY_57_3_NAME type = infantry_focus difficulty = 6 }
	# 1943 9 Battalion Divisions
	component = { id = 1574 name = TECH_CMP_INFANTRY_57_4_NAME type = large_unit_tactics difficulty = 4 }
	# Strategic Reserve Training
	component = { id = 1575 name = TECH_CMP_INFANTRY_57_5_NAME type = training difficulty = 5 }

	required = { 1240 1530 5840 } # 1943 Large Infantry Division AND 1939 Large Motorized Division AND Pre-Industrial Economy

	effects = {
		command = { type = new_model which = motorized value = 12 }
		command = { type = scrap_model which = motorized value = 11 }
		command = { type = new_model which = motorized value = 2 }
		command = { type = scrap_model which = motorized value = 2 }
	}
}

# 1947 Small Motorized Division
application = { 
	id = 1580
	name = TECH_APP_INFANTRY_58_NAME
	desc = TECH_APP_INFANTRY_58_DESC
	position = { x = 440 y = 175 }
	year = 1947

	# Armored Recon Battalion
	component = { id = 1581 name = TECH_CMP_INFANTRY_58_1_NAME type = combined_arms_focus difficulty = 6 }
	# 1947 Motorized Division Supply System
	component = { id = 1582 name = TECH_CMP_INFANTRY_58_2_NAME type = large_unit_focus difficulty = 5 }
	# 1947 Motorized Company Organization
	component = { id = 1583 name = TECH_CMP_INFANTRY_58_3_NAME type = infantry_focus difficulty = 6 }
	# 1947 6 Battalion Divisions
	component = { id = 1584 name = TECH_CMP_INFANTRY_58_4_NAME type = large_unit_tactics difficulty = 4 }
	# Operational Reserve Training
	component = { id = 1585 name = TECH_CMP_INFANTRY_58_5_NAME type = training difficulty = 5 }

	required = { 1270 1560 5840 } # 1947 Small Infantry Division AND 1943 Small Motorized Division AND Pre-Industrial Economy

	effects = {
		command = { type = new_model which = motorized value = 3 }
		command = { type = scrap_model which = motorized value = 2 }
		command = { type = new_model which = motorized value = 13 }
		command = { type = scrap_model which = motorized value = 13 }
	}
}

# 1947 Large Motorized Division
application = { 
	id = 1590
	name = TECH_APP_INFANTRY_59_NAME
	desc = TECH_APP_INFANTRY_59_DESC
	position = { x = 440 y = 245 }
	year = 1947

	# Armored Recon Battalion
	component = { id = 1591 name = TECH_CMP_INFANTRY_59_1_NAME type = combined_arms_focus difficulty = 6 }
	# 1947 Motorized Division Supply System
	component = { id = 1592 name = TECH_CMP_INFANTRY_59_2_NAME type = large_unit_focus difficulty = 5 }
	# 1947 Motorized Company Organization
	component = { id = 1593 name = TECH_CMP_INFANTRY_59_3_NAME type = infantry_focus difficulty = 6 }
	# 1947 9 Battalion Divisions
	component = { id = 1594 name = TECH_CMP_INFANTRY_59_4_NAME type = large_unit_tactics difficulty = 4 }
	# Operational Reserve Training
	component = { id = 1595 name = TECH_CMP_INFANTRY_59_5_NAME type = training difficulty = 5 }

	required = { 1280 1570 5840 } # 1947 Large Infantry Division AND 1943 Large Motorized Division AND Pre-Industrial Economy

	effects = {
		command = { type = new_model which = motorized value = 13 }
		command = { type = scrap_model which = motorized value = 12 }
		command = { type = new_model which = motorized value = 3 }
		command = { type = scrap_model which = motorized value = 3 }
	}
}

# ##############################################################################
# # Marine - 1700-1730 #########################################################
# ##############################################################################

# 1935 Marine Division Organization
application = { 
	id = 1700
	name = TECH_APP_INFANTRY_70_NAME
	desc = TECH_APP_INFANTRY_70_DESC
	position = { x = 14 y = 275 }
	year = 1935

	# Marine Infantry Role 
	component = { id = 1701 name = TECH_CMP_INFANTRY_70_1_NAME type = individual_courage difficulty = 7 }
	# 1935 Naval Gunfire Coordination
	component = { id = 1702 name = TECH_CMP_INFANTRY_70_2_NAME type = naval_training difficulty = 5 }
	# 1935 Marine Rifle Company
	component = { id = 1703 name = TECH_CMP_INFANTRY_70_3_NAME type = naval_training difficulty = 5 }
	# 1935 Marine Division Organization
	component = { id = 1704 name = TECH_CMP_INFANTRY_70_4_NAME type = large_unit_tactics difficulty = 5 }
	# Naval Infantry Training
	component = { id = 1705 name = TECH_CMP_INFANTRY_70_5_NAME type = small_unit_tactics difficulty = 6 }

	required = { 1140 5840 } # 1935 Infantry Organization AND Pre-Industrial Economy
	# Activated by: Marine Unit Organization (8680) 

	effects = {
		command = { type = activate_unit_type which = marine }
		command = { type = new_model which = marine value = 5 }

		command = { type = scrap_model which = marine value = 0 }
		command = { type = scrap_model which = marine value = 1 }
		command = { type = scrap_model which = marine value = 2 }
		command = { type = scrap_model which = marine value = 3 }

		command = { type = task_efficiency which = shore_bombardment value = 0.02 }

		command = { type = max_organization which = marine value = 4 }
		command = { type = max_organization which = cavalry value = -1 }
		command = { type = max_organization which = motorized value = -1 }
		command = { type = max_organization which = mechanized value = -1 }
		command = { type = max_organization which = armor value = -1 }
		command = { type = max_organization which = light_armor value = -1 }
		command = { type = max_organization which = paratrooper value = -1 }
		command = { type = max_organization which = bergsjaeger value = -1 }

		command = { type = morale which = marine value = 4 }
		command = { type = morale which = cavalry value = -1 }
		command = { type = morale which = motorized value = -1 }
		command = { type = morale which = mechanized value = -1 }
		command = { type = morale which = armor value = -1 }
		command = { type = morale which = light_armor value = -1 }
		command = { type = morale which = paratrooper value = -1 }
		command = { type = morale which = bergsjaeger value = -1 }
	}
}

# 1939 Marine Division 
application = { 
	id = 1710
	name = TECH_APP_INFANTRY_71_NAME
	desc = TECH_APP_INFANTRY_71_DESC
	position = { x = 152 y = 275 }
	year = 1939

	# 1939 Marine Regiment
	component = { id = 1711 name = TECH_CMP_INFANTRY_71_1_NAME type = individual_courage difficulty = 6 }
	# 1939 Naval Gunfire Coordination
	component = { id = 1712 name = TECH_CMP_INFANTRY_71_2_NAME type = naval_training difficulty = 5 }
	# 1939 Marine Rifle Company
	component = { id = 1713 name = TECH_CMP_INFANTRY_71_3_NAME type = naval_training difficulty = 5 }
	# 1939 Marine Division Organization
	component = { id = 1714 name = TECH_CMP_INFANTRY_71_4_NAME type = large_unit_tactics difficulty = 5 }
	# Naval Landing Training
	component = { id = 1715 name = TECH_CMP_INFANTRY_71_5_NAME type = small_unit_tactics difficulty = 6 }

	required = { 1180 1700 5840 } # 1938 Infantry Equipment AND 1935 Marine Division AND Pre-Industrial Economy
	# Activated by: Basic Landing Craft (8630) 

	effects = {
		command = { type = new_model which = marine value = 6 }
		command = { type = scrap_model which = marine value = 5 }

		command = { type = task_efficiency which = shore_bombardment value = 0.02 }
	}
}

# 1943 Marine Division 
application = { 
	id = 1720
	name = TECH_APP_INFANTRY_72_NAME
	desc = TECH_APP_INFANTRY_72_DESC
	position = { x = 292 y = 275 }
	year = 1943

	# 1943 Marine Regiment
	component = { id = 1721 name = TECH_CMP_INFANTRY_72_1_NAME type = individual_courage difficulty = 7 }
	# 1943 Naval Gunfire Coordination 
	component = { id = 1722 name = TECH_CMP_INFANTRY_72_2_NAME type = naval_training difficulty = 6 }
	# 1943 Marine Rifle Company
	component = { id = 1723 name = TECH_CMP_INFANTRY_72_3_NAME type = naval_training difficulty = 6 }
	# 1943 Marine Division Organization
	component = { id = 1724 name = TECH_CMP_INFANTRY_72_4_NAME type = large_unit_tactics difficulty = 6 }
	# Amphibious Assault Training
	component = { id = 1725 name = TECH_CMP_INFANTRY_72_5_NAME type = small_unit_tactics difficulty = 7 }

	required = { 1220 1710 5840 } # 1942 Infantry Equipment AND 1939 Marine Division AND Pre-Industrial Economy
	# Activated by: Improved Landing Craft (8640) 

	effects = {
		command = { type = activate which = 8610 } # Marine Tactical Doctrine
		command = { type = new_model which = marine value = 7 }
		command = { type = scrap_model which = marine value = 6 }

		command = { type = task_efficiency which = shore_bombardment value = 0.02 }
	}
}

# 1947 Marine Division 
application = { 
	id = 1730
	name = TECH_APP_INFANTRY_73_NAME
	desc = TECH_APP_INFANTRY_73_DESC
	position = { x = 432 y = 275 }
	year = 1947

	# 1947 Marine Regiment
	component = { id = 1731 name = TECH_CMP_INFANTRY_73_1_NAME type = individual_courage difficulty = 7 }
	# 1947 Naval Gunfire Coordination 
	component = { id = 1732 name = TECH_CMP_INFANTRY_73_2_NAME type = naval_training difficulty = 6 }
	# 1947 Marine Rifle Company
	component = { id = 1733 name = TECH_CMP_INFANTRY_73_3_NAME type = naval_training difficulty = 6 }
	# 1947 Marine Division Organization
	component = { id = 1734 name = TECH_CMP_INFANTRY_73_4_NAME type = large_unit_tactics difficulty = 6 }
	# Armored Amphibious Assault Training
	component = { id = 1735 name = TECH_CMP_INFANTRY_73_5_NAME type = small_unit_tactics difficulty = 7 }

	required = { 1260 1720 5840 } # 1946 Infantry Equipment AND 1943 Marine Division AND Pre-Industrial Economy
	# Activated by: Advanced Landing Craft (8660) 

	effects = {
		command = { type = new_model which = marine value = 8 }
		command = { type = scrap_model which = marine value = 7 }
		command = { type = task_efficiency which = shore_bombardment value = 0.02 }
	}
}

# ##############################################################################
# # Airborne - 1800-1830 #######################################################
# ##############################################################################

# 1938 Initial Airdrop Testing
application = { 
	id = 1800
	name = TECH_APP_INFANTRY_80_NAME
	desc = TECH_APP_INFANTRY_80_DESC
	position = { x = 14 y = 295 }
	year = 1938

	# 1938 Airborne Regiment
	component = { id = 1801 name = TECH_CMP_INFANTRY_80_1_NAME type = individual_courage difficulty = 7 }
	# Airdrop Concept
	component = { id = 1802 name = TECH_CMP_INFANTRY_80_2_NAME type = small_unit_tactics difficulty = 6 }
	# 1938 Airborne Company
	component = { id = 1803 name = TECH_CMP_INFANTRY_80_3_NAME type = infantry_focus difficulty = 5 }
	# Company Airdrop Doctrine
	component = { id = 1804 name = TECH_CMP_INFANTRY_80_4_NAME type = decentralized_execution difficulty = 5 }
	# Tactical Airdrop Training
	component = { id = 1805 name = TECH_CMP_INFANTRY_80_5_NAME type = individual_courage difficulty = 5 }

	required = { 1140 5220 } # 1934 Infantry Equipment AND Semi-Industrial Economy
	# Activated by: Specialized Tasks (9190)

	effects = { 
		command = { type = enable_task which = air_supply }
	}
}

# 1940 Airborne Division Organization
application = { 
	id = 1810
	name = TECH_APP_INFANTRY_81_NAME
	desc = TECH_APP_INFANTRY_81_DESC
	position = { x = 152 y = 295 }
	year = 1940

	# 1940 Airborne Regiment
	component = { id = 1811 name = TECH_CMP_INFANTRY_81_1_NAME type = individual_courage difficulty = 6 }
	# Vertical Envelopment Doctrine
	component = { id = 1812 name = TECH_CMP_INFANTRY_81_2_NAME type = small_unit_tactics difficulty = 6 }
	# 1940 Airborne Company
	component = { id = 1813 name = TECH_CMP_INFANTRY_81_3_NAME type = infantry_focus difficulty = 5 }
	# 1940 Airborne Division Organization
	component = { id = 1814 name = TECH_CMP_INFANTRY_81_4_NAME type = individual_courage difficulty = 5 }
	# Regimental Airdrop Doctrine
	component = { id = 1815 name = TECH_CMP_INFANTRY_81_5_NAME type = decentralized_execution difficulty = 5 }

	required = { 1180 1800 5220 } # 1938 Infantry Equipment AND 1938 Initial Airdrop Testing AND Semi-Industrial Economy
	or_required = { 4440 4400 } # 1935 Transport Plane OR 1938 Transport Plane
	# Activated by: 1935 Transport Plane (4440) OR 1938 Transport Plane (4400)

	effects = {
		command = { type = activate which = 9200 } # Airborne Assault

		command = { type = enable_task which = airborne_assault }

		command = { type = activate_unit_type which = paratrooper }
		command = { type = new_model which = paratrooper value = 0 }

		command = { type = max_organization which = paratrooper value = 4 }
		command = { type = max_organization which = cavalry value = -1 }
		command = { type = max_organization which = motorized value = -1 }
		command = { type = max_organization which = mechanized value = -1 }
		command = { type = max_organization which = armor value = -1 }
		command = { type = max_organization which = light_armor value = -1 }
		command = { type = max_organization which = marine value = -1 }
		command = { type = max_organization which = bergsjaeger value = -1 }

		command = { type = morale which = paratrooper value = 4 }
		command = { type = morale which = cavalry value = -1 }
		command = { type = morale which = motorized value = -1 }
		command = { type = morale which = mechanized value = -1 }
		command = { type = morale which = armor value = -1 }
		command = { type = morale which = light_armor value = -1 }
		command = { type = morale which = marine value = -1 }
		command = { type = morale which = bergsjaeger value = -1 }
	}
}

# 1943 Airborne Division Organization
application = { 
	id = 1820
	name = TECH_APP_INFANTRY_82_NAME
	desc = TECH_APP_INFANTRY_82_DESC
	position = { x = 292 y = 295 }
	year = 1943

	# 1943 Airborne Regiment
	component = { id = 1821 name = TECH_CMP_INFANTRY_82_1_NAME type = individual_courage difficulty = 7 }
	# Airborne Assault Doctrine
	component = { id = 1822 name = TECH_CMP_INFANTRY_82_2_NAME type = small_unit_tactics difficulty = 7 }
	# 1943 Airborne Company
	component = { id = 1823 name = TECH_CMP_INFANTRY_82_3_NAME type = infantry_focus difficulty = 6 }
	# 1943 Airborne Division Organization
	component = { id = 1824 name = TECH_CMP_INFANTRY_82_4_NAME type = individual_courage difficulty = 6 }
	# Division Airdrop Doctrine
	component = { id = 1825 name = TECH_CMP_INFANTRY_82_5_NAME type = decentralized_execution difficulty = 6 }

	required = { 1220 1810 4410 5220 } # 1942 Infantry Equipment AND 1940 Airborne Division Organization AND 1940 Transport Plane AND Semi-Industrial Economy
	# Activated by: 1940 Transport Plane (4410)

	effects = {
		command = { type = activate which = 9330 } # Airborne Envelopment

		command = { type = task_efficiency which = airborne_assault value = 0.05 } 
		command = { type = new_model which = paratrooper value = 1 }
		command = { type = scrap_model which = paratrooper value = 0 }
		command = { type = paradrop_attack which = paratrooper value = 5 }
	}
}

# 1947 Airborne Division Organization
application = { 
	id = 1830
	name = TECH_APP_INFANTRY_83_NAME
	desc = TECH_APP_INFANTRY_83_DESC
	position = { x = 432 y = 295 }
	year = 1947

	# 1947 Airborne Regiment
	component = { id = 1831 name = TECH_CMP_INFANTRY_83_1_NAME type = individual_courage difficulty = 7 }
	# Airborne Bridgehead Doctrine
	component = { id = 1832 name = TECH_CMP_INFANTRY_83_2_NAME type = small_unit_tactics difficulty = 7 }
	# 1947 Airborne Company
	component = { id = 1833 name = TECH_CMP_INFANTRY_83_3_NAME type = infantry_focus difficulty = 6 }
	# 1947 Airborne Division Organization
	component = { id = 1834 name = TECH_CMP_INFANTRY_83_4_NAME type = individual_courage difficulty = 6 }
	# Corps Airdrop Doctrine
	component = { id = 1835 name = TECH_CMP_INFANTRY_83_5_NAME type = decentralized_execution difficulty = 6 }

	required = { 1260 1820 4430 5220 } # 1946 Infantry Equipment AND 1943 Airborne Division Organization AND 1945 Transport Plane AND Semi-Industrial Economy
	# Activated by: 1945 Transport Plane (4430)

	effects = {
		command = { type = activate which = 9390 } # Airborne Operations 
		command = { type = task_efficiency which = airborne_assault value = 0.05 }
		command = { type = new_model which = paratrooper value = 2 }
		command = { type = scrap_model which = paratrooper value = 1 }
		command = { type = paradrop_attack which = paratrooper value = 5 }
	}
}

# #############################################################
# # Equipment Options - 1870-1970		########################
# #############################################################

# Limited Cavalry Motorization
application = { 
	id = 1870
	name = TECH_APP_INFANTRY_87_NAME
	desc = TECH_APP_INFANTRY_87_DESC
	position = { x = 152 y = 5 }
	year = 1932

	# Motorized Support Elements
	component = { id = 1871 name = TECH_CMP_INFANTRY_87_1_NAME type = large_unit_focus difficulty = 3 }
	# Opportune Motorized Transport
	component = { id = 1872 name = TECH_CMP_INFANTRY_87_2_NAME type = combined_arms_focus difficulty = 4 }
	# Motorized Command Posts
	component = { id = 1873 name = TECH_CMP_INFANTRY_87_3_NAME type = small_unit_tactics difficulty = 4 }
	# Motorcycle Recon Battalion
	component = { id = 1874 name = TECH_CMP_INFANTRY_87_4_NAME type = training difficulty = 4 }
	# Cavalry Corps Motorized Supply Service 
	component = { id = 1875 name = TECH_CMP_INFANTRY_87_5_NAME type = large_unit_focus difficulty = 3 }

	or_required = { 1120 1130 } # Logistics Focus OR Combat Focus
	# Activated by: Pre-Industrial Economy (5840)

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

		command = { type = build_cost which = cavalry value = 0.5 } # 80% 0.25 difference '35 Average CAV/MOT(R)
		command = { type = supply_consumption which = cavalry value = 0.09 }
		command = { type = fuel_consumption which = cavalry value = 0.13 }
		command = { type = transport_weight which = cavalry value = 2.0 } 

		command = { type = max_organization which = cavalry value = 1.0 }
		command = { type = morale which = cavalry value = 2.0 }

		command = { type = speed which = cavalry value = 0.4 } # 15% difference
		command = { type = speed_cap_art which = cavalry value = 0.4 }
		command = { type = speed_cap_eng which = cavalry value = 0.4 }
		command = { type = speed_cap_at which = cavalry value = 0.4 }
		command = { type = speed_cap_aa which = cavalry value = 0.4 }

		command = { type = blizzard_attack which = cavalry value = -1.5 } # 25 difference
		command = { type = snow_attack which = cavalry value = -1.5 }
		command = { type = frozen_attack which = cavalry value = -0.75 }
		command = { type = rain_attack which = cavalry value = -0.75 }
		command = { type = storm_attack which = cavalry value = -1.25 }
		command = { type = muddy_attack which = cavalry value = -1.25 }
		command = { type = desert_attack which = cavalry value = 0.5 }
		command = { type = mountain_attack which = cavalry value = -1.5 }
		command = { type = hill_attack which = cavalry value = -0.5 }
		command = { type = forest_attack which = cavalry value = -0.25 }
		command = { type = jungle_attack which = cavalry value = -1.5 }
		command = { type = swamp_attack which = cavalry value = -2.0 }
		command = { type = river_attack which = cavalry value = -1.0 } 
		command = { type = shore_attack which = cavalry value = -1.5 }
		command = { type = blizzard_defense which = cavalry value = -1.0 }
		command = { type = snow_defense which = cavalry value = -0.5 }
		command = { type = frozen_defense which = cavalry value = -0.5 }
		command = { type = rain_defense which = cavalry value = -0.25 }
		command = { type = storm_defense which = cavalry value = -0.5 }
		command = { type = muddy_defense which = cavalry value = -0.5 }
		command = { type = desert_defense which = cavalry value = 1.5 }
		command = { type = mountain_defense which = cavalry value = -1.5 }
		command = { type = hill_defense which = cavalry value = -1.0 }
		command = { type = forest_defense which = cavalry value = -0.75 }
		command = { type = jungle_defense which = cavalry value = -1.0 }
		command = { type = swamp_defense which = cavalry value = -1.0 }
		command = { type = blizzard_move which = cavalry value = -1.5 }
		command = { type = snow_move which = cavalry value = -1.0 }
		command = { type = frozen_move which = cavalry value = -0.75 }
		command = { type = rain_move which = cavalry value = -0.5 }
		command = { type = storm_move which = cavalry value = -1.0 }
		command = { type = muddy_move which = cavalry value = -1.0 }
		command = { type = night_move which = cavalry value = 2.25 }
		command = { type = desert_move which = cavalry value = 3.0 }
		command = { type = mountain_move which = cavalry value = -3.0 }
		command = { type = hill_move which = cavalry value = -1.0 }
		command = { type = forest_move which = cavalry value = -1.0 }
		command = { type = jungle_move which = cavalry value = -4.0 }
		command = { type = swamp_move which = cavalry value = -4.5 }
	}
}

# Cavalry Support Unit Motorization
application = { 
	id = 1880
	name = TECH_APP_INFANTRY_88_NAME
	desc = TECH_APP_INFANTRY_88_DESC
	position = { x = 292 y = 5 }
	year = 1936

	# Fully Motorized Support Elements
	component = { id = 1881 name = TECH_CMP_INFANTRY_88_1_NAME type = large_unit_focus difficulty = 4 }
	# Reserve Battalion Transport
	component = { id = 1882 name = TECH_CMP_INFANTRY_88_2_NAME type = combined_arms_focus difficulty = 5 }
	# Mechanized Command Posts
	component = { id = 1883 name = TECH_CMP_INFANTRY_88_3_NAME type = small_unit_tactics difficulty = 5 }
	# Heavy Weapon Motorization
	component = { id = 1884 name = TECH_CMP_INFANTRY_88_4_NAME type = training difficulty = 5 }
	# Cavalry Division Motorized Supply Service 
	component = { id = 1885 name = TECH_CMP_INFANTRY_88_5_NAME type = large_unit_focus difficulty = 4 }

	required = { 1870 } # Limited Cavalry Motorization 
	# Activated by: Semi-Industrial Economy (5220)

	effects = {
		command = { type = activate which = 6600 } # '36 Cavalry Mechanization

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

		command = { type = build_cost which = cavalry value = 0.6 } # 80% 0.50 difference '39 Average CAV/MOT(R)
		command = { type = supply_consumption which = cavalry value = 0.13 } 
		command = { type = fuel_consumption which = cavalry value = 0.13 }
		command = { type = transport_weight which = cavalry value = 2.3 } 

		command = { type = max_organization which = cavalry value = 1.0 }
		command = { type = morale which = cavalry value = 1.0 }

		command = { type = speed which = cavalry value = 0.5 } # was 0.7 # 15% difference
		command = { type = speed_cap_art which = cavalry value = 0.8 } # Eliminates ART penalty
		command = { type = speed_cap_eng which = cavalry value = 0.5 }
		command = { type = speed_cap_at which = cavalry value = 0.5 }
		command = { type = speed_cap_aa which = cavalry value = 0.5 }

		command = { type = blizzard_attack which = cavalry value = -1.5 } # 25 difference
		command = { type = snow_attack which = cavalry value = -1.5 }
		command = { type = frozen_attack which = cavalry value = -0.75 }
		command = { type = rain_attack which = cavalry value = -0.75 }
		command = { type = storm_attack which = cavalry value = -1.25 }
		command = { type = muddy_attack which = cavalry value = -1.25 }
		command = { type = desert_attack which = cavalry value = 0.5 }
		command = { type = mountain_attack which = cavalry value = -1.5 }
		command = { type = hill_attack which = cavalry value = -0.5 }
		command = { type = forest_attack which = cavalry value = -0.25 }
		command = { type = jungle_attack which = cavalry value = -1.5 }
		command = { type = swamp_attack which = cavalry value = -2.0 }
		command = { type = river_attack which = cavalry value = -1.0 } 
		command = { type = shore_attack which = cavalry value = -1.5 }
		command = { type = blizzard_defense which = cavalry value = -1.0 }
		command = { type = snow_defense which = cavalry value = -0.5 }
		command = { type = frozen_defense which = cavalry value = -0.5 }
		command = { type = rain_defense which = cavalry value = -0.25 }
		command = { type = storm_defense which = cavalry value = -0.5 }
		command = { type = muddy_defense which = cavalry value = -0.5 }
		command = { type = desert_defense which = cavalry value = 1.5 }
		command = { type = mountain_defense which = cavalry value = -1.5 }
		command = { type = hill_defense which = cavalry value = -1.0 }
		command = { type = forest_defense which = cavalry value = -0.75 }
		command = { type = jungle_defense which = cavalry value = -1.0 }
		command = { type = swamp_defense which = cavalry value = -1.0 }
		command = { type = blizzard_move which = cavalry value = -1.5 }
		command = { type = snow_move which = cavalry value = -1.0 }
		command = { type = frozen_move which = cavalry value = -0.75 }
		command = { type = rain_move which = cavalry value = -0.5 }
		command = { type = storm_move which = cavalry value = -1.0 }
		command = { type = muddy_move which = cavalry value = -1.0 }
		command = { type = night_move which = cavalry value = 2.25 }
		command = { type = desert_move which = cavalry value = 3.0 }
		command = { type = mountain_move which = cavalry value = -3.0 }
		command = { type = hill_move which = cavalry value = -1.0 }
		command = { type = forest_move which = cavalry value = -1.0 }
		command = { type = jungle_move which = cavalry value = -4.0 }
		command = { type = swamp_move which = cavalry value = -4.5 }
	}
}

# Full Cavalry Motorization
application = { 
	id = 1890
	name = TECH_APP_INFANTRY_89_NAME
	desc = TECH_APP_INFANTRY_89_DESC
	position = { x = 432 y = 5 }
	year = 1940

	# Complete Cavalry Motorization
	component = { id = 1891 name = TECH_CMP_INFANTRY_89_1_NAME type = large_unit_focus difficulty = 5 }
	# Dedicated Motorised Transport
	component = { id = 1892 name = TECH_CMP_INFANTRY_89_2_NAME type = combined_arms_focus difficulty = 6 }
	# Mobilized Command Posts
	component = { id = 1893 name = TECH_CMP_INFANTRY_89_3_NAME type = small_unit_tactics difficulty = 6 }
	# Motorised Mobility Training
	component = { id = 1894 name = TECH_CMP_INFANTRY_89_4_NAME type = training difficulty = 6 }
	# Cavalry Brigade Brigade Motorized Supply Service 
	component = { id = 1895 name = TECH_CMP_INFANTRY_89_5_NAME type = large_unit_focus difficulty = 5 }

	required = { 1880 5220 } # Cavalry Support Unit Motorization AND Semi-Industrial Economy
	# Activated by: # 1938 Military Recovery (5170) OR 1940 Automotive (5410) 

	effects = {
		command = { type = new_model which = engineer value = 2 } # Pionier Regiment
		command = { type = scrap_model which = engineer value = 1 }
		command = { type = scrap_model which = engineer value = 0 }

		command = { type = new_model which = b_u8 value = 2 } # 1939 Motorized Cavalry Regiment
		command = { type = scrap_model which = b_u8 value = 1 } # 1935 Cavalry Regiment
		command = { type = scrap_model which = b_u8 value = 0 } # 1930 Cavalry Regiment

		command = { type = build_cost which = cavalry value = 1.3 } # 80% 1.00 difference '43 Average Cav/Mot(R) 
		command = { type = build_cost which = infantry value = 0.2 }
		command = { type = supply_consumption which = cavalry value = 0.39 }
		command = { type = supply_consumption which = infantry value = 0.04 }
		command = { type = fuel_consumption which = cavalry value = 0.28 }
		command = { type = fuel_consumption which = infantry value = 0.03 }
		command = { type = transport_weight which = cavalry value = 5.9 } 
		command = { type = transport_weight which = infantry value = 0.6 } 

		command = { type = max_organization which = cavalry value = 2.0 }
		command = { type = morale which = cavalry value = 2.0 }
		command = { type = morale which = infantry value = 1.0 }

		command = { type = speed which = cavalry value = 1.9 } # # 70% difference
		command = { type = speed_cap_art which = cavalry value = 1.9 }
		command = { type = speed_cap_eng which = cavalry value = 1.9 }
		command = { type = speed_cap_at which = cavalry value = 1.9 }
		command = { type = speed_cap_aa which = cavalry value = 1.9 }
 
		command = { type = blizzard_attack which = cavalry value = -3 } # 50
		command = { type = snow_attack which = cavalry value = -3.0 }
		command = { type = frozen_attack which = cavalry value = -1.5 }
		command = { type = rain_attack which = cavalry value = -1.5 }
		command = { type = storm_attack which = cavalry value = -2.5 }
		command = { type = muddy_attack which = cavalry value = -2.5 }
		command = { type = desert_attack which = cavalry value = 1.0 }
		command = { type = mountain_attack which = cavalry value = -3.0 }
		command = { type = hill_attack which = cavalry value = -1.0 }
		command = { type = forest_attack which = cavalry value = -0.5 }
		command = { type = jungle_attack which = cavalry value = -2.0 }
		command = { type = swamp_attack which = cavalry value = -4.0 }
		command = { type = river_attack which = cavalry value = -2.0 } 
		command = { type = shore_attack which = cavalry value = -3.0 }
		command = { type = blizzard_defense which = cavalry value = -2.0 }
		command = { type = snow_defense which = cavalry value = -1.0 }
		command = { type = frozen_defense which = cavalry value = -1.0 }
		command = { type = rain_defense which = cavalry value = -0.5 }
		command = { type = storm_defense which = cavalry value = -1.0 }
		command = { type = muddy_defense which = cavalry value = -1.0 }
		command = { type = desert_defense which = cavalry value = 3.0 }
		command = { type = mountain_defense which = cavalry value = -3.0 }
		command = { type = hill_defense which = cavalry value = -2.0 }
		command = { type = forest_defense which = cavalry value = -1.5 }
		command = { type = jungle_defense which = cavalry value = -2.0 }
		command = { type = swamp_defense which = cavalry value = -2.0 }
		command = { type = blizzard_move which = cavalry value = -3.0 }
		command = { type = snow_move which = cavalry value = -2.0 }
		command = { type = frozen_move which = cavalry value = -1.5 }
		command = { type = rain_move which = cavalry value = -1.0 }
		command = { type = storm_move which = cavalry value = -2.0 }
		command = { type = muddy_move which = cavalry value = -2.0 }
		command = { type = night_move which = cavalry value = 4.5 }
		command = { type = desert_move which = cavalry value = 6.0 }
		command = { type = mountain_move which = cavalry value = -6.0 }
		command = { type = hill_move which = cavalry value = -2.0 }
		command = { type = forest_move which = cavalry value = -2.0 }
		command = { type = jungle_move which = cavalry value = -8.0 }
		command = { type = swamp_move which = cavalry value = -9.0 }
	}
}

# Limited Infantry Motorization
application = { 
	id = 1900
	name = TECH_APP_INFANTRY_90_NAME
	desc = TECH_APP_INFANTRY_90_DESC
	position = { x = 152 y = 25 }
	year = 1936

	# Motorized Support Elements
	component = { id = 1901 name = TECH_CMP_INFANTRY_90_1_NAME type = large_unit_focus difficulty = 7 }
	# Opportune Infantry Transport
	component = { id = 1902 name = TECH_CMP_INFANTRY_90_2_NAME type = infantry_focus difficulty = 7 }
	# Motorized Command Posts
	component = { id = 1903 name = TECH_CMP_INFANTRY_90_3_NAME type = large_unit_tactics difficulty = 7 }
	# Recon Company Motorization
	component = { id = 1904 name = TECH_CMP_INFANTRY_90_4_NAME type = training difficulty = 7 }
	# Frontline Corps Motorized Supply Service 
	component = { id = 1905 name = TECH_CMP_INFANTRY_90_5_NAME type = large_unit_focus difficulty = 7 }

	required = { 6730 } # 1938 Infantry Division
	or_required = { 1120 1130 } # Logistics Focus OR Combat Focus 
	# Activated by: Pre-Industrial Economy (5840)

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

		command = { type = build_cost which = infantry value = 0.65 } # 95% 0.25 difference '35 Average INF/MOT
		command = { type = build_time which = infantry value = 7.5 }
		command = { type = supply_consumption which = infantry value = 0.13 }
		command = { type = fuel_consumption which = infantry value = 0.14 }
		command = { type = transport_weight which = infantry value = 2.4 } 

		command = { type = build_cost which = b_u7 value = 0.16 } # Infantry Regiment
		command = { type = build_time which = b_u7 value = 6.0 }
		command = { type = supply_consumption which = b_u7 value = 0.03 }
		command = { type = fuel_consumption which = b_u7 value = 0.03 }
		command = { type = transport_weight which = b_u7 value = 0.5 } 

		command = { type = max_organization which = infantry value = 1.0 }
		command = { type = morale which = infantry value = 1.0 }

		command = { type = max_organization which = b_u7 value = 0.25 } # Infantry Regiment
		command = { type = morale which = b_u7 value = 0.25 }

		command = { type = speed which = infantry value = 0.5 } # was 0.7 # 15% difference
		command = { type = speed_cap_art which = infantry value = 0.5 }
		command = { type = speed_cap_eng which = infantry value = 0.5 }
		command = { type = speed_cap_at which = infantry value = 0.5 }
		command = { type = speed_cap_aa which = infantry value = 0.5 }

		command = { type = blizzard_attack which = infantry value = -3.0 } # 25
		command = { type = snow_attack which = infantry value = -3.0 }
		command = { type = frozen_attack which = infantry value = -1.5 }
		command = { type = rain_attack which = infantry value = -1.5 }
		command = { type = storm_attack which = infantry value = -2.5 }
		command = { type = muddy_attack which = infantry value = -2.5 }
		command = { type = desert_attack which = infantry value = 1.0 }
		command = { type = mountain_attack which = infantry value = -3.0 }
		command = { type = hill_attack which = infantry value = -1.0 }
		command = { type = forest_attack which = infantry value = -0.5 }
		command = { type = jungle_attack which = infantry value = -3.0 }
		command = { type = swamp_attack which = infantry value = -4.0 }
		command = { type = river_attack which = infantry value = -2.0 } 
		command = { type = shore_attack which = infantry value = -3.0 }
		command = { type = blizzard_defense which = infantry value = -2.0 }
		command = { type = snow_defense which = infantry value = -1.0 }
		command = { type = frozen_defense which = infantry value = -1.0 }
		command = { type = rain_defense which = infantry value = -0.5 }
		command = { type = storm_defense which = infantry value = -1 }
		command = { type = muddy_defense which = infantry value = -1 }
		command = { type = desert_defense which = infantry value = 2.25 }
		command = { type = mountain_defense which = infantry value = -3.0 }
		command = { type = hill_defense which = infantry value = -2.0 }
		command = { type = forest_defense which = infantry value = -1.5 }
		command = { type = jungle_defense which = infantry value = -2.0 }
		command = { type = swamp_defense which = infantry value = -2.0 }
		command = { type = blizzard_move which = infantry value = -3.0 }
		command = { type = snow_move which = infantry value = -2.0 }
		command = { type = frozen_move which = infantry value = -1.5 }
		command = { type = rain_move which = infantry value = -1.0 }
		command = { type = storm_move which = infantry value = -2.0 }
		command = { type = muddy_move which = infantry value = -2.0 }
		command = { type = night_move which = infantry value = 2.25 }
		command = { type = desert_move which = infantry value = 4.5 }
		command = { type = mountain_move which = infantry value = -6.0 }
		command = { type = hill_move which = infantry value = -2.0 }
		command = { type = forest_move which = infantry value = -2.0 }
		command = { type = jungle_move which = infantry value = -8.0 }
		command = { type = swamp_move which = infantry value = -9 }
	}
}

# Support Unit Motorization
application = { 
	id = 1910
	name = TECH_APP_INFANTRY_91_NAME
	desc = TECH_APP_INFANTRY_91_DESC
	position = { x = 292 y = 25 }
	year = 1940

	# Fully Motorized Support Elements
	component = { id = 1911 name = TECH_CMP_INFANTRY_91_1_NAME type = large_unit_focus difficulty = 8 }
	# Reserve Battalion Transport
	component = { id = 1912 name = TECH_CMP_INFANTRY_91_2_NAME type = infantry_focus difficulty = 8 }
	# Mechanized Command Posts
	component = { id = 1913 name = TECH_CMP_INFANTRY_91_3_NAME type = large_unit_tactics difficulty = 8 }
	# Heavy Weapon Motorization
	component = { id = 1914 name = TECH_CMP_INFANTRY_91_4_NAME type = training difficulty = 8 }
	# Frontline Division Motorized Supply Service 
	component = { id = 1915 name = TECH_CMP_INFANTRY_91_5_NAME type = large_unit_focus difficulty = 8 }

	required = { 1170 1900 5220 } # 37 C2 & Supply AND Limited Infantry Motorization AND Semi-Industrial Economy
	# Activated by: 1938 Military Recovery (5170) OR 1940 Automotive (5410) 

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

		command = { type = new_model which = engineer value = 2 } # Pionier Regiment
		command = { type = scrap_model which = engineer value = 1 }
		command = { type = scrap_model which = engineer value = 0 }

		command = { type = new_model which = b_u8 value = 2 } # 1939 Motorized Cavalry Regiment
		command = { type = scrap_model which = b_u8 value = 1 } # 1935 Cavalry Regiment
		command = { type = scrap_model which = b_u8 value = 0 } # 1930 Cavalry Regiment

		command = { type = build_cost which = infantry value = 0.95 } # 95% 0.50 difference '39 Average INF/MOT
		command = { type = build_time which = infantry value = 7.5 }
		command = { type = supply_consumption which = infantry value = 0.19 } 
		command = { type = fuel_consumption which = infantry value = 0.16 }
		command = { type = transport_weight which = infantry value = 3.2 } 

		command = { type = build_cost which = artillery value = 1.0 }
		command = { type = supply_consumption which = artillery value = 0.11 }
		command = { type = fuel_consumption which = artillery value = 0.16 } 
		command = { type = transport_weight which = artillery value = 2.5 } 

		command = { type = build_cost which = b_u7 value = 0.24 } # Infantry Regiment
		command = { type = build_time which = b_u7 value = 6.0 }
		command = { type = supply_consumption which = b_u7 value = 0.05 }
		command = { type = fuel_consumption which = b_u7 value = 0.04 }
		command = { type = transport_weight which = b_u7 value = 0.8 }

		command = { type = max_organization which = infantry value = 1.0 }
		command = { type = morale which = infantry value = 1.0 }

		command = { type = max_organization which = b_u7 value = 0.25 } # Infantry Regiment
		command = { type = morale which = b_u7 value = 0.25 }

		command = { type = speed which = infantry value = 0.5 } # was 0.7
		command = { type = speed_cap_art which = infantry value = 0.5 }
		command = { type = speed_cap_eng which = infantry value = 0.5 }
		command = { type = speed_cap_at which = infantry value = 0.5 }
		command = { type = speed_cap_aa which = infantry value = 0.5 } 
		command = { type = speed_cap_art which = marine value = 0.25 } # was 0.4 
		command = { type = speed_cap_art which = militia value = 0.25 }
		command = { type = speed_cap_eng which = cavalry value = 0.25 }
		command = { type = speed_cap_eng which = marine value = 0.25 }
		command = { type = speed_cap_eng which = militia value = 0.25 }

		command = { type = blizzard_attack which = infantry value = -3.0 } # 25
		command = { type = snow_attack which = infantry value = -3.0 }
		command = { type = frozen_attack which = infantry value = -1.5 }
		command = { type = rain_attack which = infantry value = -1.5 }
		command = { type = storm_attack which = infantry value = -2.5 }
		command = { type = muddy_attack which = infantry value = -2.5 }
		command = { type = desert_attack which = infantry value = 1.0 }
		command = { type = mountain_attack which = infantry value = -3.0 }
		command = { type = hill_attack which = infantry value = -1.0 }
		command = { type = forest_attack which = infantry value = -0.5 }
		command = { type = jungle_attack which = infantry value = -3.0 }
		command = { type = swamp_attack which = infantry value = -4.0 }
		command = { type = river_attack which = infantry value = -2.0 } 
		command = { type = shore_attack which = infantry value = -3.0 }
		command = { type = blizzard_defense which = infantry value = -2.0 }
		command = { type = snow_defense which = infantry value = -1.0 }
		command = { type = frozen_defense which = infantry value = -1.0 }
		command = { type = rain_defense which = infantry value = -0.5 }
		command = { type = storm_defense which = infantry value = -1 }
		command = { type = muddy_defense which = infantry value = -1 }
		command = { type = desert_defense which = infantry value = 2.25 }
		command = { type = mountain_defense which = infantry value = -3.0 }
		command = { type = hill_defense which = infantry value = -2.0 }
		command = { type = forest_defense which = infantry value = -1.5 }
		command = { type = jungle_defense which = infantry value = -2.0 }
		command = { type = swamp_defense which = infantry value = -2.0 }
		command = { type = blizzard_move which = infantry value = -3.0 }
		command = { type = snow_move which = infantry value = -2.0 }
		command = { type = frozen_move which = infantry value = -1.5 }
		command = { type = rain_move which = infantry value = -1.0 }
		command = { type = storm_move which = infantry value = -2.0 }
		command = { type = muddy_move which = infantry value = -2.0 }
		command = { type = night_move which = infantry value = 2.25 }
		command = { type = desert_move which = infantry value = 4.5 }
		command = { type = mountain_move which = infantry value = -6.0 }
		command = { type = hill_move which = infantry value = -2.0 }
		command = { type = forest_move which = infantry value = -2.0 }
		command = { type = jungle_move which = infantry value = -8.0 }
		command = { type = swamp_move which = infantry value = -9 }
	}
}

# Full Infantry Motorization
application = { 
	id = 1920
	name = TECH_APP_INFANTRY_92_NAME
	desc = TECH_APP_INFANTRY_92_DESC
	position = { x = 432 y = 25 }
	year = 1946

	# Complete Infantry Motorization
	component = { id = 1921 name = TECH_CMP_INFANTRY_92_1_NAME type = large_unit_focus difficulty = 9 }
	# Dedicated Infantry Transport
	component = { id = 1922 name = TECH_CMP_INFANTRY_92_2_NAME type = infantry_focus difficulty = 9 }
	# Mobilized Command Posts
	component = { id = 1923 name = TECH_CMP_INFANTRY_92_3_NAME type = large_unit_tactics difficulty = 9 }
	# Operational Mobility Training
	component = { id = 1924 name = TECH_CMP_INFANTRY_92_4_NAME type = training difficulty = 9 }
	# Frontline Brigade Motorized Supply Service 
	component = { id = 1925 name = TECH_CMP_INFANTRY_92_5_NAME type = large_unit_focus difficulty = 9 }

	required = { 1210 1910 5220 } # 41 C2 & Supply AND Infantry Support Unit Motorization AND Semi-Industrial Economy
	# Activated by: 1946 Automotive (5440) 

	effects = {

		# Infantry
		command = { type = build_cost which = infantry value = 2.0 } # 95% 1.00 difference '47 Average INF/MOT 
		command = { type = build_time which = infantry value = 15 }
		command = { type = supply_consumption which = infantry value = 0.47 } 
		command = { type = fuel_consumption which = infantry value = 0.39 } 
		command = { type = transport_weight which = infantry value = 7.8 } 

		command = { type = build_cost which = b_u7 value = 0.50 } # Infantry Regiment
		command = { type = build_time which = b_u7 value = 12.0 }
		command = { type = supply_consumption which = b_u7 value = 0.12 }
		command = { type = fuel_consumption which = b_u7 value = 0.10 }
		command = { type = transport_weight which = b_u7 value = 2.0 }

		command = { type = max_organization which = infantry value = 2.0 }
		command = { type = morale which = infantry value = 2.0 }

		command = { type = max_organization which = b_u7 value = 0.50 } # Infantry Regiment
		command = { type = morale which = b_u7 value = 0.50 }

		command = { type = speed which = infantry value = 2.2 } # was 3.4
		command = { type = speed_cap_art which = infantry value = 2.2 }
		command = { type = speed_cap_eng which = infantry value = 2.2 }
		command = { type = speed_cap_at which = infantry value = 2.2 }
		command = { type = speed_cap_aa which = infantry value = 2.2 }

		command = { type = blizzard_attack which = infantry value = -6.0 } # 50
		command = { type = snow_attack which = infantry value = -6.0 }
		command = { type = frozen_attack which = infantry value = -3.0 }
		command = { type = rain_attack which = infantry value = -3.0 }
		command = { type = storm_attack which = infantry value = -5.0 }
		command = { type = muddy_attack which = infantry value = -5.0 }
		command = { type = desert_attack which = infantry value = 2.0 }
		command = { type = mountain_attack which = infantry value = -6.0 }
		command = { type = hill_attack which = infantry value = -2.0 }
		command = { type = forest_attack which = infantry value = -1 }
		command = { type = jungle_attack which = infantry value = -5.0 }
		command = { type = swamp_attack which = infantry value = -8.0 }
		command = { type = river_attack which = infantry value = -4.0 } 
		command = { type = shore_attack which = infantry value = -6.0 }
		command = { type = blizzard_defense which = infantry value = -4.0 }
		command = { type = snow_defense which = infantry value = -2 }
		command = { type = frozen_defense which = infantry value = -2.0 }
		command = { type = rain_defense which = infantry value = -1.0 }
		command = { type = storm_defense which = infantry value = -2 }
		command = { type = muddy_defense which = infantry value = -2 }
		command = { type = desert_defense which = infantry value = 4.5 }
		command = { type = mountain_defense which = infantry value = -6.0 }
		command = { type = hill_defense which = infantry value = -4.0 }
		command = { type = forest_defense which = infantry value = -3.0 }
		command = { type = jungle_defense which = infantry value = -4.0 }
		command = { type = swamp_defense which = infantry value = -4.0 }
		command = { type = blizzard_move which = infantry value = -6.0 }
		command = { type = snow_move which = infantry value = -4.0 }
		command = { type = frozen_move which = infantry value = -3.0 }
		command = { type = rain_move which = infantry value = -2.0 }
		command = { type = storm_move which = infantry value = -4.0 }
		command = { type = muddy_move which = infantry value = -4.0 }
		command = { type = night_move which = infantry value = 4.5 }
		command = { type = desert_move which = infantry value = 9 }
		command = { type = mountain_move which = infantry value = -12.0 }
		command = { type = hill_move which = infantry value = -4.0 }
		command = { type = forest_move which = infantry value = -4.0 }
		command = { type = jungle_move which = infantry value = -16.0 }
		command = { type = swamp_move which = infantry value = -18.0 }

		# Airborne
		command = { type = build_cost which = paratrooper value = 0.80 } # 0.25 difference '47 PAR/Small MOT
		command = { type = supply_consumption which = paratrooper value = 0.17 }
		command = { type = fuel_consumption which = paratrooper value = 0.15 }
		command = { type = transport_weight which = paratrooper value = 2.2 }
		command = { type = max_organization which = paratrooper value = 1.0 }
		command = { type = morale which = paratrooper value = 1.0 }
		command = { type = speed which = paratrooper value = 0.4 } # was 0.6 # 15% Difference
		command = { type = speed_cap_art which = paratrooper value = 0.4 } 
		command = { type = speed_cap_eng which = paratrooper value = 0.4 }
		command = { type = speed_cap_at which = paratrooper value = 0.4 }
		command = { type = speed_cap_aa which = paratrooper value = 0.4 }
		command = { type = blizzard_attack which = paratrooper value = -7.0 } # 25
		command = { type = snow_attack which = paratrooper value = -6.0 }
		command = { type = frozen_attack which = paratrooper value = -3.0 }
		command = { type = rain_attack which = paratrooper value = -2.5 }
		command = { type = storm_attack which = paratrooper value = -4.5 }
		command = { type = muddy_attack which = paratrooper value = -4.5 }
		command = { type = desert_attack which = paratrooper value = 1.25 }
		command = { type = mountain_attack which = paratrooper value = -4.5 }
		command = { type = hill_attack which = paratrooper value = -2.0 }
		command = { type = forest_attack which = paratrooper value = -1 }
		command = { type = jungle_attack which = paratrooper value = -4.5 }
		command = { type = swamp_attack which = paratrooper value = -6.0 }
		command = { type = river_attack which = paratrooper value = -0.5 } 
		command = { type = shore_attack which = paratrooper value = -5.5 }
		command = { type = blizzard_defense which = paratrooper value = -4.0 }
		command = { type = snow_defense which = paratrooper value = -2 }
		command = { type = frozen_defense which = paratrooper value = -2 }
		command = { type = rain_defense which = paratrooper value = -1.0 }
		command = { type = storm_defense which = paratrooper value = -2 }
		command = { type = muddy_defense which = paratrooper value = -2 }
		command = { type = desert_defense which = paratrooper value = 3.0 }
		command = { type = mountain_defense which = paratrooper value = -5.0 }
		command = { type = hill_defense which = paratrooper value = -3.0 }
		command = { type = forest_defense which = paratrooper value = -2.5 }
		command = { type = jungle_defense which = paratrooper value = -3.0 }
		command = { type = swamp_defense which = paratrooper value = -3.0 }
		command = { type = blizzard_move which = paratrooper value = -7.0 }
		command = { type = snow_move which = paratrooper value = -4.0 }
		command = { type = frozen_move which = paratrooper value = -2.5 }
		command = { type = rain_move which = paratrooper value = -2.0 }
		command = { type = storm_move which = paratrooper value = -4.0 }
		command = { type = muddy_move which = paratrooper value = -3.25 }
		command = { type = night_move which = paratrooper value = 2.25 }
		command = { type = desert_move which = paratrooper value = 6.5 }
		command = { type = mountain_move which = paratrooper value = -9.0 }
		command = { type = hill_move which = paratrooper value = -3.0 }
		command = { type = forest_move which = paratrooper value = -3.0 }
		command = { type = jungle_move which = paratrooper value = -11.0 }
		command = { type = swamp_move which = paratrooper value = -12.0 }

		# Marine
		command = { type = build_cost which = marine value = 0.72 } # 90% 0.25 difference '47 MAR/ Small MOT
		command = { type = supply_consumption which = marine value = 0.15 }
		command = { type = fuel_consumption which = marine value = 0.14 }
		command = { type = transport_weight which = marine value = 2.6 }
		command = { type = max_organization which = marine value = 1.0 }
		command = { type = morale which = marine value = 1.0 }
		command = { type = speed which = marine value = 0.4 } # was 0.6 # 15% Difference
		command = { type = speed_cap_art which = marine value = 0.4 }
		command = { type = speed_cap_eng which = marine value = 0.4 }
		command = { type = speed_cap_at which = marine value = 0.4 }
		command = { type = speed_cap_aa which = marine value = 0.4 }
		command = { type = blizzard_attack which = marine value = -5.0 } # 25
		command = { type = snow_attack which = marine value = -4.5 }
		command = { type = frozen_attack which = marine value = -2.0 }
		command = { type = rain_attack which = marine value = -2.0 }
		command = { type = storm_attack which = marine value = -3.5 }
		command = { type = muddy_attack which = marine value = -3.5 }
		command = { type = desert_attack which = marine value = 1.25 }
		command = { type = mountain_attack which = marine value = -3.5 }
		command = { type = hill_attack which = marine value = -1.5 }
		command = { type = forest_attack which = marine value = -0.75 }
		command = { type = jungle_attack which = marine value = -3.5 }
		command = { type = swamp_attack which = marine value = -7.5 }
		command = { type = blizzard_defense which = marine value = -3.0 }
		command = { type = snow_defense which = marine value = -1.5 }
		command = { type = frozen_defense which = marine value = -1.5 }
		command = { type = rain_defense which = marine value = -0.75 }
		command = { type = storm_defense which = marine value = -1.5 }
		command = { type = muddy_defense which = marine value = -1.5 }
		command = { type = desert_defense which = marine value = 2.75 }
		command = { type = mountain_defense which = marine value = -4.0 }
		command = { type = hill_defense which = marine value = -2.5 }
		command = { type = forest_defense which = marine value = -2.0 }
		command = { type = jungle_defense which = marine value = -2.5 }
		command = { type = swamp_defense which = marine value = -3.5 }
		command = { type = blizzard_move which = marine value = -5.0 }
		command = { type = snow_move which = marine value = -3.0 }
		command = { type = frozen_move which = marine value = -2.0 }
		command = { type = rain_move which = marine value = -1.5 }
		command = { type = storm_move which = marine value = -3.0 }
		command = { type = muddy_move which = marine value = -3.0 }
		command = { type = night_move which = marine value = 2.25 }
		command = { type = desert_move which = marine value = 5.5 }
		command = { type = mountain_move which = marine value = -7.5 }
		command = { type = hill_move which = marine value = -2.5 }
		command = { type = forest_move which = marine value = -2.5 }
		command = { type = jungle_move which = marine value = -9.5 }
		command = { type = swamp_move which = marine value = -13.5 }

		# Mountain
		command = { type = build_cost which = bergsjaeger value = 0.60 } # 85% 0.25 difference '47 Average MTN/MOT
		command = { type = supply_consumption which = bergsjaeger value = 0.13 }
		command = { type = fuel_consumption which = bergsjaeger value = 0.15 }
		command = { type = transport_weight which = bergsjaeger value = 2.5 }
		command = { type = max_organization which = bergsjaeger value = 1.0 }
		command = { type = morale which = bergsjaeger value = 1.0 }
		command = { type = speed which = bergsjaeger value = 0.4 } # 15% Difference
		command = { type = speed_cap_art which = bergsjaeger value = 0.4 }
		command = { type = speed_cap_eng which = bergsjaeger value = 0.4 }
		command = { type = speed_cap_at which = bergsjaeger value = 0.4 }
		command = { type = speed_cap_aa which = bergsjaeger value = 0.4 }
		command = { type = blizzard_attack which = bergsjaeger value = -4.75 } # 10
		command = { type = snow_attack which = bergsjaeger value = -4.25 }
		command = { type = frozen_attack which = bergsjaeger value = -2.50 }
		command = { type = rain_attack which = bergsjaeger value = -2.25 } # 25
		command = { type = storm_attack which = bergsjaeger value = -3.5 }
		command = { type = muddy_attack which = bergsjaeger value = -3.5 } # 25
		command = { type = desert_attack which = bergsjaeger value = 1.25 }
		command = { type = mountain_attack which = bergsjaeger value = -2.75 } # 10
		command = { type = hill_attack which = bergsjaeger value = -1.5 }
		command = { type = forest_attack which = bergsjaeger value = -0.75 } # 25
		command = { type = jungle_attack which = bergsjaeger value = -3.5 }
		command = { type = swamp_attack which = bergsjaeger value = -5.0 }
		command = { type = river_attack which = bergsjaeger value = -0.5 } 
		command = { type = shore_attack which = bergsjaeger value = -4.0 }
		command = { type = blizzard_defense which = bergsjaeger value = -2.25 } # 10
		command = { type = snow_defense which = bergsjaeger value = -1.75 }
		command = { type = frozen_defense which = bergsjaeger value = -1.5 }
		command = { type = rain_defense which = bergsjaeger value = -0.75 } # 25
		command = { type = storm_defense which = bergsjaeger value = -1.5 } 
		command = { type = muddy_defense which = bergsjaeger value = -1.5 } # 25
		command = { type = desert_defense which = bergsjaeger value = 2.75 }
		command = { type = mountain_defense which = bergsjaeger value = -3.0 } # 10
		command = { type = hill_defense which = bergsjaeger value = -1.5 }
		command = { type = forest_defense which = bergsjaeger value = -2.0 } # 25
		command = { type = jungle_defense which = bergsjaeger value = -2.5 }
		command = { type = swamp_defense which = bergsjaeger value = -2.5 }
		command = { type = blizzard_move which = bergsjaeger value = -4.75 } # 10
		command = { type = snow_move which = bergsjaeger value = -3.25 }
		command = { type = frozen_move which = bergsjaeger value = -2.25 }
		command = { type = rain_move which = bergsjaeger value = -1.5 } # 25
		command = { type = storm_move which = bergsjaeger value = -3.0 } 
		command = { type = muddy_move which = bergsjaeger value = -3.0 }
		command = { type = night_move which = bergsjaeger value = 2.25 }
		command = { type = desert_move which = bergsjaeger value = 5.5 }
		command = { type = mountain_move which = bergsjaeger value = -6.25 } # 10
		command = { type = hill_move which = bergsjaeger value = -2.0 }
		command = { type = forest_move which = bergsjaeger value = -2.5 } # 25
		command = { type = jungle_move which = bergsjaeger value = -9.5 }
		command = { type = swamp_move which = bergsjaeger value = -10.5 }
		# Garrison
		command = { type = build_cost which = garrison value = 1.0 } # 40% 0.25 difference '47 GAR/Small MOT(R)
		command = { type = supply_consumption which = garrison value = 0.13 }
		command = { type = fuel_consumption which = garrison value = 0.06 }
		command = { type = transport_weight which = garrison value = 1.6 }
		command = { type = max_organization which = garrison value = 1.0 }
		command = { type = morale which = garrison value = 1.0 }
		command = { type = blizzard_attack which = garrison value = -5.0 } # 25
		command = { type = snow_attack which = garrison value = -4.5 }
		command = { type = frozen_attack which = garrison value = -2.0 }
		command = { type = rain_attack which = garrison value = -2.25 }
		command = { type = storm_attack which = garrison value = -3.5 }
		command = { type = muddy_attack which = garrison value = -3.5 }
		command = { type = desert_attack which = garrison value = 1.25 }
		command = { type = mountain_attack which = garrison value = -3.5 }
		command = { type = hill_attack which = garrison value = -1.5 }
		command = { type = forest_attack which = garrison value = -0.75 }
		command = { type = jungle_attack which = garrison value = -3.5 }
		command = { type = swamp_attack which = garrison value = -5.0 }
		command = { type = river_attack which = garrison value = -0.5 } 
		command = { type = shore_attack which = garrison value = -4.0 }
		command = { type = blizzard_defense which = garrison value = -3.0 }
		command = { type = snow_defense which = garrison value = -1.5 }
		command = { type = frozen_defense which = garrison value = -1.5 }
		command = { type = rain_defense which = garrison value = -0.75 }
		command = { type = storm_defense which = garrison value = -1.5 }
		command = { type = muddy_defense which = garrison value = -1.5 }
		command = { type = desert_defense which = garrison value = 3.0 }
		command = { type = mountain_defense which = garrison value = -4.0 }
		command = { type = hill_defense which = garrison value = -2.5 }
		command = { type = forest_defense which = garrison value = -2.0 }
		command = { type = jungle_defense which = garrison value = -2.5 }
		command = { type = swamp_defense which = garrison value = -2.5 }
		command = { type = blizzard_move which = garrison value = -5.0 }
		command = { type = snow_move which = garrison value = -3.0 }
		command = { type = frozen_move which = garrison value = -2.0 }
		command = { type = rain_move which = garrison value = -1.5 }
		command = { type = storm_move which = garrison value = -3.0 }
		command = { type = muddy_move which = garrison value = -3.0 }
		command = { type = night_move which = garrison value = 2.25 }
		command = { type = desert_move which = garrison value = 5.5 }
		command = { type = mountain_move which = garrison value = -7.5 }
		command = { type = hill_move which = garrison value = -2.5 }
		command = { type = forest_move which = garrison value = -2.5 }
		command = { type = jungle_move which = garrison value = -9.5 }
		command = { type = swamp_move which = garrison value = -10.5 }
		# Reserve
		command = { type = build_cost which = militia value = 0.99 } # 75% 0.5 difference '47 Average MIL/MOT(R)
		command = { type = build_time which = militia value = 30 }
		command = { type = supply_consumption which = militia value = 0.37}
		command = { type = fuel_consumption which = militia value = 0.27 }
		command = { type = transport_weight which = militia value = 5.7 }
		command = { type = max_organization which = militia value = 2.0 }
		command = { type = morale which = militia value = 2.0 }
		command = { type = speed which = militia value = 0.9 } # was 1.4 # 30% Difference
		command = { type = speed_cap_art which = militia value = 0.9 }
		command = { type = speed_cap_eng which = militia value = 0.9 }
		command = { type = speed_cap_at which = militia value = 0.9 }
		command = { type = speed_cap_aa which = militia value = 0.9 }
		command = { type = blizzard_attack which = militia value = -10.0 } # 50
		command = { type = snow_attack which = militia value = -9.0 }
		command = { type = frozen_attack which = militia value = -4.0 }
		command = { type = rain_attack which = militia value = -4.5 }
		command = { type = storm_attack which = militia value = -7.0 }
		command = { type = muddy_attack which = militia value = -7.0 }
		command = { type = desert_attack which = militia value = 2.5 }
		command = { type = mountain_attack which = militia value = -7.0 }
		command = { type = hill_attack which = militia value = -3.0 }
		command = { type = forest_attack which = militia value = -1.5 }
		command = { type = jungle_attack which = militia value = -7.0 }
		command = { type = swamp_attack which = militia value = -10.0 }
		command = { type = river_attack which = militia value = -0.5 } 
		command = { type = shore_attack which = militia value = -4.0 }
		command = { type = blizzard_defense which = militia value = -6.0 }
		command = { type = snow_defense which = militia value = -3 }
		command = { type = frozen_defense which = militia value = -3.0 }
		command = { type = rain_defense which = militia value = -1.5 }
		command = { type = storm_defense which = militia value = -3.0 }
		command = { type = muddy_defense which = militia value = -3.0 }
		command = { type = desert_defense which = militia value = 6.0 }
		command = { type = mountain_defense which = militia value = -8.0 }
		command = { type = hill_defense which = militia value = -5.0 }
		command = { type = forest_defense which = militia value = -4.0 }
		command = { type = jungle_defense which = militia value = -5.0 }
		command = { type = swamp_defense which = militia value = -5.0 }
		command = { type = blizzard_move which = militia value = -10.0 }
		command = { type = snow_move which = militia value = -6.0 }
		command = { type = frozen_move which = militia value = -4.0 }
		command = { type = rain_move which = militia value = -3.0 }
		command = { type = storm_move which = militia value = -6.0 }
		command = { type = muddy_move which = militia value = -6.0 }
		command = { type = night_move which = militia value = 4.5 }
		command = { type = desert_move which = militia value = 11.0 }
		command = { type = mountain_move which = militia value = -15.0 }
		command = { type = hill_move which = militia value = -5.0 }
		command = { type = forest_move which = militia value = -5.0 }
		command = { type = jungle_move which = militia value = -19.0 }
		command = { type = swamp_move which = militia value = -21.0 }
	}
}

# 1940 Tropical Equipment Adaptation
application = { 
	id = 1930
	name = TECH_APP_INFANTRY_93_NAME
	desc = TECH_APP_INFANTRY_93_DESC
	position = { x = 292 y = 375 }
	year = 1940

	# 1940 Tropical Equipment Modification
	component = { id = 1931 name = TECH_CMP_INFANTRY_93_1_NAME type = technical_efficiency difficulty = 6 }
	# 1940 Tropical Individual Equipment
	component = { id = 1932 name = TECH_CMP_INFANTRY_93_2_NAME type = general_equipment difficulty = 6 }
	# 1940 Tropical Heavy Weapons
	component = { id = 1933 name = TECH_CMP_INFANTRY_93_3_NAME type = mechanics difficulty = 6 }
	# 1940 Tropical Equipment Testing
	component = { id = 1934 name = TECH_CMP_INFANTRY_93_4_NAME type = management difficulty = 6 }
	# 1940 Tropical Equipment Production 
	component = { id = 1935 name = TECH_CMP_INFANTRY_93_5_NAME type = industrial_engineering difficulty = 6 }

	or_required = { 1010 1020 1180 } # Desert Civilian Experience OR Jungle Civilian Experience OR 1938 Infantry Equipment

	effects = {
		command = { type = attrition_mod value = 5 }

		# Infantry
		command = { type = build_cost which = infantry where = relative value = 2 }
		command = { type = supply_consumption which = infantry value = 0.02 } 
		command = { type = transport_weight which = infantry value = 0.2 }
		command = { type = desert_attack which = infantry value = 1 } # 10
		command = { type = desert_defense which = infantry value = 2 }
		command = { type = desert_move which = infantry value = 3 }
		command = { type = jungle_attack which = infantry value = 3 }
		command = { type = jungle_defense which = infantry value = 2 }
		command = { type = jungle_move which = infantry value = 5 }
		command = { type = rain_attack which = infantry value = 2 } # 10%
		command = { type = rain_defense which = infantry value = 1 } 
		command = { type = rain_move which = infantry value = 2 }
		command = { type = storm_attack which = infantry value = 4 } # 10%
		command = { type = storm_defense which = infantry value = 1 }
		command = { type = storm_move which = infantry value = 4 }
		# Cavalry
		command = { type = build_cost which = cavalry where = relative value = 2 }
		command = { type = supply_consumption which = cavalry value = 0.02 }
		command = { type = transport_weight which = cavalry value = 0.2 }
		command = { type = desert_attack which = cavalry value = 1 }
		command = { type = desert_defense which = cavalry value = 1 }
		command = { type = desert_move which = cavalry value = 4 }
		command = { type = jungle_attack which = cavalry value = 4 }
		command = { type = jungle_defense which = cavalry value = 1 }
		command = { type = jungle_move which = cavalry value = 7 }
		command = { type = rain_attack which = cavalry value = 3 }
		command = { type = rain_defense which = cavalry value = 1 }
		command = { type = rain_move which = cavalry value = 2 }
		command = { type = storm_attack which = cavalry value = 5 }
		command = { type = storm_defense which = cavalry value = 2 }
		command = { type = storm_move which = cavalry value = 4 }
		# Motorized
		command = { type = build_cost which = motorized where = relative value = 2 }
		command = { type = supply_consumption which = motorized value = 0.03 }
		command = { type = transport_weight which = motorized value = 0.2 }
		command = { type = desert_attack which = motorized value = 1 }
		command = { type = desert_defense which = motorized value = 1 }
		command = { type = desert_move which = motorized value = 2 }
		command = { type = jungle_attack which = motorized value = 5 }
		command = { type = jungle_defense which = motorized value = 1 }
		command = { type = jungle_move which = motorized value = 8 }
		command = { type = rain_attack which = motorized value = 3 }
		command = { type = rain_defense which = motorized value = 1 }
		command = { type = rain_move which = motorized value = 2 }
		command = { type = storm_attack which = motorized value = 5 }
		command = { type = storm_defense which = motorized value = 2 }
		command = { type = storm_move which = motorized value = 4 }
		# Mechanized
		command = { type = build_cost which = mechanized where = relative value = 2 }
		command = { type = supply_consumption which = mechanized value = 0.05 }
		command = { type = transport_weight which = mechanized value = 0.3 }
		command = { type = desert_attack which = mechanized value = 1 }
		command = { type = desert_defense which = mechanized value = 1 }
		command = { type = desert_move which = mechanized value = 1 }
		command = { type = jungle_attack which = mechanized value = 5 }
		command = { type = jungle_defense which = mechanized value = 1 }
		command = { type = jungle_move which = mechanized value = 8 }
		command = { type = rain_attack which = mechanized value = 3 }
		command = { type = rain_defense which = mechanized value = 1 }
		command = { type = rain_move which = mechanized value = 2 }
		command = { type = storm_attack which = mechanized value = 5 }
		command = { type = storm_defense which = mechanized value = 2 }
		command = { type = storm_move which = mechanized value = 4 }
		# Light Armor
		command = { type = build_cost which = light_armor where = relative value = 2 }
		command = { type = supply_consumption which = light_armor value = 0.06 }
		command = { type = transport_weight which = light_armor value = 0.4 }
		command = { type = desert_attack which = light_armor value = 1 }
		command = { type = desert_defense which = light_armor value = 1 }
		command = { type = desert_move which = light_armor value = 1 }
		command = { type = jungle_attack which = light_armor value = 6 }
		command = { type = jungle_defense which = light_armor value = 1 }
		command = { type = jungle_move which = light_armor value = 8 }
		command = { type = rain_attack which = light_armor value = 3 }
		command = { type = rain_defense which = light_armor value = 1 }
		command = { type = rain_move which = light_armor value = 2 }
		command = { type = storm_attack which = light_armor value = 5 }
		command = { type = storm_defense which = light_armor value = 2 }
		command = { type = storm_move which = light_armor value = 4 }
		# Armor
		command = { type = build_cost which = armor where = relative value = 2 }
		command = { type = supply_consumption which = armor value = 0.09 }
		command = { type = transport_weight which = armor value = 0.6 }
		command = { type = desert_attack which = armor value = 1 }
		command = { type = desert_defense which = armor value = 1 }
		command = { type = desert_move which = armor value = 1 }
		command = { type = jungle_attack which = armor value = 6 }
		command = { type = jungle_defense which = armor value = 1 }
		command = { type = jungle_move which = armor value = 8 }
		command = { type = rain_attack which = armor value = 3 }
		command = { type = rain_defense which = armor value = 1 }
		command = { type = rain_move which = armor value = 2 }
		command = { type = storm_attack which = armor value = 5 }
		command = { type = storm_defense which = armor value = 2 }
		command = { type = storm_move which = armor value = 4 }
		# Airborne
		command = { type = build_cost which = paratrooper where = relative value = 2 }
		command = { type = supply_consumption which = paratrooper value = 0.02 }
		command = { type = transport_weight which = paratrooper value = 0.1 }
		command = { type = desert_attack which = paratrooper value = 1 }
		command = { type = desert_defense which = paratrooper value = 2 }
		command = { type = desert_move which = paratrooper value = 3 }
		command = { type = jungle_attack which = paratrooper value = 4 }
		command = { type = jungle_defense which = paratrooper value = 2 }
		command = { type = jungle_move which = paratrooper value = 4 }
		command = { type = rain_attack which = paratrooper value = 2 }
		command = { type = rain_defense which = paratrooper value = 1 }
		command = { type = rain_move which = paratrooper value = 1 }
		command = { type = storm_attack which = paratrooper value = 4 }
		command = { type = storm_defense which = paratrooper value = 1 }
		command = { type = storm_move which = paratrooper value = 3 }
		# Marine
		command = { type = build_cost which = marine where = relative value = 2 }
		command = { type = supply_consumption which = marine value = 0.02 }
		command = { type = transport_weight which = marine value = 0.2 }
		command = { type = desert_attack which = marine value = 1 }
		command = { type = desert_defense which = marine value = 2 }
		command = { type = desert_move which = marine value = 4 }
		command = { type = jungle_attack which = marine value = 3 }
		command = { type = jungle_defense which = marine value = 2 }
		command = { type = jungle_move which = marine value = 5 }
		command = { type = rain_attack which = marine value = 2 }
		command = { type = rain_defense which = marine value = 1 }
		command = { type = rain_move which = marine value = 2 }
		command = { type = storm_attack which = marine value = 4 }
		command = { type = storm_defense which = marine value = 1 }
		command = { type = storm_move which = marine value = 3 }
		# Mountain
		command = { type = build_cost which = bergsjaeger where = relative value = 2 }
		command = { type = supply_consumption which = bergsjaeger value = 0.02 }
		command = { type = transport_weight which = bergsjaeger value = 0.1 }
		command = { type = desert_attack which = bergsjaeger value = 1 }
		command = { type = desert_defense which = bergsjaeger value = 2 }
		command = { type = desert_move which = bergsjaeger value = 4 }
		command = { type = jungle_attack which = bergsjaeger value = 3 }
		command = { type = jungle_defense which = bergsjaeger value = 2 }
		command = { type = jungle_move which = bergsjaeger value = 5 }
		command = { type = rain_attack which = bergsjaeger value = 2 }
		command = { type = rain_defense which = bergsjaeger value = 1 }
		command = { type = rain_move which = bergsjaeger value = 2 }
		command = { type = storm_attack which = bergsjaeger value = 4 }
		command = { type = storm_defense which = bergsjaeger value = 1 }
		command = { type = storm_move which = bergsjaeger value = 3 }
		# Garrison
		command = { type = build_cost which = garrison where = relative value = 2 }
		command = { type = supply_consumption which = garrison value = 0.01 }
		command = { type = transport_weight which = garrison value = 0.2 }
		command = { type = desert_attack which = garrison value = 1 }
		command = { type = desert_defense which = garrison value = 2 }
		command = { type = desert_move which = garrison value = 4 }
		command = { type = jungle_attack which = garrison value = 3 }
		command = { type = jungle_defense which = garrison value = 2 }
		command = { type = jungle_move which = garrison value = 5 }
		command = { type = rain_attack which = garrison value = 2 }
		command = { type = rain_defense which = garrison value = 1 }
		command = { type = rain_move which = garrison value = 2 }
		command = { type = storm_attack which = garrison value = 4 }
		command = { type = storm_defense which = garrison value = 1 }
		command = { type = storm_move which = garrison value = 3 }
		# HQ
		command = { type = build_cost which = hq where = relative value = 2 }
		command = { type = supply_consumption which = hq value = 0.05 }
		command = { type = transport_weight which = hq value = 0.5 }
		command = { type = desert_attack which = hq value = 1 }
		command = { type = desert_defense which = hq value = 1 }
		command = { type = desert_move which = hq value = 3 }
		command = { type = jungle_attack which = hq value = 4 }
		command = { type = jungle_defense which = hq value = 1 }
		command = { type = jungle_move which = hq value = 7 }
		command = { type = rain_attack which = hq value = 3 }
		command = { type = rain_defense which = hq value = 1 }
		command = { type = rain_move which = hq value = 2 }
		command = { type = storm_attack which = hq value = 5 }
		command = { type = storm_defense which = hq value = 2 }
		command = { type = storm_move which = hq value = 4 }
		# Reserve
		command = { type = build_cost which = militia where = relative value = 2 }
		command = { type = supply_consumption which = militia value = 0.01 }
		command = { type = transport_weight which = militia value = 0.1 }
		command = { type = desert_attack which = militia value = 1 }
		command = { type = desert_defense which = militia value = 2 }
		command = { type = desert_move which = militia value = 4 }
		command = { type = jungle_attack which = militia value = 3 }
		command = { type = jungle_defense which = militia value = 2 }
		command = { type = jungle_move which = militia value = 5 }
		command = { type = rain_attack which = militia value = 2 }
		command = { type = rain_defense which = militia value = 1 }
		command = { type = rain_move which = militia value = 2 }
		command = { type = storm_attack which = militia value = 4 }
		command = { type = storm_defense which = militia value = 1 }
		command = { type = storm_move which = militia value = 3 }
		# Attachments
		command = { type = build_cost which = anti_air where = relative value = 2 }
		command = { type = supply_consumption which = anti_air value = 0.01 }
		command = { type = transport_weight which = anti_air value = 0.1 }
		command = { type = build_cost which = anti_tank where = relative value = 2 }
		command = { type = build_cost which = armored_car where = relative value = 2 }
		command = { type = build_cost which = artillery where = relative value = 2 }
		command = { type = supply_consumption which = artillery value = 0.01 }
		command = { type = transport_weight which = artillery value = 0.1 }
		command = { type = build_cost which = engineer where = relative value = 2 }
		command = { type = build_cost which = heavy_armor where = relative value = 2 }
		command = { type = supply_consumption which = heavy_armor value = 0.03 }
		command = { type = transport_weight which = heavy_armor value = 0.2 }
		command = { type = build_cost which = light_armor_brigade where = relative value = 2 }
		command = { type = supply_consumption which = light_armor_brigade value = 0.01 }
		command = { type = transport_weight which = light_armor_brigade value = 0.1 }
		command = { type = build_cost which = police where = relative value = 2 }
		command = { type = build_cost which = rocket_artillery where = relative value = 2 }
		command = { type = supply_consumption which = rocket_artillery value = 0.01 }
		command = { type = transport_weight which = rocket_artillery value = 0.1 }
		command = { type = build_cost which = sp_artillery where = relative value = 2 }
		command = { type = supply_consumption which = sp_artillery value = 0.01 }
		command = { type = transport_weight which = sp_artillery value = 0.1 }
		command = { type = build_cost which = sp_rct_artillery where = relative value = 2 }
		command = { type = supply_consumption which = sp_rct_artillery value = 0.02 }
		command = { type = transport_weight which = sp_rct_artillery value = 0.2 }
		command = { type = build_cost which = super_heavy_armor where = relative value = 2 }
		command = { type = supply_consumption which = super_heavy_armor value = 0.02 }
		command = { type = transport_weight which = super_heavy_armor value = 0.2 }
		command = { type = build_cost which = tank_destroyer where = relative value = 2 }
		command = { type = supply_consumption which = tank_destroyer value = 0.01 }
		command = { type = transport_weight which = tank_destroyer value = 0.1 }
		command = { type = build_cost which = b_u4 where = relative value = 2 } # Towed Artillery
		command = { type = supply_consumption which = b_u4 value = 0.01 }
		command = { type = transport_weight which = b_u4 value = 0.1 }
		command = { type = build_cost which = b_u5 where = relative value = 2 } # VH Artillery
		command = { type = supply_consumption which = b_u5 value = 0.01 }
		command = { type = transport_weight which = b_u5 value = 0.1 }
		command = { type = build_cost which = b_u6 where = relative value = 2 } # Lt Artillery
		command = { type = supply_consumption which = b_u6 value = 0.01 }
		command = { type = transport_weight which = b_u6 value = 0.1 }
		command = { type = build_cost which = b_u7 where = relative value = 2 } # Infantry Regiment
		command = { type = build_cost which = b_u8 where = relative value = 2 } # Cavalry Regiment
		command = { type = build_cost which = b_u9 where = relative value = 2 } # Construction Engineer Regiment
		command = { type = build_cost which = b_u10 where = relative value = 2 } # Assault Gun
		command = { type = supply_consumption which = b_u10 value = 0.01 }
		command = { type = transport_weight which = b_u10 value = 0.1 }
		command = { type = build_cost which = b_u11 where = relative value = 2 } # Heavy Tank Destroyer
		command = { type = supply_consumption which = b_u11 value = 0.02 }
		command = { type = transport_weight which = b_u11 value = 0.2 }
	}
}

# 1944 Tropical Equipment Adaptation
application = { 
	id = 1940
	name = TECH_APP_INFANTRY_94_NAME
	desc = TECH_APP_INFANTRY_94_DESC
	position = { x = 292 y = 355 }
	year = 1944

	# 1944 Tropical Equipment Modification
	component = { id = 1941 name = TECH_CMP_INFANTRY_94_1_NAME type = technical_efficiency difficulty = 7 }
	# 1944 Tropical Individual Equipment
	component = { id = 1942 name = TECH_CMP_INFANTRY_94_2_NAME type = general_equipment difficulty = 7 }
	# 1944 Tropical Heavy Weapons
	component = { id = 1943 name = TECH_CMP_INFANTRY_94_3_NAME type = mechanics difficulty = 7 }
	# 1944 Tropical Equipment Testing
	component = { id = 1944 name = TECH_CMP_INFANTRY_94_4_NAME type = management difficulty = 7 }
	# 1944 Tropical Equipment Production 
	component = { id = 1945 name = TECH_CMP_INFANTRY_94_5_NAME type = industrial_engineering difficulty = 7 }

	required = { 1930 } # 1940 Tropical Equipment Adaptation
	or_required = { 1010 1020 1220 } # Desert Civilian Experience OR Jungle Civilian Experience OR 1942 Infantry Equipment

	effects = {
		command = { type = attrition_mod value = 5 }

		# Infantry
		command = { type = build_cost which = infantry where = relative value = 2 }
		command = { type = supply_consumption which = infantry value = 0.02 } 
		command = { type = transport_weight which = infantry value = 0.2 }
		command = { type = desert_attack which = infantry value = 1 } # 10
		command = { type = desert_defense which = infantry value = 2 }
		command = { type = desert_move which = infantry value = 3 }
		command = { type = jungle_attack which = infantry value = 3 }
		command = { type = jungle_defense which = infantry value = 2 }
		command = { type = jungle_move which = infantry value = 5 }
		command = { type = rain_attack which = infantry value = 2 } # 10%
		command = { type = rain_defense which = infantry value = 1 } 
		command = { type = rain_move which = infantry value = 2 }
		command = { type = storm_attack which = infantry value = 4 } # 10%
		command = { type = storm_defense which = infantry value = 1 }
		command = { type = storm_move which = infantry value = 4 }
		# Cavalry
		command = { type = build_cost which = cavalry where = relative value = 2 }
		command = { type = supply_consumption which = cavalry value = 0.02 }
		command = { type = transport_weight which = cavalry value = 0.2 }
		command = { type = desert_attack which = cavalry value = 1 }
		command = { type = desert_defense which = cavalry value = 1 }
		command = { type = desert_move which = cavalry value = 4 }
		command = { type = jungle_attack which = cavalry value = 4 }
		command = { type = jungle_defense which = cavalry value = 1 }
		command = { type = jungle_move which = cavalry value = 7 }
		command = { type = rain_attack which = cavalry value = 3 }
		command = { type = rain_defense which = cavalry value = 1 }
		command = { type = rain_move which = cavalry value = 2 }
		command = { type = storm_attack which = cavalry value = 5 }
		command = { type = storm_defense which = cavalry value = 2 }
		command = { type = storm_move which = cavalry value = 4 }
		# Motorized
		command = { type = build_cost which = motorized where = relative value = 2 }
		command = { type = supply_consumption which = motorized value = 0.03 }
		command = { type = transport_weight which = motorized value = 0.2 }
		command = { type = desert_attack which = motorized value = 1 }
		command = { type = desert_defense which = motorized value = 1 }
		command = { type = desert_move which = motorized value = 2 }
		command = { type = jungle_attack which = motorized value = 5 }
		command = { type = jungle_defense which = motorized value = 1 }
		command = { type = jungle_move which = motorized value = 8 }
		command = { type = rain_attack which = motorized value = 3 }
		command = { type = rain_defense which = motorized value = 1 }
		command = { type = rain_move which = motorized value = 2 }
		command = { type = storm_attack which = motorized value = 5 }
		command = { type = storm_defense which = motorized value = 2 }
		command = { type = storm_move which = motorized value = 4 }
		# Mechanized
		command = { type = build_cost which = mechanized where = relative value = 2 }
		command = { type = supply_consumption which = mechanized value = 0.05 }
		command = { type = transport_weight which = mechanized value = 0.3 }
		command = { type = desert_attack which = mechanized value = 1 }
		command = { type = desert_defense which = mechanized value = 1 }
		command = { type = desert_move which = mechanized value = 1 }
		command = { type = jungle_attack which = mechanized value = 5 }
		command = { type = jungle_defense which = mechanized value = 1 }
		command = { type = jungle_move which = mechanized value = 8 }
		command = { type = rain_attack which = mechanized value = 3 }
		command = { type = rain_defense which = mechanized value = 1 }
		command = { type = rain_move which = mechanized value = 2 }
		command = { type = storm_attack which = mechanized value = 5 }
		command = { type = storm_defense which = mechanized value = 2 }
		command = { type = storm_move which = mechanized value = 4 }
		# Light Armor
		command = { type = build_cost which = light_armor where = relative value = 2 }
		command = { type = supply_consumption which = light_armor value = 0.06 }
		command = { type = transport_weight which = light_armor value = 0.4 }
		command = { type = desert_attack which = light_armor value = 1 }
		command = { type = desert_defense which = light_armor value = 1 }
		command = { type = desert_move which = light_armor value = 1 }
		command = { type = jungle_attack which = light_armor value = 6 }
		command = { type = jungle_defense which = light_armor value = 1 }
		command = { type = jungle_move which = light_armor value = 8 }
		command = { type = rain_attack which = light_armor value = 3 }
		command = { type = rain_defense which = light_armor value = 1 }
		command = { type = rain_move which = light_armor value = 2 }
		command = { type = storm_attack which = light_armor value = 5 }
		command = { type = storm_defense which = light_armor value = 2 }
		command = { type = storm_move which = light_armor value = 4 }
		# Armor
		command = { type = build_cost which = armor where = relative value = 2 }
		command = { type = supply_consumption which = armor value = 0.09 }
		command = { type = transport_weight which = armor value = 0.6 }
		command = { type = desert_attack which = armor value = 1 }
		command = { type = desert_defense which = armor value = 1 }
		command = { type = desert_move which = armor value = 1 }
		command = { type = jungle_attack which = armor value = 6 }
		command = { type = jungle_defense which = armor value = 1 }
		command = { type = jungle_move which = armor value = 8 }
		command = { type = rain_attack which = armor value = 3 }
		command = { type = rain_defense which = armor value = 1 }
		command = { type = rain_move which = armor value = 2 }
		command = { type = storm_attack which = armor value = 5 }
		command = { type = storm_defense which = armor value = 2 }
		command = { type = storm_move which = armor value = 4 }
		# Airborne
		command = { type = build_cost which = paratrooper where = relative value = 2 }
		command = { type = supply_consumption which = paratrooper value = 0.02 }
		command = { type = transport_weight which = paratrooper value = 0.1 }
		command = { type = desert_attack which = paratrooper value = 1 }
		command = { type = desert_defense which = paratrooper value = 2 }
		command = { type = desert_move which = paratrooper value = 3 }
		command = { type = jungle_attack which = paratrooper value = 4 }
		command = { type = jungle_defense which = paratrooper value = 2 }
		command = { type = jungle_move which = paratrooper value = 4 }
		command = { type = rain_attack which = paratrooper value = 2 }
		command = { type = rain_defense which = paratrooper value = 1 }
		command = { type = rain_move which = paratrooper value = 1 }
		command = { type = storm_attack which = paratrooper value = 4 }
		command = { type = storm_defense which = paratrooper value = 1 }
		command = { type = storm_move which = paratrooper value = 3 }
		# Marine
		command = { type = build_cost which = marine where = relative value = 2 }
		command = { type = supply_consumption which = marine value = 0.02 }
		command = { type = transport_weight which = marine value = 0.2 }
		command = { type = desert_attack which = marine value = 1 }
		command = { type = desert_defense which = marine value = 2 }
		command = { type = desert_move which = marine value = 4 }
		command = { type = jungle_attack which = marine value = 3 }
		command = { type = jungle_defense which = marine value = 2 }
		command = { type = jungle_move which = marine value = 5 }
		command = { type = rain_attack which = marine value = 2 }
		command = { type = rain_defense which = marine value = 1 }
		command = { type = rain_move which = marine value = 2 }
		command = { type = storm_attack which = marine value = 4 }
		command = { type = storm_defense which = marine value = 1 }
		command = { type = storm_move which = marine value = 3 }
		# Mountain
		command = { type = build_cost which = bergsjaeger where = relative value = 2 }
		command = { type = supply_consumption which = bergsjaeger value = 0.02 }
		command = { type = transport_weight which = bergsjaeger value = 0.1 }
		command = { type = desert_attack which = bergsjaeger value = 1 }
		command = { type = desert_defense which = bergsjaeger value = 2 }
		command = { type = desert_move which = bergsjaeger value = 4 }
		command = { type = jungle_attack which = bergsjaeger value = 3 }
		command = { type = jungle_defense which = bergsjaeger value = 2 }
		command = { type = jungle_move which = bergsjaeger value = 5 }
		command = { type = rain_attack which = bergsjaeger value = 2 }
		command = { type = rain_defense which = bergsjaeger value = 1 }
		command = { type = rain_move which = bergsjaeger value = 2 }
		command = { type = storm_attack which = bergsjaeger value = 4 }
		command = { type = storm_defense which = bergsjaeger value = 1 }
		command = { type = storm_move which = bergsjaeger value = 3 }
		# Garrison
		command = { type = build_cost which = garrison where = relative value = 2 }
		command = { type = supply_consumption which = garrison value = 0.01 }
		command = { type = transport_weight which = garrison value = 0.2 }
		command = { type = desert_attack which = garrison value = 1 }
		command = { type = desert_defense which = garrison value = 2 }
		command = { type = desert_move which = garrison value = 4 }
		command = { type = jungle_attack which = garrison value = 3 }
		command = { type = jungle_defense which = garrison value = 2 }
		command = { type = jungle_move which = garrison value = 5 }
		command = { type = rain_attack which = garrison value = 2 }
		command = { type = rain_defense which = garrison value = 1 }
		command = { type = rain_move which = garrison value = 2 }
		command = { type = storm_attack which = garrison value = 4 }
		command = { type = storm_defense which = garrison value = 1 }
		command = { type = storm_move which = garrison value = 3 }
		# HQ
		command = { type = build_cost which = hq where = relative value = 2 }
		command = { type = supply_consumption which = hq value = 0.05 }
		command = { type = transport_weight which = hq value = 0.5 }
		command = { type = desert_attack which = hq value = 1 }
		command = { type = desert_defense which = hq value = 1 }
		command = { type = desert_move which = hq value = 3 }
		command = { type = jungle_attack which = hq value = 4 }
		command = { type = jungle_defense which = hq value = 1 }
		command = { type = jungle_move which = hq value = 7 }
		command = { type = rain_attack which = hq value = 3 }
		command = { type = rain_defense which = hq value = 1 }
		command = { type = rain_move which = hq value = 2 }
		command = { type = storm_attack which = hq value = 5 }
		command = { type = storm_defense which = hq value = 2 }
		command = { type = storm_move which = hq value = 4 }
		# Reserve
		command = { type = build_cost which = militia where = relative value = 2 }
		command = { type = supply_consumption which = militia value = 0.01 }
		command = { type = transport_weight which = militia value = 0.1 }
		command = { type = desert_attack which = militia value = 1 }
		command = { type = desert_defense which = militia value = 2 }
		command = { type = desert_move which = militia value = 4 }
		command = { type = jungle_attack which = militia value = 3 }
		command = { type = jungle_defense which = militia value = 2 }
		command = { type = jungle_move which = militia value = 5 }
		command = { type = rain_attack which = militia value = 2 }
		command = { type = rain_defense which = militia value = 1 }
		command = { type = rain_move which = militia value = 2 }
		command = { type = storm_attack which = militia value = 4 }
		command = { type = storm_defense which = militia value = 1 }
		command = { type = storm_move which = militia value = 3 }
		# Attachments
		command = { type = build_cost which = anti_air where = relative value = 2 }
		command = { type = supply_consumption which = anti_air value = 0.01 }
		command = { type = transport_weight which = anti_air value = 0.1 }
		command = { type = build_cost which = anti_tank where = relative value = 2 }
		command = { type = supply_consumption which = anti_tank value = 0.01 }
		command = { type = transport_weight which = anti_tank value = 0.1 }
		command = { type = build_cost which = armored_car where = relative value = 2 }
		command = { type = supply_consumption which = armored_car value = 0.01 }
		command = { type = transport_weight which = armored_car value = 0.1 }
		command = { type = build_cost which = artillery where = relative value = 2 }
		command = { type = supply_consumption which = artillery value = 0.01 }
		command = { type = transport_weight which = artillery value = 0.1 }
		command = { type = build_cost which = engineer where = relative value = 2 }
		command = { type = supply_consumption which = engineer value = 0.01 }
		command = { type = transport_weight which = engineer value = 0.1 }
		command = { type = build_cost which = heavy_armor where = relative value = 2 }
		command = { type = supply_consumption which = heavy_armor value = 0.03 }
		command = { type = transport_weight which = heavy_armor value = 0.2 }
		command = { type = build_cost which = light_armor_brigade where = relative value = 2 }
		command = { type = supply_consumption which = light_armor_brigade value = 0.01 }
		command = { type = transport_weight which = light_armor_brigade value = 0.1 }
		command = { type = build_cost which = police where = relative value = 2 }
		command = { type = build_cost which = rocket_artillery where = relative value = 2 }
		command = { type = supply_consumption which = rocket_artillery value = 0.01 }
		command = { type = transport_weight which = rocket_artillery value = 0.1 }
		command = { type = build_cost which = sp_artillery where = relative value = 2 }
		command = { type = supply_consumption which = sp_artillery value = 0.01 }
		command = { type = transport_weight which = sp_artillery value = 0.1 }
		command = { type = build_cost which = sp_rct_artillery where = relative value = 2 }
		command = { type = supply_consumption which = sp_rct_artillery value = 0.02 }
		command = { type = transport_weight which = sp_rct_artillery value = 0.2 }
		command = { type = build_cost which = super_heavy_armor where = relative value = 2 }
		command = { type = supply_consumption which = super_heavy_armor value = 0.02 }
		command = { type = transport_weight which = super_heavy_armor value = 0.2 }
		command = { type = build_cost which = tank_destroyer where = relative value = 2 }
		command = { type = supply_consumption which = tank_destroyer value = 0.01 }
		command = { type = transport_weight which = tank_destroyer value = 0.1 }
		command = { type = build_cost which = b_u4 where = relative value = 2 } # Towed Artillery
		command = { type = supply_consumption which = b_u4 value = 0.01 }
		command = { type = transport_weight which = b_u4 value = 0.1 }
		command = { type = build_cost which = b_u5 where = relative value = 2 } # VH Artillery
		command = { type = supply_consumption which = b_u5 value = 0.01 }
		command = { type = transport_weight which = b_u5 value = 0.1 }
		command = { type = build_cost which = b_u6 where = relative value = 2 } # Lt Artillery
		command = { type = supply_consumption which = b_u6 value = 0.01 }
		command = { type = transport_weight which = b_u6 value = 0.1 }
		command = { type = build_cost which = b_u7 where = relative value = 2 } # Infantry Regiment
		command = { type = supply_consumption which = b_u7 value = 0.01 }
		command = { type = transport_weight which = b_u7 value = 0.1 }
		command = { type = build_cost which = b_u8 where = relative value = 2 } # Cavalry Regiment
		command = { type = supply_consumption which = b_u8 value = 0.01 }
		command = { type = transport_weight which = b_u8 value = 0.1 }
		command = { type = build_cost which = b_u9 where = relative value = 2 } # Engineer Regiment
		command = { type = supply_consumption which = b_u9 value = 0.01 }
		command = { type = transport_weight which = b_u9 value = 0.1 }
		command = { type = build_cost which = b_u10 where = relative value = 2 } # Assault Gun
		command = { type = supply_consumption which = b_u10 value = 0.01 }
		command = { type = transport_weight which = b_u10 value = 0.1 }
		command = { type = build_cost which = b_u11 where = relative value = 2 } # Heavy Tank Destroyer
		command = { type = supply_consumption which = b_u11 value = 0.02 }
		command = { type = transport_weight which = b_u11 value = 0.2 }
	}
}

# 1940 Winter Equipment Adaptation
application = { 
	id = 1950
	name = TECH_APP_INFANTRY_95_NAME
	desc = TECH_APP_INFANTRY_95_DESC
	position = { x = 152 y = 375 }
	year = 1940

	# 1940 Arctic Equipment Modification
	component = { id = 1951 name = TECH_CMP_INFANTRY_95_1_NAME type = technical_efficiency difficulty = 6 }
	# 1940 Arctic Individual Equipment
	component = { id = 1952 name = TECH_CMP_INFANTRY_95_2_NAME type = general_equipment difficulty = 6 }
	# 1940 Arctic Heavy Weapons
	component = { id = 1953 name = TECH_CMP_INFANTRY_95_3_NAME type = mechanics difficulty = 6 }
	# 1940 Arctic Equipment Testing
	component = { id = 1954 name = TECH_CMP_INFANTRY_95_4_NAME type = management difficulty = 6 }
	# 1940 Arctic Equipment Production 
	component = { id = 1955 name = TECH_CMP_INFANTRY_95_5_NAME type = industrial_engineering difficulty = 6 }

	or_required = { 1090 1180 } # Arctic Civilian Experience OR 1938 Infantry Equipment

	effects = {
		command = { type = attrition_mod value = 5 }

		# Infantry
		command = { type = build_cost which = infantry where = relative value = 2 }
		command = { type = supply_consumption which = infantry value = 0.02 }
		command = { type = transport_weight which = infantry value = 0.2 }
		command = { type = blizzard_attack which = infantry value = 9 } # 10
		command = { type = blizzard_defense which = infantry value = 4 }
		command = { type = blizzard_move which = infantry value = 9 }
		command = { type = snow_attack which = infantry value = 6 }
		command = { type = snow_defense which = infantry value = 2 }
		command = { type = snow_move which = infantry value = 4 }
		command = { type = frozen_attack which = infantry value = 3 }
		command = { type = frozen_defense which = infantry value = 2 }
		command = { type = frozen_move which = infantry value = 3 }
		# Cavalry
		command = { type = build_cost which = cavalry where = relative value = 2 }
		command = { type = supply_consumption which = cavalry value = 0.02 }
		command = { type = transport_weight which = cavalry value = 0.2 }
		command = { type = blizzard_attack which = cavalry value = 9 }
		command = { type = blizzard_defense which = cavalry value = 4 }
		command = { type = blizzard_move which = cavalry value = 9 }
		command = { type = snow_attack which = cavalry value = 7 }
		command = { type = snow_defense which = cavalry value = 3 }
		command = { type = snow_move which = cavalry value = 5 }
		command = { type = frozen_attack which = cavalry value = 3 }
		command = { type = frozen_defense which = cavalry value = 2 }
		command = { type = frozen_move which = cavalry value = 3 }
		# Motorized
		command = { type = build_cost which = motorized where = relative value = 2 }
		command = { type = supply_consumption which = motorized value = 0.03 }
		command = { type = transport_weight which = motorized value = 0.2 }
		command = { type = blizzard_attack which = motorized value = 10 }
		command = { type = blizzard_defense which = motorized value = 4 }
		command = { type = blizzard_move which = motorized value = 10 }
		command = { type = snow_attack which = motorized value = 7 }
		command = { type = snow_defense which = motorized value = 3 }
		command = { type = snow_move which = motorized value = 5 }
		command = { type = frozen_attack which = motorized value = 4 }
		command = { type = frozen_defense which = motorized value = 2 }
		command = { type = frozen_move which = motorized value = 3 }
		# Mechanized
		command = { type = build_cost which = mechanized where = relative value = 2 }
		command = { type = supply_consumption which = mechanized value = 0.05 }
		command = { type = transport_weight which = mechanized value = 0.3 }
		command = { type = blizzard_attack which = mechanized value = 9 }
		command = { type = blizzard_defense which = mechanized value = 4 }
		command = { type = blizzard_move which = mechanized value = 9 }
		command = { type = snow_attack which = mechanized value = 7 }
		command = { type = snow_defense which = mechanized value = 3 }
		command = { type = snow_move which = mechanized value = 5 }
		command = { type = frozen_attack which = mechanized value = 3 }
		command = { type = frozen_defense which = mechanized value = 2 }
		command = { type = frozen_move which = mechanized value = 3 }
		# Light Armor
		command = { type = build_cost which = light_armor where = relative value = 2 }
		command = { type = supply_consumption which = light_armor value = 0.06 }
		command = { type = transport_weight which = light_armor value = 0.4 }
		command = { type = blizzard_attack which = light_armor value = 9 }
		command = { type = blizzard_defense which = light_armor value = 4 }
		command = { type = blizzard_move which = light_armor value = 9 }
		command = { type = snow_attack which = light_armor value = 6 }
		command = { type = snow_defense which = light_armor value = 3 }
		command = { type = snow_move which = light_armor value = 5 }
		command = { type = frozen_attack which = light_armor value = 3 }
		command = { type = frozen_defense which = light_armor value = 2 }
		command = { type = frozen_move which = light_armor value = 3 }
		# Armor
		command = { type = build_cost which = armor where = relative value = 2 }
		command = { type = supply_consumption which = armor value = 0.09 }
		command = { type = transport_weight which = armor value = 0.6 }
		command = { type = blizzard_attack which = armor value = 9 }
		command = { type = blizzard_defense which = armor value = 4 }
		command = { type = blizzard_move which = armor value = 9 }
		command = { type = snow_attack which = armor value = 6 }
		command = { type = snow_defense which = armor value = 3 }
		command = { type = snow_move which = armor value = 5 }
		command = { type = frozen_attack which = armor value = 3 }
		command = { type = frozen_defense which = armor value = 2 }
		command = { type = frozen_move which = armor value = 3 }
		# Airborne
		command = { type = build_cost which = paratrooper where = relative value = 2 }
		command = { type = supply_consumption which = paratrooper value = 0.02 }
		command = { type = transport_weight which = paratrooper value = 0.1 }
		command = { type = blizzard_attack which = paratrooper value = 7 }
		command = { type = blizzard_defense which = paratrooper value = 3 }
		command = { type = blizzard_move which = paratrooper value = 7 }
		command = { type = snow_attack which = paratrooper value = 5 }
		command = { type = snow_defense which = paratrooper value = 2 }
		command = { type = snow_move which = paratrooper value = 4 }
		command = { type = frozen_attack which = paratrooper value = 2 }
		command = { type = frozen_defense which = paratrooper value = 1 }
		command = { type = frozen_move which = paratrooper value = 2 }
		# Marine
		command = { type = build_cost which = marine where = relative value = 2 }
		command = { type = supply_consumption which = marine value = 0.02 }
		command = { type = transport_weight which = marine value = 0.2 }
		command = { type = blizzard_attack which = marine value = 8 }
		command = { type = blizzard_defense which = marine value = 3 }
		command = { type = blizzard_move which = marine value = 8 }
		command = { type = snow_attack which = marine value = 5 }
		command = { type = snow_defense which = marine value = 2 }
		command = { type = snow_move which = marine value = 4 }
		command = { type = frozen_attack which = marine value = 3 }
		command = { type = frozen_defense which = marine value = 1 }
		command = { type = frozen_move which = marine value = 2 }
		# Mountain
		command = { type = build_cost which = bergsjaeger where = relative value = 2 }
		command = { type = supply_consumption which = bergsjaeger value = 0.02 }
		command = { type = transport_weight which = bergsjaeger value = 0.1 }
		command = { type = blizzard_attack which = bergsjaeger value = 5 }
		command = { type = blizzard_defense which = bergsjaeger value = 2 }
		command = { type = blizzard_move which = bergsjaeger value = 5 }
		command = { type = snow_attack which = bergsjaeger value = 3 }
		command = { type = snow_defense which = bergsjaeger value = 1 }
		command = { type = snow_move which = bergsjaeger value = 2 }
		command = { type = frozen_attack which = bergsjaeger value = 1 }
		command = { type = frozen_defense which = bergsjaeger value = 1 }
		command = { type = frozen_move which = bergsjaeger value = 1 }
		# Garrison
		command = { type = build_cost which = garrison where = relative value = 2 }
		command = { type = supply_consumption which = garrison value = 0.01 }
		command = { type = transport_weight which = garrison value = 0.1 }
		command = { type = blizzard_attack which = garrison value = 8 }
		command = { type = blizzard_defense which = garrison value = 3 }
		command = { type = blizzard_move which = garrison value = 8 }
		command = { type = snow_attack which = garrison value = 5 }
		command = { type = snow_defense which = garrison value = 2 }
		command = { type = snow_move which = garrison value = 4 }
		command = { type = frozen_attack which = garrison value = 3 }
		command = { type = frozen_defense which = garrison value = 1 }
		command = { type = frozen_move which = garrison value = 2 }
		# HQ
		command = { type = build_cost which = militia where = relative value = 2 }
		command = { type = supply_consumption which = hq value = 0.05 }
		command = { type = transport_weight which = hq value = 0.5 }
		command = { type = blizzard_attack which = hq value = 9 }
		command = { type = blizzard_defense which = hq value = 4 }
		command = { type = blizzard_move which = hq value = 9 }
		command = { type = snow_attack which = hq value = 7 }
		command = { type = snow_defense which = hq value = 3 }
		command = { type = snow_move which = hq value = 5 }
		command = { type = frozen_attack which = hq value = 3 }
		command = { type = frozen_defense which = hq value = 2 }
		command = { type = frozen_move which = hq value = 3 }
		# Reserve
		command = { type = build_cost which = militia where = relative value = 2 }
		command = { type = supply_consumption which = militia value = 0.01 }
		command = { type = transport_weight which = militia value = 0.1 }
		command = { type = blizzard_attack which = militia value = 8 }
		command = { type = blizzard_defense which = militia value = 3 }
		command = { type = blizzard_move which = militia value = 8 }
		command = { type = snow_attack which = militia value = 5 }
		command = { type = snow_defense which = militia value = 2 }
		command = { type = snow_move which = militia value = 4 }
		command = { type = frozen_attack which = militia value = 3 }
		command = { type = frozen_defense which = militia value = 1 }
		command = { type = frozen_move which = militia value = 2 }
		# Attachments
		command = { type = build_cost which = anti_air where = relative value = 2 }
		command = { type = supply_consumption which = anti_air value = 0.01 }
		command = { type = transport_weight which = anti_air value = 0.1 }
		command = { type = build_cost which = anti_tank where = relative value = 2 }
		command = { type = build_cost which = armored_car where = relative value = 2 }
		command = { type = build_cost which = artillery where = relative value = 2 }
		command = { type = supply_consumption which = artillery value = 0.01 }
		command = { type = transport_weight which = artillery value = 0.1 }
		command = { type = build_cost which = engineer where = relative value = 2 }
		command = { type = build_cost which = heavy_armor where = relative value = 2 }
		command = { type = supply_consumption which = heavy_armor value = 0.03 }
		command = { type = transport_weight which = heavy_armor value = 0.2 }
		command = { type = build_cost which = light_armor_brigade where = relative value = 2 }
		command = { type = supply_consumption which = light_armor_brigade value = 0.01 }
		command = { type = transport_weight which = light_armor_brigade value = 0.1 }
		command = { type = build_cost which = police where = relative value = 2 }
		command = { type = build_cost which = rocket_artillery where = relative value = 2 }
		command = { type = supply_consumption which = rocket_artillery value = 0.01 }
		command = { type = transport_weight which = rocket_artillery value = 0.1 }
		command = { type = build_cost which = sp_artillery where = relative value = 2 }
		command = { type = supply_consumption which = sp_artillery value = 0.01 }
		command = { type = transport_weight which = sp_artillery value = 0.1 }
		command = { type = build_cost which = sp_rct_artillery where = relative value = 2 }
		command = { type = supply_consumption which = sp_rct_artillery value = 0.02 }
		command = { type = transport_weight which = sp_rct_artillery value = 0.2 }
		command = { type = build_cost which = super_heavy_armor where = relative value = 2 }
		command = { type = supply_consumption which = super_heavy_armor value = 0.02 }
		command = { type = transport_weight which = super_heavy_armor value = 0.2 }
		command = { type = build_cost which = tank_destroyer where = relative value = 2 }
		command = { type = supply_consumption which = tank_destroyer value = 0.01 }
		command = { type = transport_weight which = tank_destroyer value = 0.1 }
		command = { type = build_cost which = b_u4 where = relative value = 2 } # Towed Artillery
		command = { type = supply_consumption which = b_u4 value = 0.01 }
		command = { type = transport_weight which = b_u4 value = 0.1 }
		command = { type = build_cost which = b_u5 where = relative value = 2 } # VH Artillery
		command = { type = supply_consumption which = b_u5 value = 0.01 }
		command = { type = transport_weight which = b_u5 value = 0.1 }
		command = { type = build_cost which = b_u6 where = relative value = 2 } # Lt Artillery
		command = { type = supply_consumption which = b_u6 value = 0.01 }
		command = { type = transport_weight which = b_u6 value = 0.1 }
		command = { type = build_cost which = b_u7 where = relative value = 2 } # Infantry Regiment
		command = { type = build_cost which = b_u8 where = relative value = 2 } # Cavalry Regiment
		command = { type = build_cost which = b_u9 where = relative value = 2 } # Construction Engineer Regiment
		command = { type = build_cost which = b_u10 where = relative value = 2 } # Assault Gun
		command = { type = supply_consumption which = b_u10 value = 0.01 }
		command = { type = transport_weight which = b_u10 value = 0.1 }
		command = { type = build_cost which = b_u11 where = relative value = 2 } # Heavy Tank Destroyer
		command = { type = supply_consumption which = b_u11 value = 0.02 }
		command = { type = transport_weight which = b_u11 value = 0.2 }
	}
}

# 1944 Winter Equipment Adaptation
application = { 
	id = 1960
	name = TECH_APP_INFANTRY_96_NAME
	desc = TECH_APP_INFANTRY_96_DESC
	position = { x = 152 y = 355 }
	year = 1944

	# 1944 Arctic Equipment Modification
	component = { id = 1961 name = TECH_CMP_INFANTRY_96_1_NAME type = technical_efficiency difficulty = 7 }
	# 1944 Arctic Individual Equipment
	component = { id = 1962 name = TECH_CMP_INFANTRY_96_2_NAME type = general_equipment difficulty = 7 }
	# 1944 Arctic Heavy Weapons
	component = { id = 1963 name = TECH_CMP_INFANTRY_96_3_NAME type = mechanics difficulty = 7 }
	# 1944 Arctic Equipment Testing
	component = { id = 1964 name = TECH_CMP_INFANTRY_96_4_NAME type = management difficulty = 7 }
	# 1944 Arctic Equipment Production 
	component = { id = 1965 name = TECH_CMP_INFANTRY_96_5_NAME type = industrial_engineering difficulty = 7 }

	required = { 1950 } # 1940 Winter Equipment Adaptation
	or_required = { 1090 1220 } # Arctic Civilian Experience OR 1942 Infantry Equipment

	effects = {
		command = { type = attrition_mod value = 5 }

		# Infantry
		command = { type = build_cost which = infantry where = relative value = 2 }
		command = { type = supply_consumption which = infantry value = 0.02 }
		command = { type = transport_weight which = infantry value = 0.2 }
		command = { type = blizzard_attack which = infantry value = 9 } # 10
		command = { type = blizzard_defense which = infantry value = 4 }
		command = { type = blizzard_move which = infantry value = 9 }
		command = { type = snow_attack which = infantry value = 6 }
		command = { type = snow_defense which = infantry value = 2 }
		command = { type = snow_move which = infantry value = 4 }
		command = { type = frozen_attack which = infantry value = 3 }
		command = { type = frozen_defense which = infantry value = 2 }
		command = { type = frozen_move which = infantry value = 3 }
		# Cavalry
		command = { type = build_cost which = cavalry where = relative value = 2 }
		command = { type = supply_consumption which = cavalry value = 0.02 }
		command = { type = transport_weight which = cavalry value = 0.2 }
		command = { type = blizzard_attack which = cavalry value = 9 }
		command = { type = blizzard_defense which = cavalry value = 4 }
		command = { type = blizzard_move which = cavalry value = 9 }
		command = { type = snow_attack which = cavalry value = 7 }
		command = { type = snow_defense which = cavalry value = 3 }
		command = { type = snow_move which = cavalry value = 5 }
		command = { type = frozen_attack which = cavalry value = 3 }
		command = { type = frozen_defense which = cavalry value = 2 }
		command = { type = frozen_move which = cavalry value = 3 }
		# Motorized
		command = { type = build_cost which = motorized where = relative value = 2 }
		command = { type = supply_consumption which = motorized value = 0.03 }
		command = { type = transport_weight which = motorized value = 0.2 }
		command = { type = blizzard_attack which = motorized value = 10 }
		command = { type = blizzard_defense which = motorized value = 4 }
		command = { type = blizzard_move which = motorized value = 10 }
		command = { type = snow_attack which = motorized value = 7 }
		command = { type = snow_defense which = motorized value = 3 }
		command = { type = snow_move which = motorized value = 5 }
		command = { type = frozen_attack which = motorized value = 4 }
		command = { type = frozen_defense which = motorized value = 2 }
		command = { type = frozen_move which = motorized value = 3 }
		# Mechanized
		command = { type = build_cost which = mechanized where = relative value = 2 }
		command = { type = supply_consumption which = mechanized value = 0.05 }
		command = { type = transport_weight which = mechanized value = 0.3 }
		command = { type = blizzard_attack which = mechanized value = 9 }
		command = { type = blizzard_defense which = mechanized value = 4 }
		command = { type = blizzard_move which = mechanized value = 9 }
		command = { type = snow_attack which = mechanized value = 7 }
		command = { type = snow_defense which = mechanized value = 3 }
		command = { type = snow_move which = mechanized value = 5 }
		command = { type = frozen_attack which = mechanized value = 3 }
		command = { type = frozen_defense which = mechanized value = 2 }
		command = { type = frozen_move which = mechanized value = 3 }
		# Light Armor
		command = { type = build_cost which = light_armor where = relative value = 2 }
		command = { type = supply_consumption which = light_armor value = 0.06 }
		command = { type = transport_weight which = light_armor value = 0.4 }
		command = { type = blizzard_attack which = light_armor value = 9 }
		command = { type = blizzard_defense which = light_armor value = 4 }
		command = { type = blizzard_move which = light_armor value = 9 }
		command = { type = snow_attack which = light_armor value = 6 }
		command = { type = snow_defense which = light_armor value = 3 }
		command = { type = snow_move which = light_armor value = 5 }
		command = { type = frozen_attack which = light_armor value = 3 }
		command = { type = frozen_defense which = light_armor value = 2 }
		command = { type = frozen_move which = light_armor value = 3 }
		# Armor
		command = { type = build_cost which = armor where = relative value = 2 }
		command = { type = supply_consumption which = armor value = 0.09 }
		command = { type = transport_weight which = armor value = 0.6 }
		command = { type = blizzard_attack which = armor value = 9 }
		command = { type = blizzard_defense which = armor value = 4 }
		command = { type = blizzard_move which = armor value = 9 }
		command = { type = snow_attack which = armor value = 6 }
		command = { type = snow_defense which = armor value = 3 }
		command = { type = snow_move which = armor value = 5 }
		command = { type = frozen_attack which = armor value = 3 }
		command = { type = frozen_defense which = armor value = 2 }
		command = { type = frozen_move which = armor value = 3 }
		# Airborne
		command = { type = build_cost which = paratrooper where = relative value = 2 }
		command = { type = supply_consumption which = paratrooper value = 0.02 }
		command = { type = transport_weight which = paratrooper value = 0.1 }
		command = { type = blizzard_attack which = paratrooper value = 7 }
		command = { type = blizzard_defense which = paratrooper value = 3 }
		command = { type = blizzard_move which = paratrooper value = 7 }
		command = { type = snow_attack which = paratrooper value = 5 }
		command = { type = snow_defense which = paratrooper value = 2 }
		command = { type = snow_move which = paratrooper value = 4 }
		command = { type = frozen_attack which = paratrooper value = 2 }
		command = { type = frozen_defense which = paratrooper value = 1 }
		command = { type = frozen_move which = paratrooper value = 2 }
		# Marine
		command = { type = build_cost which = marine where = relative value = 2 }
		command = { type = supply_consumption which = marine value = 0.02 }
		command = { type = transport_weight which = marine value = 0.2 }
		command = { type = blizzard_attack which = marine value = 8 }
		command = { type = blizzard_defense which = marine value = 3 }
		command = { type = blizzard_move which = marine value = 8 }
		command = { type = snow_attack which = marine value = 5 }
		command = { type = snow_defense which = marine value = 2 }
		command = { type = snow_move which = marine value = 4 }
		command = { type = frozen_attack which = marine value = 3 }
		command = { type = frozen_defense which = marine value = 1 }
		command = { type = frozen_move which = marine value = 2 }
		# Mountain
		command = { type = build_cost which = bergsjaeger where = relative value = 2 }
		command = { type = supply_consumption which = bergsjaeger value = 0.02 }
		command = { type = transport_weight which = bergsjaeger value = 0.1 }
		command = { type = blizzard_attack which = bergsjaeger value = 5 }
		command = { type = blizzard_defense which = bergsjaeger value = 2 }
		command = { type = blizzard_move which = bergsjaeger value = 5 }
		command = { type = snow_attack which = bergsjaeger value = 3 }
		command = { type = snow_defense which = bergsjaeger value = 1 }
		command = { type = snow_move which = bergsjaeger value = 2 }
		command = { type = frozen_attack which = bergsjaeger value = 1 }
		command = { type = frozen_defense which = bergsjaeger value = 1 }
		command = { type = frozen_move which = bergsjaeger value = 1 }
		# Garrison
		command = { type = build_cost which = garrison where = relative value = 2 }
		command = { type = supply_consumption which = garrison value = 0.01 }
		command = { type = transport_weight which = garrison value = 0.1 }
		command = { type = blizzard_attack which = garrison value = 8 }
		command = { type = blizzard_defense which = garrison value = 3 }
		command = { type = blizzard_move which = garrison value = 8 }
		command = { type = snow_attack which = garrison value = 5 }
		command = { type = snow_defense which = garrison value = 2 }
		command = { type = snow_move which = garrison value = 4 }
		command = { type = frozen_attack which = garrison value = 3 }
		command = { type = frozen_defense which = garrison value = 1 }
		command = { type = frozen_move which = garrison value = 2 }
		# HQ
		command = { type = build_cost which = militia where = relative value = 2 }
		command = { type = supply_consumption which = hq value = 0.05 }
		command = { type = transport_weight which = hq value = 0.5 }
		command = { type = blizzard_attack which = hq value = 9 }
		command = { type = blizzard_defense which = hq value = 4 }
		command = { type = blizzard_move which = hq value = 9 }
		command = { type = snow_attack which = hq value = 7 }
		command = { type = snow_defense which = hq value = 3 }
		command = { type = snow_move which = hq value = 5 }
		command = { type = frozen_attack which = hq value = 3 }
		command = { type = frozen_defense which = hq value = 2 }
		command = { type = frozen_move which = hq value = 3 }
		# Reserve
		command = { type = build_cost which = militia where = relative value = 2 }
		command = { type = supply_consumption which = militia value = 0.01 }
		command = { type = transport_weight which = militia value = 0.1 }
		command = { type = blizzard_attack which = militia value = 8 }
		command = { type = blizzard_defense which = militia value = 3 }
		command = { type = blizzard_move which = militia value = 8 }
		command = { type = snow_attack which = militia value = 5 }
		command = { type = snow_defense which = militia value = 2 }
		command = { type = snow_move which = militia value = 4 }
		command = { type = frozen_attack which = militia value = 3 }
		command = { type = frozen_defense which = militia value = 1 }
		command = { type = frozen_move which = militia value = 2 }
		# Attachments
		command = { type = build_cost which = anti_air where = relative value = 2 }
		command = { type = supply_consumption which = anti_air value = 0.01 }
		command = { type = transport_weight which = anti_air value = 0.1 }
		command = { type = build_cost which = anti_tank where = relative value = 2 }
		command = { type = supply_consumption which = anti_tank value = 0.01 }
		command = { type = transport_weight which = anti_tank value = 0.1 }
		command = { type = build_cost which = armored_car where = relative value = 2 }
		command = { type = supply_consumption which = armored_car value = 0.01 }
		command = { type = transport_weight which = armored_car value = 0.1 }
		command = { type = build_cost which = artillery where = relative value = 2 }
		command = { type = supply_consumption which = artillery value = 0.01 }
		command = { type = transport_weight which = artillery value = 0.1 }
		command = { type = build_cost which = engineer where = relative value = 2 }
		command = { type = supply_consumption which = engineer value = 0.01 }
		command = { type = transport_weight which = engineer value = 0.1 }
		command = { type = build_cost which = heavy_armor where = relative value = 2 }
		command = { type = supply_consumption which = heavy_armor value = 0.03 }
		command = { type = transport_weight which = heavy_armor value = 0.2 }
		command = { type = build_cost which = light_armor_brigade where = relative value = 2 }
		command = { type = supply_consumption which = light_armor_brigade value = 0.01 }
		command = { type = transport_weight which = light_armor_brigade value = 0.1 }
		command = { type = build_cost which = police where = relative value = 2 }
		command = { type = build_cost which = rocket_artillery where = relative value = 2 }
		command = { type = supply_consumption which = rocket_artillery value = 0.01 }
		command = { type = transport_weight which = rocket_artillery value = 0.1 }
		command = { type = build_cost which = sp_artillery where = relative value = 2 }
		command = { type = supply_consumption which = sp_artillery value = 0.01 }
		command = { type = transport_weight which = sp_artillery value = 0.1 }
		command = { type = build_cost which = sp_rct_artillery where = relative value = 2 }
		command = { type = supply_consumption which = sp_rct_artillery value = 0.02 }
		command = { type = transport_weight which = sp_rct_artillery value = 0.2 }
		command = { type = build_cost which = super_heavy_armor where = relative value = 2 }
		command = { type = supply_consumption which = super_heavy_armor value = 0.02 }
		command = { type = transport_weight which = super_heavy_armor value = 0.2 }
		command = { type = build_cost which = tank_destroyer where = relative value = 2 }
		command = { type = supply_consumption which = tank_destroyer value = 0.01 }
		command = { type = transport_weight which = tank_destroyer value = 0.1 }
		command = { type = build_cost which = b_u4 where = relative value = 2 } # Towed Artillery
		command = { type = supply_consumption which = b_u4 value = 0.01 }
		command = { type = transport_weight which = b_u4 value = 0.1 }
		command = { type = build_cost which = b_u5 where = relative value = 2 } # VH Artillery
		command = { type = supply_consumption which = b_u5 value = 0.01 }
		command = { type = transport_weight which = b_u5 value = 0.1 }
		command = { type = build_cost which = b_u6 where = relative value = 2 } # Lt Artillery
		command = { type = supply_consumption which = b_u6 value = 0.01 }
		command = { type = transport_weight which = b_u6 value = 0.1 }
		command = { type = build_cost which = b_u7 where = relative value = 2 } # Infantry Regiment
		command = { type = supply_consumption which = b_u7 value = 0.01 }
		command = { type = transport_weight which = b_u7 value = 0.1 }
		command = { type = build_cost which = b_u8 where = relative value = 2 } # Cavalry Regiment
		command = { type = supply_consumption which = b_u8 value = 0.01 }
		command = { type = transport_weight which = b_u8 value = 0.1 }
		command = { type = build_cost which = b_u9 where = relative value = 2 } # Engineer Regiment
		command = { type = supply_consumption which = b_u9 value = 0.01 }
		command = { type = transport_weight which = b_u9 value = 0.1 }
		command = { type = build_cost which = b_u10 where = relative value = 2 } # Assault Gun
		command = { type = supply_consumption which = b_u10 value = 0.01 }
		command = { type = transport_weight which = b_u10 value = 0.1 }
		command = { type = build_cost which = b_u11 where = relative value = 2 } # Heavy Tank Destroyer
		command = { type = supply_consumption which = b_u11 value = 0.02 }
		command = { type = transport_weight which = b_u11 value = 0.2 }
	}
}

# 1943 Urban Assault Equipment
application = { 
	id = 1970
	name = TECH_APP_INFANTRY_97_NAME
	desc = TECH_APP_INFANTRY_97_DESC
	position = { x = 432 y = 358 }
	year = 1943

	# 1943 Assault Engineer Equipment
	component = { id = 1971 name = TECH_CMP_INFANTRY_97_1_NAME type = general_equipment difficulty = 4 }
	# 1943 Infantry Gun 150+mm
	component = { id = 1972 name = TECH_CMP_INFANTRY_97_2_NAME type = artillery difficulty = 5 }
	# 1943 Heavy Assault Guns
	component = { id = 1973 name = TECH_CMP_INFANTRY_97_3_NAME type = mechanics difficulty = 6 }
	# 1943 Assault Equipment Testing
	component = { id = 1974 name = TECH_CMP_INFANTRY_97_4_NAME type = management difficulty = 4 }
	# 1943 Assault Equipment Production 
	component = { id = 1975 name = TECH_CMP_INFANTRY_97_5_NAME type = industrial_engineering difficulty = 4 }

	or_required = { 1000 1220 } # Urban civilian Experience OR 1942 Infantry Equipment 
	# Activated by: Semi-Industrial Economy (5220)

	effects = {
		# Infantry
		command = { type = build_cost which = infantry where = relative value = 1 }
		command = { type = supply_consumption which = infantry value = 0.01 }
		command = { type = transport_weight which = infantry value = 0.1 }
		command = { type = urban_attack which = infantry value = 2 } # 10%
		command = { type = urban_defense which = infantry value = 2 }
		command = { type = fort_attack which = infantry value = 1 }
		# Cavalry
		command = { type = build_cost which = cavalry where = relative value = 1 }
		command = { type = supply_consumption which = cavalry value = 0.01 }
		command = { type = transport_weight which = cavalry value = 0.1 }
		command = { type = urban_attack which = cavalry value = 2 }
		command = { type = urban_defense which = cavalry value = 2 }
		command = { type = fort_attack which = cavalry value = 1 }
		# Motorized
		command = { type = build_cost which = motorized where = relative value = 1 }
		command = { type = supply_consumption which = motorized value = 0.01 }
		command = { type = transport_weight which = motorized value = 0.1 }
		command = { type = urban_attack which = motorized value = 2 }
		command = { type = urban_defense which = motorized value = 1 }
		command = { type = fort_attack which = motorized value = 2 }
		# Mechanized
		command = { type = build_cost which = mechanized where = relative value = 1 }
		command = { type = supply_consumption which = mechanized value = 0.02 }
		command = { type = transport_weight which = mechanized value = 0.1 }
		command = { type = urban_attack which = mechanized value = 3 }
		command = { type = urban_defense which = mechanized value = 1 }
		command = { type = fort_attack which = mechanized value = 3 }
		# Light Armor
		command = { type = build_cost which = light_armor where = relative value = 1 }
		command = { type = supply_consumption which = light_armor value = 0.02 }
		command = { type = transport_weight which = light_armor value = 0.1 }
		command = { type = urban_attack which = light_armor value = 4 }
		command = { type = urban_defense which = light_armor value = 1 }
		command = { type = fort_attack which = light_armor value = 4 }
		# Armor
		command = { type = build_cost which = armor where = relative value = 1 }
		command = { type = supply_consumption which = armor value = 0.03 }
		command = { type = transport_weight which = armor value = 0.2 }
		command = { type = urban_attack which = armor value = 4 }
		command = { type = urban_defense which = armor value = 1 }
		command = { type = fort_attack which = armor value = 4 }
		# Airborne
		command = { type = build_cost which = paratrooper where = relative value = 1 }
		command = { type = supply_consumption which = paratrooper value = 0.01 }
		command = { type = transport_weight which = paratrooper value = 0.1 }
		command = { type = urban_attack which = paratrooper value = 2 }
		command = { type = urban_defense which = paratrooper value = 3 }
		command = { type = fort_attack which = paratrooper value = 1 }
		# Marine
		command = { type = build_cost which = marine where = relative value = 1 }
		command = { type = supply_consumption which = marine value = 0.01 }
		command = { type = transport_weight which = marine value = 0.1 }
		command = { type = urban_attack which = marine value = 2 }
		command = { type = urban_defense which = marine value = 3 }
		command = { type = fort_attack which = marine value = 1 }
		# Mountain
		command = { type = build_cost which = bergsjaeger where = relative value = 1 }
		command = { type = supply_consumption which = bergsjaeger value = 0.01 }
		command = { type = transport_weight which = bergsjaeger value = 0.1 }
		command = { type = urban_attack which = bergsjaeger value = 2 }
		command = { type = urban_defense which = bergsjaeger value = 3 }
		command = { type = fort_attack which = bergsjaeger value = 1 }
		# Garrison
		command = { type = build_cost which = garrison where = relative value = 1 }
		command = { type = supply_consumption which = garrison value = 0.01 }
		command = { type = transport_weight which = garrison value = 0.1 }
		command = { type = urban_attack which = garrison value = 2 }
		command = { type = urban_defense which = garrison value = 3 }
		command = { type = fort_attack which = garrison value = 1 }
		# HQ
		command = { type = build_cost which = hq where = relative value = 1 }
		command = { type = supply_consumption which = hq value = 0.02 }
		command = { type = transport_weight which = hq value = 0.2 }
		command = { type = urban_attack which = hq value = 3 }
		command = { type = urban_defense which = hq value = 2 }
		command = { type = fort_attack which = hq value = 2 }
		# Reserve
		command = { type = build_cost which = militia where = relative value = 1 }
		command = { type = supply_consumption which = militia value = 0.01 }
		command = { type = transport_weight which = militia value = 0.1 }
		command = { type = urban_attack which = militia value = 2 }
		command = { type = urban_defense which = militia value = 3 }
		command = { type = fort_attack which = militia value = 1 }
		# Attachments
		command = { type = build_cost which = engineer where = relative value = 3 }
		command = { type = supply_consumption which = engineer value = 0.01 }
		command = { type = transport_weight which = engineer value = 0.1 }
		command = { type = build_cost which = sp_rct_artillery where = relative value = 3 }
		command = { type = supply_consumption which = sp_rct_artillery value = 0.03 }
		command = { type = fuel_consumption which = sp_rct_artillery value = 0.01 }
		command = { type = transport_weight which = sp_rct_artillery value = 0.3 }
		command = { type = build_cost which = b_u7 where = relative value = 3 } # Infantry Regiment
		command = { type = build_cost which = b_u10 where = relative value = 3 } # Assault Gun
		command = { type = supply_consumption which = b_u10 value = 0.02 }
		command = { type = fuel_consumption which = b_u10 value = 0.01 }
		command = { type = transport_weight which = b_u10 value = 0.2 }
	}
}
}

